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2017 International Conference of Educational Innovation through Technology (EITT)最新文献

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Joint Exploration of Negative Academic Emotion and Topics in Student-Generated Online Course Comments 学生在线课程评论中学术负面情绪与话题的联合研究
Zhi Liu, Chongyang Yang, Xian Peng, Jianwen Sun, Sannyuya Liu
Currently, with the increasing advancement of interactive learning technologies in MOOCs, a large number of student-generated comments (SGCs) have been substantially produced with two primary emotions (positive and negative). The emotional orientations are typically related with specific learning topics or aspects discussed, which is of value to offer abundant academic feedbacks for teachers and developers. Especially, the negative emotion and topics can be exploited to get an in-depth insight of the problems and barriers encountered by learners in online learning. However, it is challenging to capture relevant details from unstructured SGCs. In this paper, we propose a generative probabilistic model that extends Sentence-LDA (SLDA), namely Emotion Topic Joint Probabilistic Model (ETJM), to explore negative opinions in terms of pairs of which we call emo-topic. The model first automatically extracts the sentences with the high negative emotion density (NED), and then incorporates emotion and topic together to explore negative emotional feedbacks towards topics. The experimental results show that learners extended some negative comments towards the issues about learning content, online assignments and certificates of courses. The summarization of these issues can be given back to teachers to regulate and improve the teaching methods, strategies and design of learning contents.
目前,随着mooc互动学习技术的不断进步,大量的学生评论(sgc)产生了两种主要情绪(积极和消极)。这些情感取向通常与特定的学习主题或所讨论的方面有关,对教师和开发者提供丰富的学术反馈具有价值。特别是,可以利用负面情绪和话题来深入了解学习者在在线学习中遇到的问题和障碍。然而,从非结构化的sgc中获取相关细节是具有挑战性的。在本文中,我们提出了一个扩展句子lda (SLDA)的生成概率模型,即情感话题联合概率模型(ETJM),以情感话题对来探索负面意见。该模型首先自动提取负面情绪密度高的句子,然后将情绪和话题结合起来,探索话题的负面情绪反馈。实验结果表明,学习者对学习内容、在线作业和课程证书等问题提出了一些负面评价。这些问题的总结可以反馈给教师,以规范和改进教学方法、策略和学习内容的设计。
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引用次数: 5
A Study on Characteristics of TPACK Structure for MOOC Teachers MOOC教师TPACK结构特征研究
L. Luo, Hai Zhang, Yanan Tao, Xuzhen Yang, Baoshan Yan, Yining Wang
This study takes Peking university' MOOC Foundation of Epidemiology as the object, and adopts classroom video analysis, content analysis and case study method to analyze MOOC teachers' knowledge structure characteristics in the TPACK framework with combination of quantitative and qualitative analysis. The characteristics indicate that MOOC teachers need to pay more attention to the integration of technological knowledge and pedagogical knowledge or content knowledge so as to implement effective teaching, based on which strategies are put forward for the TPACK development of MOOC teachers so as to provide reference for MOOC teachers' cultivation and improve teaching efficiency.
本研究以北京大学MOOC流行病学基础课程为研究对象,采用课堂视频分析、内容分析、案例研究等方法,定量与定性相结合,对TPACK框架下MOOC教师的知识结构特征进行分析。这些特点表明,MOOC教师需要更加注重技术知识与教学知识或内容知识的整合,才能实施有效的教学。在此基础上,提出了MOOC教师TPACK发展策略,以期为MOOC教师的培养提供参考,提高教学效率。
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引用次数: 2
The Initial Development of the Factors to Influence the Maker Teachers' Acceptance of Maker Education Scale 创客教师接受创客教育量表的影响因素初探
Hao Tian, Xinyi Li, Shanshan Ren, Lifeng Zhang, Fati Wu
Maker education is a hot trend in primary and secondary education, and it is an important means to cultivate students' cooperation, sharing and innovation abilities. Teacher is a very critical factor. Whether the maker teachers are willing to accept maker education can have a direct impact on the quality of the effective implementation of maker education. However, previous studies paid more attention to the connotation, characteristics and practical programs of the maker education, and less on the teachers' perspective on the acceptance of the maker education. Especially lack of relevant studies from the empirical perspective to verify the implementation of it indicates the need to study and develop the "Factors to Influence the Maker Teachers' Acceptance of Maker Education Scale". In this study, 21 items were prepared by reviewing the literature. Then, the study invited six experts for amendment, and selected 40 maker teachers to take part in the primary scale development study. The data were processed in SPSS 20.0 and AMOS 21.0. The results showed that the scale was composed of five dimensions and 14 items. The Cronbach's alpha coefficient value of the scale was 0.895, indicating that the reliability was good. At the same time, the confirmatory factor analysis showed that the scale had good convergent validity and discriminant validity, with the limit of the sample size.
