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Education and Training for Automation 4.0 in Thailand - ETAT 泰国自动化4.0教育与培训- ETAT
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766390
Christian Madritsch, R. Langmann
This paper describes the ERASMUS+ project ETAT: Education and Training for Automation 4.0 in Thailand. First, the current situation in Thailand in relation to the shift in national strategy is depicted. Here, the main project objectives and goals are also stated. Next, the lab equipment ETAT Smart Lab is described in detail. It begins with the general concept, continues with the components structure, and concludes with a part on teaching and training. The chapter Technological Models describes the additional hardware components used which are specific to the key area of each partner university. At the end, a chapter Summary and Conclusion is ending this paper.
本文介绍了ERASMUS+项目ETAT:教育和培训自动化4.0在泰国。首先,描述了泰国与国家战略转变有关的现状。在这里,也说明了主要的项目目标和目标。接下来,对实验设备ETAT智能实验室进行了详细的介绍。它从一般概念开始,接着是组件结构,最后是教学和培训部分。技术模型一章描述了针对每个合作大学的关键领域所使用的额外硬件组件。最后,结束语一章是本文的结束语。
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引用次数: 0
SPArK-Bot: An Educational Robotic Platform SPArK-Bot:教育机器人平台
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766694
Parth Parikh, Shantanu Kalamdane, Akash Rasal, Khushboo Mundada, Urmila Kalshetti
The subjects of programming and robotics are quintessential subjects in today’s world. The use of development boards like the Raspberry Pi and Arduino are making huge inroads into schools where they are used to teach the aforementioned subjects. But as the study explored, better interfaces can be built to simplify its ease of use and that is the motivation that has led to the development of the ‘SPArK-Bot’ - an all-batteries-included educational robot that has the versatility of the Raspberry Pi with the simplicity of the Arduino all combined in a package that incentivizes the students to practice programming in a hands-on manner. Using standard hardware, but presenting them in a simple, fault tolerant way with tutorials to guide the students every step of the way resulted in a positive reaction from our evaluators with it scoring a perfect ‘A Grade’ on the System Usability Scale (SUS). These evaluators include school students who are new to programming and college students who are well versed with the basics of programming. The college going students find that they can test out their ideas and easily prototype their proof of concept solutions and even use it in competitions. This system can be incorporated into existing curriculum and holistically help raise the bar for practical exposure and learning in this domain.
编程和机器人是当今世界的典型学科。像树莓派和Arduino这样的开发板的使用正在大量进入学校,在那里它们被用来教授上述科目。但随着研究的探索,可以建立更好的界面,以简化其易用性,这是导致“SPArK-Bot”开发的动机-一个全电池的教育机器人,具有树莓派的多功能性与Arduino的简单性都结合在一个包中,激励学生以动手的方式练习编程。使用标准硬件,但以一种简单、容错的方式呈现它们,并用教程指导学生的每一步,结果我们的评估人员对它的积极反应,在系统可用性量表(SUS)上获得了完美的“a级”。这些评估者包括初学编程的学生和精通编程基础知识的大学生。即将进入大学的学生们发现,他们可以测试自己的想法,并轻松地将他们的概念解决方案原型化,甚至在比赛中使用它。这个系统可以整合到现有的课程中,整体上有助于提高这个领域的实践接触和学习的门槛。
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引用次数: 1
A Proposal For Micromanagement Of People Through Rpg Cards In Education For Innovation 在创新教育中运用Rpg卡片进行人员微观管理的建议
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766495
Emmanuel Carvalho, Ayrton Eusebio, Guilherme Ranoya, Cristiano C. Araújo, Geber Ramalho
Education for innovation initiatives often adopt Project-Based Learning approaches, where students are grouped into teams with the goal of creating an innovative product prototype. Working on teams, especially interdisciplinary ones, involves challenges related to collaboration and motivation [1]. It is well known that gamification is a successful tool for engaging students in learning activities [2]. Thus, in this paper, we propose a cardgame focused on education for innovation, exploring the similarities between the students’ teams with the roles of an RPG (Role Playing Game). To design our game proposal, we conducted a netnographic [3] and semi-structured qualitative research [4]. After implementing the game, we evaluated it in “Projetão,” a well-consolidated course on education for innovation. The results were encouraging.
