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The Use of ChatGPT in Improving and Reviewing Scientific Paper Writing: An Exploratory Study 使用 ChatGPT 改进和审阅科学论文写作:一项探索性研究
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458848
Maicon Bernardino;Rodrigo Cargnelutti;Renato de Souza Garcia;Williamson Silva
Software Engineering students enrolled in the Problem Solving I (PSI) course experience a Requirements Engineering (RE) approach to education. As part of one of the PSI assessments, students must develop a manuscript on RE. Following submission and presentation, we conducted an exploratory study to assess students’ perception of using ChatGPT to support improving and reviewing their scientific paper writing. Based on the results obtained from the participants (n = 40), we highlight the different ways to use ChatGPT to support the learning process. We conclude that ChatGPT and other AI tools can and should be explored by students and professors in the academic setting. However, evaluating the generated responses with caution and discernment is essential. Moreover, to enhance the overall experience, it is crucial to pose precise questions that yield accurate responses; this, in essence, constitutes the primary challenge.
参加 "问题解决 I"(PSI)课程的软件工程专业学生体验了需求工程(RE)教育方法。作为 PSI 评估的一部分,学生必须撰写一份关于 RE 的手稿。在提交和展示之后,我们进行了一项探索性研究,以评估学生对使用 ChatGPT 支持改进和审查其科学论文写作的看法。根据从参与者(n = 40)处获得的结果,我们强调了使用 ChatGPT 支持学习过程的不同方法。我们的结论是,ChatGPT 和其他人工智能工具可以而且应该在学术环境中为学生和教授所探索。但是,对所生成的回复进行谨慎的评估和鉴别是至关重要的。此外,要提升整体体验,关键是要提出准确的问题,从而产生准确的回答;这实质上构成了首要挑战。
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引用次数: 0
An FPGA Integrated 2D Graphic Processor for Enhanced Digital Design and Computer Architecture Education 用于强化数字设计和计算机体系结构教育的 FPGA 集成 2D 图形处理器
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458850
Gabriel B. Sá Alves;João N. Carlos Bittencourt;Anfranserai Dias
In the rapidly evolving domain of technology education, the integration of digital systems and computer architecture into a unified academic curriculum has become increasingly important. This integration reflects the dynamic nature of the technological landscape and aligns with the growing demands and expectations of students pursuing competencies in both disciplines. Within this context, there is an urgent need for innovative and disruptive pedagogical tools that are in line with current educational trends and effectively address the different learning styles of students. Consequently, the adoption of Field Programmable Gate Array (FPGA) co-design approaches, which integrate hardware and software aspects of systems, represents a significant step forward in meeting the contemporary demands of computer architecture education, offering a practical, engaging and scalable solution. This paper introduces CoLenda, a novel learning tool, through the implementation of an educational FPGA platform based on a 2D graphics processor. The aim of CoLenda is to provide a comprehensive understanding of its architecture, enabling students to experience practical, hands-on learning through the development of graphics-based games. The introduction of this processor enhances the learning process by allowing students to engage in digital design and computer architecture curricula while fostering creativity and practical problem-solving skills. Additionally, making the project open-source for community contributions could significantly expand the potential and scope of this educational tool.