创客教育是中小学教育的热门趋势,是培养学生合作、分享和创新能力的重要手段。教师是一个非常关键的因素。创客教师是否愿意接受创客教育,直接影响到创客教育的有效实施质量。然而,以往的研究多关注创客教育的内涵、特征和实践方案,较少关注教师对创客教育的接受视角。特别是缺乏从实证角度验证其实施的相关研究,表明有必要研究和开发“影响创客教师接受创客教育量表的因素”。本研究通过查阅文献编制了21个项目。然后,本研究邀请了6位专家进行修订,并选择了40位创客教师参与初级规模开发研究。数据采用SPSS 20.0和AMOS 21.0软件处理。结果表明,该量表由5个维度和14个条目组成。量表的Cronbach’s alpha系数值为0.895,信度较好。同时,验证性因子分析表明,量表具有较好的收敛效度和判别效度,且样本量有限。
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引用次数: 0
A Study on the Effect of Joyful Learning Application upon Undergraduate English Vocabulary Learning 快乐学习应用对大学生英语词汇学习的影响研究
Junjie He, Yameng Lee, Bingqing Young, Feng-Kuang Chiang
Joyful learning is a new way of learning, which creates a learning environment full of joy for learners to enhance their learning motivation. It is still being discussed whether this approach to learning can promote the learning effectiveness or not. In this study, we take a quasi-experiment with some college students. We choose the "Hujiang Happy Word Games" application to explore if the way of joyful learning works. It is found that joyful learning can improve students' interest and confidence of learning, but has no significant effects on vocabulary learning. In the end, we discuss the research results and other relevant studies.
快乐学习是一种新的学习方式,它为学习者创造充满快乐的学习环境,增强学习者的学习动机。这种学习方式是否能提高学习效果还有待讨论。在这项研究中,我们对一些大学生进行了准实验。我们选择“沪江快乐填字游戏”应用来探索快乐学习的方式是否有效。研究发现,快乐学习可以提高学生的学习兴趣和信心,但对词汇学习没有显著影响。最后,对研究结果和其他相关研究进行了讨论。
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引用次数: 3
From the Driving Force to Influence: The Contest of Micro Course's Problems, Reflections and Transcendence: Based on the Analysis of the Chinese Contest of Micro Course in Recent Three Years 从动力到影响:微课程竞赛的问题、反思与超越——基于近三年中国微课程竞赛的分析
Zhuming Nie, Hongjin Xu, Luxi Wang
A contest is mainly about to promote talent selection or career progress through competition, a good contest not only has a strong driving force, but also has more far-reaching influence. The contest of Micro course has already become an important platform for implementing educational information program and changing the concept of Education Informatization. Also it has been formed an embryonic form of model of "To Promote to Build" in Education Informatization. The impact of the contest of Micro course is far from enough compared with the scale of the contest of Micro course, especially the role of the contest of Micro course is far from being played out for promoting of the development of information technology. Therefore, there is an urgent need to further sort out the theoretical and practical problems of the contest of Micro course, and analyze the reasons what related to the problem profoundly. Based on the data of the National contest of Micro course in recent three years, this paper summarized five problems about the contest of Micro-course, there are contest types overmuch, complicated definitions of assessment, paying more attention to the construction of resources, ignoring practical application and the organization is same as traditional contest. Moreover, from the perspective of organizers, researchers, industries and other aspects, it is found that the phenomenon of "profit-seeking" is serious, the definition of Micro course is unclear, and the innovation of the model of "To Promote to Build" is not enough. Finally, this paper put forward the strategic conception of solving the problem: From the individual to the three level systems of contest: unify the types of contest, innovate the system of contest; give full play to the contest's gradient effect from the resource assessment to the model of "To Promote to Build"; take the road of new-style contest in Education Informatization with Chinese characteristics from the driving force to influence.