创新教育通常采用基于项目的学习方法,学生被分成小组,目标是创造一个创新的产品原型。在团队中工作,特别是在跨学科的团队中,涉及到与协作和动机相关的挑战[1]。众所周知,游戏化是吸引学生参与学习活动的成功工具[2]。因此,在本文中,我们提出了一种专注于创新教育的纸牌游戏,探索学生团队与RPG(角色扮演游戏)角色之间的相似之处。为了设计我们的游戏提案,我们进行了网络研究[3]和半结构化定性研究[4]。在执行游戏后,我们在“project o”中对其进行了评估,这是一门关于创新教育的课程。结果令人鼓舞。
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引用次数: 0
Towards flexible delivery in engineering education: students’ perception on block teaching delivery 面向工程教育的灵活交付:学生对块式教学交付的感知
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766381
M. Bevilacqua, Marzia Milan, M. Lilley
The number of students entering higher education has been steadily increasing in the last decades globally. Such trend poses challenges to Higher Education Institutions to widen their offers and sustain participation in academia. Higher Education Institutions are therefore faced with the prospect of offering study programmes to a varied blend of learners from different social backgrounds, presenting specific needs and challenges. This trend is expected to become even more pronounced due to globalisation and technological improvements, thus enabling an unprecedented number of applicants to potentially enter higher education. It is therefore essential for Higher Education Institutions to create forms of flexible learning that can support students throughout their studies. This paper explores the idea of block teaching in the context of engineering education to enhance flexibility, inclusivity, and enjoyment of the engineering discipline. The authors devised a survey aimed at obtaining a deeper understanding of the suitability of block teaching as a valid tool to support learning and enable a flexible delivery mode. The students’ response to the questionnaire demonstrated that block teaching brought advantages in all the three areas of investigation. The authors therefore propose that block teaching can represent a useful tool to ensure higher education programmes can be comfortably adapted to answer the needs of students from different backgrounds and social circumstances, avoiding the “Matthew Effect” to potentially favour only a part of perspective students.
在过去的几十年里,全球接受高等教育的学生人数一直在稳步增长。这种趋势给高等教育机构扩大招生范围和保持学术参与提出了挑战。因此,高等教育机构面临着为来自不同社会背景的不同学习者提供学习课程的前景,这些学习者提出了特定的需求和挑战。由于全球化和技术进步,这一趋势预计将变得更加明显,从而使前所未有的申请人有可能进入高等教育。因此,高等教育机构必须创造灵活的学习形式,以支持学生的整个学习过程。本文探讨了在工程教育背景下的块教学理念,以增强工程学科的灵活性、包容性和乐趣。作者设计了一项调查,旨在更深入地了解分组教学作为支持学习和实现灵活交付模式的有效工具的适用性。学生对问卷的反应表明,分组教学在三个调查领域都有优势。因此,作者提出,分组教学可以成为一种有用的工具,以确保高等教育项目能够轻松适应不同背景和社会环境的学生的需求,避免“马太效应”,可能只偏袒一部分有前途的学生。
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引用次数: 0
Work-in-Progress: The Development of a Smart-Environments Learning Kit for Computer Science Classes 正在进行的工作:计算机科学课程智能环境学习工具包的开发
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766729
A. Fandrich, Guido Casjens, Nils Pancratz, I. Diethelm
Embedding curriculum content in relevant contexts is a challenge computer science teachers face. The idea of smart environments as networking embedded computers to complete everyday tasks provides strong possibilities for context orientation, including smart homes, smart cities, and Industry 4.0. In particular, the context smart home offers teachers exciting and versatile possibilities to introduce students to computer science. It enables teaching programming, networks, communication protocols, and electrical engineering in a student-oriented manner. In order to provide teachers with a low-barrier opportunity to use this context in computer science classes, we developed a smart-environments learning kit. The kit contains hardware that can be easily interconnected and recombined, leaving plenty of room for individual development and internal differentiation. First pilot uses of the kit in different learning groups revealed room for improvement: For instance, preparing the boards in computer science classes is too time-consuming, and the open-source firmware of the hardware modules is too complex to be covered in class. Following a design-based research approach, this work-in-progress paper documents lessons learned from the piloting implementations and illustrates potential solutions.