在快速发展的技术教育领域,将数字系统和计算机体系结构整合到统一的学术课程中变得越来越重要。这种整合反映了技术领域的动态性质,也符合学生对这两个学科能力不断增长的需求和期望。在此背景下,迫切需要符合当前教育趋势并能有效解决学生不同学习风格问题的创新和颠覆性教学工具。因此,采用现场可编程门阵列(FPGA)协同设计方法,将系统的硬件和软件方面整合在一起,在满足计算机体系结构教育的当代需求方面迈出了重要一步,提供了一个实用、有吸引力和可扩展的解决方案。本文通过实施基于二维图形处理器的 FPGA 教育平台,介绍了 CoLenda 这一新型学习工具。CoLenda 的目的是让学生全面了解其架构,通过开发基于图形的游戏来体验实际动手学习。通过引入该处理器,学生可以学习数字设计和计算机体系结构课程,同时培养创造力和解决实际问题的能力,从而强化学习过程。此外,将该项目开放源代码供社区贡献,可以极大地扩展这一教育工具的潜力和范围。
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引用次数: 0
Analyzing Wooclap’s Competition Mode With AI Through Classroom Recordings 通过课堂录音分析 Wooclap 的人工智能竞争模式
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458865
Óscar Cánovas Reverte;Pilar González Férez;Félix J. García Clemente;Federico Pardo García
This article presents findings derived from the implementation of different modes of using an interactive response system in a Computer Engineering Degree course. The research focuses on the use of the Wooclap platform, which allows posing questions to students for real-time responses using their mobile devices. The designed experience addresses two modalities of platform use: one without competition and another with competition based on points. The methodology involves two distinct groups of students responding to the same questions, led by the same teacher in separate tests, using different platform modes. This quasi-experimental approach is based on data collection regarding student performance (correct responses to questions) and the overall level of classroom interaction during the tests. Furthermore, an audio recording analysis system supported by artificial intelligence is utilized to characterize the participation of the various actors involved.To further the analysis, transcriptions of the teacher’s oral interventions are examined, investigating the typology of these interventions and evaluating if the quantity and distribution of these types vary between the competition mode and the non-competition mode. The results reveal distinctive patterns in the level of student interaction during the tests, depending on the mode used, as well as in the type of interventions made by the teacher. Despite these variations, the results indicate that the mode of use does not have a significant influence on the performance achieved by the students.
本文介绍了在计算机工程学位课程中采用不同模式使用交互式应答系统的研究结果。研究的重点是 Wooclap 平台的使用,该平台允许使用学生的移动设备向他们提出问题,让他们进行实时回答。设计的体验涉及两种平台使用模式:一种是无竞争模式,另一种是基于积分的竞争模式。该方法涉及两组不同的学生,在同一教师的引导下,使用不同的平台模式,在不同的测试中回答相同的问题。这种准实验方法基于对学生成绩(对问题的正确回答)和测试期间课堂互动整体水平的数据收集。此外,还利用人工智能支持的录音分析系统来描述各参与方的参与情况。为了进一步进行分析,研究人员对教师的口头干预进行了转录,调查了这些干预的类型,并评估了这些类型的数量和分布在竞争模式和非竞争模式之间是否存在差异。结果表明,学生在测试期间的互动程度(取决于所使用的模式)以及教师的干预类型都有不同的模式。尽管存在这些差异,但结果表明,使用的模式对学生取得的成绩没有重大影响。
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引用次数: 0
Impact of Educational Video Games on the Development of Meaningful Learning in the Field of Mathematics: A Quasi-Experimental Approach 教育电子游戏对数学领域有意义学习发展的影响:一种准实验方法
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458852
Benjamín Maraza-Quispe;Victor Hugo Rosas-Iman;Maribel Ovalle-Quispe;Simona Luz Sajama-Castro;Guina Victoria Mamani-Flores;Carola Natalia Romero-Vera;Jorge Luis Torres-Loayza
The aim of the research is to determine the impact of video games on the development of meaningful learning in the field of mathematics among students in Regular Basic Education. The research was carried out through a quasi-experimental process and a systematic review of sources. A structured design was used in a pretest and posttest with a one-month application interval, during which three educational video games were used: Strategy, Adventure, and Simulation. The population consisted of 40 students divided into four groups: Three experimental groups and one control group, each composed of ten students. The results showed a significant influence of video games on the development of meaningful learning in the field of mathematics; it was observed that video games function as an educational complement and not as an absolute pedagogical means. The lack of reliability is highlighted due to the inability to control the learning pace of each student, and the possible ethical impacts inherent in education are pointed out. The conclusions show that, although video games can contribute to the development of meaningful learning in the field of mathematics, their use should be considered as part of a comprehensive pedagogical approach and not as the sole teaching and learning tool.