一场比赛主要是通过比赛来促进人才的选拔或职业的进步,一场好的比赛不仅具有强大的推动力,而且具有更为深远的影响。微课竞赛已经成为实施教育信息化、转变教育信息化理念的重要平台。并形成了教育信息化“促建”模式的雏形。与微课程的竞赛规模相比,微课程竞赛的影响力还远远不够,尤其是微课程竞赛对信息技术发展的推动作用还远远没有发挥出来。因此,迫切需要进一步梳理微课竞赛存在的理论和实践问题,并深刻分析与问题相关的原因。本文根据近三年全国微课程竞赛的数据,总结了目前微课程竞赛存在的五个问题:竞赛类型过多、评价定义复杂、注重资源建设、忽视实际应用、组织方式与传统竞赛相同。而且,从主办方、研究者、行业等方面来看,发现“逐利”现象严重,微课程定义不清,“以促以建”模式创新力度不够。最后,本文提出了解决问题的战略构想:从个体竞赛到三级竞赛体系:统一竞赛类型,创新竞赛体系;充分发挥大赛从资源评价到“先促后建”模式的梯度效应;走中国特色新型教育信息化竞赛之路,从动力到影响。
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引用次数: 0
Study on Teaching Methods for Developing Higher Order Thinking Skills for College Students in Flipping Classroom 翻转课堂中培养大学生高阶思维技能的教学方法研究
Shuang Liu, Xuzhen Yang, Hai Zhang, Yining Wang, Terumi Yoneda, Z. Li
With rapid development of technology, new needs have been raised upon mastery of scientific skills and expansion of knowledge. In order to adapt to development of information science, mastery of high order thinking skill is attracting more and more attention. The level of information technology development is different in each place. So those students are quite different in the information technology application ability. This paper talks about problems of information skills differences in college information courses as well as improvement of high order thinking skills. This study is based on the mastery learning theory with flipping classroom teaching idea. The approach in this study adopt experimental and observation methods to solve the problem. Analysis of the collected data via indicates that application of flipping classroom teaching mode on college information skill public course can promote teaching effect and accelerate high order thinking skills for college students. This study aims to solve the existing problems of public university information technology by flipping classroom as a way to provide a reference for developing high order thinking skills.
随着科技的迅速发展,对掌握科学技能和扩大知识提出了新的要求。为了适应信息科学的发展,掌握高阶思维技能越来越受到人们的重视。信息技术的发展水平在每个地方是不同的。因此,这些学生在信息技术应用能力方面存在很大差异。本文论述了高校信息课程中信息技能差异存在的问题,以及高阶思维技能的提高。本研究基于掌握学习理论和翻转课堂教学理念。本研究采用实验与观察相结合的方法来解决这一问题。通过对所收集数据的分析表明,在高校信息技能公开课中运用翻转课堂教学模式可以提高教学效果,促进大学生高阶思维能力的培养。本研究旨在通过翻转课堂的方式解决公立大学信息技术教学中存在的问题,为培养学生的高阶思维能力提供参考。
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引用次数: 4
The Impact of Three Types of Virtual Reality Scene on Learning 三种虚拟现实场景对学习的影响
Xiaozhe Yang, Pei-Yu Cheng, Xue Yang
Virtual Reality is an immersive technology that gives the user a real-life experience otherwise impossible. Currently, VRs are mostly used in entertainment. However, they can be powerful for teaching and learning. This paper discusses three different learning experiences using the HTC VIVE VR headphone: Interactive 3D model, role play scene, and 3-D creation of space. We discuss benefits, limits, and potentials of the current VR technology for teaching and learning.