在相关语境中嵌入课程内容是计算机科学教师面临的挑战。智能环境的概念是连接嵌入式计算机来完成日常任务,为上下文导向提供了强大的可能性,包括智能家居、智能城市和工业4.0。特别是,上下文智能家居为教师提供了令人兴奋和多样化的可能性,向学生介绍计算机科学。它使以学生为导向的编程、网络、通信协议和电气工程教学成为可能。为了给教师提供一个低障碍的机会,在计算机科学课程中使用这种环境,我们开发了一套智能环境学习工具包。该套件包含可以轻松连接和重组的硬件,为个人发展和内部差异化留下了充足的空间。该套件在不同学习小组中的首次试用显示出改进的空间:例如,在计算机科学课程中准备电路板太耗时,硬件模块的开源固件太复杂,无法在课堂上涵盖。遵循基于设计的研究方法,这篇正在进行的论文记录了从试点实现中吸取的经验教训,并说明了潜在的解决方案。
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引用次数: 0
A Framework for Self-Organized Learning Environments to Develop Soft Skills in Geographically Distributed and Multicultural Engineering Teams 地理分布和多元文化工程团队中培养软技能的自组织学习环境框架
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766562
Eduardo Daniel Juárez, N. Malik, I. Ayala, A. Nordin, N. A. Rahim
This paper presents a novel framework for self-organized learning environments implemented for a virtual summer program conducted jointly by two universities involving fifteen students from various engineering majors and countries. The framework comprises eight elements: competency-centered, challenge-based learning focused on sustainable development goals, self-organizing teams, domain frameworks such as cultural awareness and disciplined agile exploratory lifecycle, self-assessment, competency evaluation, academicians as coaches and consultants, and feedback by appreciation and coaching. The framework assessment consisted of initial and exit surveys. The survey results indicated that the students demonstrated improvements in multicultural perspective, intercultural communication, and working in multicultural teams.
本文提出了一种新的自组织学习环境框架,用于两所大学联合开展的虚拟暑期项目,涉及来自不同工程专业和国家的15名学生。该框架包括八个要素:以能力为中心、以挑战为基础的学习,重点关注可持续发展目标、自组织团队、领域框架(如文化意识和有纪律的敏捷探索生命周期)、自我评估、能力评估、学者作为教练和顾问,以及通过欣赏和指导进行反馈。框架评估包括初始调查和退出调查。调查结果显示,学生在多元文化视角、跨文化交际、跨文化团队合作等方面均有提高。
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引用次数: 2
Work-in-Progress: Computing Sentence Similarity for Short Texts using Transformer models 正在进行的工作:使用Transformer模型计算短文本的句子相似度
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766649
V. Ramnarain-Seetohul, V. Bassoo, Yasmine Rosunally
The field of natural language processing is being revolutionized with transformers. The latter is based on a novel type of neural network framework that is already pre-trained. Hence, large datasets to train models are no longer required. This framework is suitable for automated assessment systems (AAS), where a large number of labeled data is needed. The larger the dataset, the higher the accuracy of the AAS. In this work-in-progress paper, a prototype for an AAS has been built where two transformer models, namely the Sentence-Transformers from hugging face and the OpenAI GPT-3 models have been used. The transformer models generate the similarity index between students’ answers and reference answers from the Texas dataset. Then the similarity index is used to compute marks for students. The performance of the prototype is evaluated using the quadratic weighted kappa metric.