本研究的目的是确定电子游戏对普通基础教育学生数学领域有意义学习发展的影响。该研究是通过准实验过程和对来源的系统审查进行的。在为期一个月的前测和后测中采用结构化设计,在此期间使用了三款教育类电子游戏:策略、冒险和模拟。总共40名学生,分为四组:三个实验组和一个对照组,每组10名学生。结果表明,电子游戏对数学领域有意义学习的发展有显著影响;我们观察到,电子游戏的作用是作为教育的补充,而不是绝对的教学手段。由于无法控制每个学生的学习速度,强调了可靠性的缺乏,并指出了教育中可能存在的伦理影响。结论表明,尽管电子游戏可以促进数学领域有意义学习的发展,但它们的使用应被视为综合教学方法的一部分,而不是作为唯一的教学工具。
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引用次数: 0
Support Platform for IoT-Based Chemistry Laboratory Activities 基于物联网的化学实验室活动支持平台
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458853
Jeimy Vélez-Ramos;Luis Tovar-Garrido;Francisco Scholborgh
The objective of the research was to build a support platform for chemistry laboratory activities based on the Internet of Things (IoT). The platform provides an economical alternative for conducting chemistry laboratory activities. The research had a mixed approach, where surveys were applied to teachers, students, and administrative staff of the University of Cartagena, and a V-model was used for the development of the application. The main stages of the model included benchmarking to determine the components to be used, the construction of the data acquisition hardware, the development of the laboratory data acquisition software, and the application of component integration, reliability, and technological acceptance tests. As a result, a web application was created, and TDS and temperature sensors were installed and connected by Wi-Fi. In addition, a technological acceptance test was conducted in the Chemistry program. The acceptance test was based on Davis’ technology acceptance model (1989), which considers the user’s ease of use and usefulness perceived, which resulted in a high degree of acceptance. In addition, the platform built has compatibility with multiple sensors, including those outside chemistry, allowing its use in laboratories of other disciplines.
这项研究的目的是建立一个基于物联网(IoT)的化学实验活动支持平台。该平台为开展化学实验活动提供了一种经济的选择。研究采用了混合方法,对卡塔赫纳大学的教师、学生和行政人员进行了调查,并使用 V 模型开发应用程序。该模型的主要阶段包括:确定要使用的组件的基准测试、数据采集硬件的构建、实验室数据采集软件的开发,以及组件集成、可靠性和技术验收测试的应用。最终,创建了一个网络应用程序,安装了 TDS 和温度传感器,并通过 Wi-Fi 进行了连接。此外,还在化学项目中进行了技术验收测试。验收测试以 Davis 的技术验收模型(1989 年)为基础,该模型考虑了用户的易用性和实用性,因此验收结果很高。此外,所建立的平台与多种传感器(包括化学以外的传感器)兼容,可用于其他学科的实验室。
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引用次数: 0
Developing a Digital Game to Enhance Social Cognition Skills in Adolescents With ASD in a Multidisciplinary Context 开发数字游戏,在多学科背景下提高 ASD 青少年的社交认知能力
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458859
Valéria Farinazzo Martins;André Andriotti;Carlos de Oliveira;Rafael J. Pezeiro;Claudionor Domingues;Leonardo Veríssimo;Natália Becker
Autism Spectrum Disorder (ASD) is characterized by problems with social interactions and communication, and restricted or repetitive behaviors. Upon reaching adolescence, individuals with ASD are often faced with a broader environment and more complex relationships. It is important, therefore, to find ways to develop and improve the social cognition skills of these individuals. Here we describe the development process of a digital game, called TEACOG, for training social cognition in adolescents with ASD. This project was undertaken by an interdisciplinary team of seven people from the areas of computer science and psychology, as well as undergraduate and graduate students, researchers, and a person with autism.