虚拟现实是一种身临其境的技术,它给用户一种现实生活中的体验,否则是不可能的。目前,vr主要用于娱乐领域。然而,它们对于教学和学习来说是强大的。本文讨论了使用HTC VIVE VR耳机的三种不同的学习体验:交互式3D模型、角色扮演场景和三维空间创造。我们将讨论当前VR技术在教学和学习方面的优势、局限性和潜力。
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引用次数: 7
Rating MOOCs: Implications from Gamification MOOCs评级:游戏化的影响
Tai Wang, Qianqian Liu, Jing Jiang, Tong-gui Li
MOOCs actually share many similarities with MMOPGs (Massively Multiplayer Online Games). Since the latter is more successful in appealing participants, it will be beneficial to reflect which ideas from game design are effective to lengthen the engagement of MOOCs students. In this paper, feasible implications from gamification monographs were listed into a questionnaire to analyze students' preferences on MOOCs instructional environment. Three environment factors are extracted: content preparation, interaction and assessment. A structural equation model was proposed to illustrate the relationships between these factors. After verified, the implications work as criteria for volunteers to rate the environment quality of 76 Chinese MOOCs in six different platforms. It turned out that the scores on three factors can be used to predict the engagement endurance level of MOOCs by using K-Nearest Neighbors algorithm. Its error rate is 18.92%. Moreover, correlation analysis found that content preparation (r=0.57, p=
MOOCs实际上与大型多人在线游戏(mmmpg)有许多相似之处。由于后者在吸引参与者方面更成功,因此反思游戏设计中的哪些想法能够有效地延长mooc学生的参与度将是有益的。本文将游戏化专著的可行性影响纳入问卷调查,分析学生对mooc教学环境的偏好。提取三个环境因素:内容准备、互动和评估。提出了一个结构方程模型来说明这些因素之间的关系。经过验证后,这些影响可以作为志愿者对六个不同平台上76个中国mooc的环境质量进行评估的标准。结果表明,使用K-Nearest Neighbors算法,可以利用三个因素的得分来预测mooc的投入耐力水平。其错误率为18.92%。此外,相关分析发现,含量制备(r=0.57, p=
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引用次数: 0
Creativity and Educational Technology 创意与教育科技
B. Hokanson
There are three threads to an understanding of creativity and educational technology: the first and foremost is understanding the development of creativity in the learner. Secondly, we need to understand how creativity can be supported and developed by educational technology, and which methods are most effective in a specific educational context. Finally, we also need to understand how creativity can be developed in professional instructional designers. Each of these issues will be examined in this writing, some of the diverse theories that support the development of creative skills will be explored. The writing will also examine the interaction of educational technology and creativity. This has been written in support of a keynote address for the 2017 EITT conference in Osaka, Japan
理解创造力和教育技术有三条线索:首先也是最重要的是理解学习者创造力的发展。其次,我们需要了解教育技术如何支持和发展创造力,以及在特定的教育环境中哪种方法最有效。最后,我们还需要了解专业教学设计师的创造力是如何发展的。这些问题都将在这篇文章中进行研究,一些支持创造性技能发展的不同理论将被探索。写作还将研究教育技术和创造力的相互作用。这是为了支持在日本大阪举行的2017年EITT会议的主题演讲而写的
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引用次数: 1
Design and Implementation of the Information Literacy Evaluation System for High School Students 高中生信息素养评价系统的设计与实现
Min Chen, Yaning Yang, Jian Xu, Chun Chang
High school is the key period of the formation of student information literacy, reasonable and scientific evaluation of learners' information literacy is essential. According to the evaluation index system of domestic information literacy is not perfect, the phenomenon of more traditional evaluation methods, through literature research, expert consultation and practice research, the study developed the index assessment of information literacy of high school students, designed and developed the system of information literacy assessment in senior high school students to realize the data acquisition online and the results of visualization. Also, the system can show the different views of the index and score ranking from the dimensions of county, school, grade, class and gender. The practice result showed that the system could meet the requirements of the information literacy assessment, make positive effects on the students' information literacy level, and provide effective decision-making support for the department of education.
高中阶段是学生信息素养形成的关键时期,合理、科学地评价学习者的信息素养至关重要。针对国内信息素养评价指标体系不完善、评价方法比较传统的现象,通过文献研究、专家咨询和实践研究,本研究制定了高中生信息素养指标评价,设计开发了高中生信息素养评价系统,实现了数据采集的在线化和结果的可视化。此外,系统还可以从县、学校、年级、班级和性别等维度显示不同的指标和分数排名视图。实践结果表明,该系统能够满足信息素养评估的要求,对提高学生信息素养水平产生积极影响,为教育部门提供有效的决策支持。
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引用次数: 3
期刊
2017 International Conference of Educational Innovation through Technology (EITT)
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