自闭症谱系障碍(ASD)的特点是社交互动和沟通有问题,行为受限或重复。进入青春期后,自闭症患者往往要面对更广阔的环境和更复杂的人际关系。因此,找到培养和提高这些患者社会认知能力的方法非常重要。在此,我们介绍一款名为 TEACOG 的数字游戏的开发过程,该游戏用于训练 ASD 青少年的社会认知能力。该项目由一个跨学科团队完成,该团队由来自计算机科学和心理学领域的七名人员、本科生和研究生、研究人员以及一名自闭症患者组成。
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引用次数: 0
Rethinking the Creation of Open Educational Resources: A Model for Virtual Learning Platforms in Higher Education 反思开放教育资源的创建:高等教育虚拟学习平台模式
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458860
Sandra Isabel Arango-Vásquez;Bell Manrique-Losada;Beatriz Eugenia Quiceno-Castañeda;Fernando Moreira
The evolution and transformation from traditional to digital education have highlighted the need to produce open-access content. Open Educational Resources (OERs) are materials shared in freely accessible repositories for using by professors, students, and researchers in educational contexts. The low production of OERs has led to research efforts to understand the causes and propose alternatives to foster the creation of OERs published on freely accessible platforms. This article presents a model where several aspects, principles, and components are reenvisioned to create and produce OERs from virtual platforms. The model was validated on the Uvirtual-Abierta platform of the University of Medellín in Colombi, as an Open Access virtual platform, a based on the results obtained from such research. The research was conducted from a qualitative perspective with a hermeneutic methodological approach, allowing the identification of four principles for the model: interaction, mediation, autonomy, and flexibility, as well as three components: pedagogical, production, and technological. We highlighted that to implement a model for the creation of OERs on virtual platforms, the following elements are necessary: institutional policies for open access to content, pedagogical and didactic guidelines to produce open content, training processes for professors to create resources and procedures for implementing OERs on freely accessible platforms.
从传统教育到数字教育的演变和转型凸显了制作开放存取内容的必要性。开放式教育资源(OER)是在免费访问的资源库中共享的材料,供教授、学生和研究人员在教育环境中使用。开放式教育资源的产量较低,这促使人们努力开展研究,以了解其原因并提出替代方案,从而促进在免费访问平台上发布的开放式教育资源的创建。本文介绍了一个模型,该模型对几个方面、原则和组件进行了重新设计,以创建和生产虚拟平台上的开放式教育资源。该模型在哥伦比亚麦德林大学的 Uvirtual-Abierta 平台上进行了验证,该平台是一个开放存取的虚拟平台,其基础是此类研究取得的成果。这项研究从定性角度出发,采用诠释学方法,确定了该模式的四项原则:互动、调解、自 主和灵活性,以及三个组成部分:教学、生产和技术。我们强调,要实施在虚拟平台上创建开放式教育资源的模式,必须具备以下要素:开放获取内容的机构政策、制作开放式内容的教学指导原则、教授创建资源的培训流程以及在可免费访问的平台上实施开放式教育资源的程序。
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引用次数: 0
Basic Concepts of Computer Architecture Through Games and Game Development 通过游戏和游戏开发学习计算机体系结构的基本概念
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458863
Edurne Larraza-Mendiluze;Olatz Arbelaitz Gallego;Olatz Arregi Uriarte;Jose Ignacio Martín Aramburu;Jose Francisco Lukas Mugika
The aim of this research is to study how games and game development can help students learn introductory concepts of a very abstract topic such as Computer Architecture. In a quasi-experimental scenario, quantitative and qualitative data has been collected from students before and after the intervention throughout three consecutive school years. Following the action-research methodology, year by year several changes have been implemented in the games, pursuing a better understanding of the concepts. Also during the last year a game development has been added in order to consolidate knowledge. No statistical differences were found between the knowledge acquired by students in the control and experimental groups during the first two years. Therefore, and given that motivation was higher when using games, the same game-based methodology was used in the third year in both groups. Afterwards, the students had to develop an interactive presentation in the form of an Escape Room to teach younger students the concepts they had learned. Only a few concepts gained knowledge after this intervention, but those concepts with less prior understanding did. Although advanced computer architecture concepts can be difficult to handle through games, there are basic concepts that can be worked on in this way. In addition, the excitement and motivation provided by games make a good introduction to the subject. Also the development of simple games helps to understand some of the concepts that were not well understood before.
本研究旨在探讨游戏和游戏开发如何帮助学生学习计算机体系结构等非常抽象的入门概念。在连续三个学年的准实验方案中,收集了干预前后学生的定量和定性数据。按照行动研究方法,逐年对游戏进行了若干修改,以求更好地理解概念。在最后一年,还增加了一个游戏开发环节,以巩固所学知识。在前两年,对照组和实验组学生所学知识在统计上没有差异。因此,考虑到使用游戏时学生的积极性更高,在第三年,两组学生都使用了相同的基于游戏的方法。之后,学生们必须以 "密室逃脱 "的形式进行互动演示,向低年级学生传授他们所学到的概念。只有少数概念在这一干预措施后获得了知识,但那些先前理解较少的概念却获得了知识。虽然高级计算机体系结构概念很难通过游戏来处理,但有些基本概念可以通过这种方式来学习。此外,游戏所带来的兴奋和动力也是对这一主题的很好介绍。此外,开发简单的游戏也有助于理解一些以前不太理解的概念。
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引用次数: 0
Toward Educational Sustainability: An AI System for Identifying and Preventing Student Dropout 实现教育的可持续性:识别和防止学生辍学的人工智能系统
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-25 DOI: 10.1109/RITA.2024.3381850
Erika J. Brand C.;Gabriel M. Ramírez V.;Jaime Diaz;Fernando Moreira
The design and development of a web application to identify a high or low probability of student dropout at the National Learning Service (SENA) in Colombia, aiming to streamline the process of identifying and supporting potential candidates for assistance provided by the institution through the student welfare department. Throughout the development, socioeconomic variables with the highest impact on characterized academic dropout processes to create a dataset. This dataset was then utilized with various artificial intelligence techniques explored in Machine Learning (Decision Trees, K-means, and Regression), ultimately determining the most effective algorithm for integration into the Software. The decision tree classification technique emerged as the most effective, achieving an impressive accuracy of 91% and a minimal error rate of 9%, substantiating its state-of-the-art standing. As a result, this Software has optimized processes within the Student Welfare Department at SENA and is adaptable for use in any higher education institution.
设计和开发了一个网络应用程序,用于识别哥伦比亚国家学习服务局(SENA)学生辍学的高概率或低概率,旨在简化识别和支持潜在候选人的流程,使其能够通过学生福利部门获得该机构提供的援助。在整个开发过程中,对辍学特征影响最大的社会经济变量创建了一个数据集。然后将该数据集与机器学习中探索的各种人工智能技术(决策树、K-means 和回归)相结合,最终确定最有效的算法,并将其集成到软件中。其中,决策树分类技术最为有效,准确率高达 91%,误差率仅为 9%,达到了最先进的水平。因此,该软件优化了国家训练研究所学生福利部的工作流程,并适用于任何高等教育机构。
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引用次数: 0
Evaluation of the Perception of Use of a Serious Game to Assess the Digital Competence of Secondary School Students 评价使用严肃游戏评估中学生数字能力的感受
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-25 DOI: 10.1109/RITA.2024.3381846
Alejandro Calderón;Mercedes Ruiz;Nuria Hurtado;Elena Orta;Mayte García;Nieves Gómez-Aguilar;Manuel Trinidad
In today’s technological and digital society, education in digital competencies through which students can make critical and safe use of the Information Society Technologies for work, leisure, and communication, is essential. This paper presents a serious game based on interactive fiction for the self-assessment of digital competence according to the DigComp European model. In addition, it describes the evaluation of the perception of use of the serious game to assess the digital competence of secondary school students, in terms of user experience and usability, with the goal to obtain indications of the software quality of the developed digital tool from the point of view of teachers. The obtained results provide positive evidence of the effectiveness of the serious game as a tool for the assessment of students’ digital competence and the motivation of students towards the use of this kind of resource instead of traditional methods. In addition, the teachers’ perception of use of the game highlights the satisfaction and ease of use, as well as the attractiveness and fun that the game offers to the students.
在当今的科技和数字社会中,数字能力教育至关重要,通过这种教育,学生可以在工作、休闲和交流中批判性地、安全地使用信息社会技术。本文介绍了一个基于互动小说的严肃游戏,用于根据 DigComp 欧洲模式对数字能力进行自我评估。此外,本文还从用户体验和可用性的角度,介绍了评估中学生数字能力的严肃游戏的使用感知,目的是从教师的角度获得所开发数字工具的软件质量指标。所获得的结果积极证明了严肃游戏作为评估学生数字能力的工具的有效性,以及学生使用这种资源而不是传统方法的积极性。此外,教师对该游戏的使用感知也突出了该游戏的满意度和易用性,以及该游戏对学生的吸引力和趣味性。
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引用次数: 0
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Revista Iberoamericana de Tecnologias del Aprendizaje
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