自然语言处理领域正因变压器而发生革命性的变化。后者是基于一种已经预先训练的新型神经网络框架。因此,不再需要大型数据集来训练模型。该框架适用于需要大量标记数据的自动评估系统(AAS)。数据集越大,AAS的精度越高。在这篇正在进行的论文中,已经建立了一个AAS的原型,其中使用了两个变压器模型,即来自拥抱脸的句子变压器和OpenAI GPT-3模型。转换模型生成学生答案和来自德克萨斯州数据集的参考答案之间的相似性指数。然后用相似度指数计算学生的分数。使用二次加权kappa度量来评估原型的性能。
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引用次数: 0
Software engineering, bridging theory and practice in an agile learning environment. 软件工程,在敏捷学习环境中衔接理论与实践。
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766486
Dena Hussain, Linda Söderlindh
The case study presented in this paper, investigates the conditions for implementing an agile learning environment. The course Software Engineering in Project Form for the second-year bachelor program in Computer Science at the KTH-Royal Institute of Technology, Sweden, has undergone different iterations to increase attendance rate and student engagement and motivation and closing the gap between theory and practice. For the current academic year of 2021/2022, changes includes converting traditional lectures into student conference seminars and teachers into mentors, in line with the agile learning approach and values. Focusing on group working skills, communication skills and expected learning outcomes, the students were asked to assess their previous experiences and their own abilities in group work and communication, estimate the required qualities for software engineers, rate their preferences for learning and group work, and describe their overall expectations for the course. For this purpose, a survey was distributed to the 211 students, 117 responded. The results suggests that the students seems to prioritize most of the agile values, with the exception of customer collaboration. It can therefore be concluded that the conditions for introducing an agile learning environment will be fruitful. For the duration of the course, until May 2022, further evaluations will be made including interviews with mentors and another student survey after the course has finished, to investigate if, and if so how, the agile approach could increase student engagement whilst reducing the barriers between theory and practice.
本文的案例研究探讨了实现敏捷学习环境的条件。瑞典皇家理工学院(KTH-Royal Institute of Technology)计算机科学学士二年级课程的项目形式软件工程课程经历了不同的迭代,以提高出勤率、学生的参与度和积极性,缩小理论与实践之间的差距。在当前的2021/2022学年,变化包括将传统讲座转变为学生会议研讨会,将教师转变为导师,以符合敏捷学习方法和价值观。以小组工作技能、沟通技巧和预期学习成果为重点,学生们被要求评估他们以前的经验和他们自己在小组工作和沟通方面的能力,估计软件工程师所需的素质,评价他们对学习和小组工作的偏好,并描述他们对课程的总体期望。为此,我们向211名学生发放了一份调查问卷,117名学生做出了回应。结果表明,除了客户协作之外,学生们似乎优先考虑了大多数敏捷价值。因此,可以得出结论,引入敏捷学习环境的条件将是富有成效的。在课程期间,直到2022年5月,将进行进一步的评估,包括对导师的访谈和课程结束后的另一项学生调查,以调查敏捷方法是否可以提高学生的参与度,同时减少理论与实践之间的障碍。
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引用次数: 2
Programming Teaching Interaction 编程教学互动
Pub Date : 2022-03-28 DOI: 10.1109/educon52537.2022.9766697
C. D. Kloos, Carmen Fernández-Panadero, C. Alario-Hoyos, Pedro Manuel Moreno-Marcos, M. Ibáñez, P. Muñoz-Merino, Boni García, I. Estévez-Ayres
There are many applications that help orchestrate face-to-face, online, or hybrid classes through the cloud. Examples are polling apps like Wooclap or Mentimeter, digital boards like Jamboard or Miro, or diagramming tools like diagrams.net, Coggle, or Kialo. However, one can go one step further and integrate some of these tools in order to use the most appropriate tool for each teaching moment and have information flow across tools preserving consistency without having to do this manually. In this paper, we present a specific experience and extrapolate it to highlight the power of programming the teaching interaction.
有许多应用程序可以通过云帮助编排面对面、在线或混合课程。例如像Wooclap或Mentimeter这样的投票应用,像Jamboard或Miro这样的数字板,或者像diagrams.net、Coggle或Kialo这样的图表工具。然而,我们可以更进一步,集成其中的一些工具,以便在每个教学时刻使用最合适的工具,并在工具之间保持信息流的一致性,而不必手动进行。在本文中,我们提出了一个具体的经验,并将其推断出来,以突出编程教学互动的力量。
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引用次数: 1
Work-In-Progress: Converting textual software engineering class diagram exercises to UML models 正在进行的工作:将文本软件工程类图练习转换为UML模型
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766593
Florian Huber, Georg Hagel
Class diagram exercises are an important part in the development of software engineering students in higher computer science education. Generating textual exercises with sample solutions for such courses is time-consuming for educators, especially with multiple courses and different contexts. According to literature, the automatic generation of diagrams from structured text is possible. However, students often do not receive template based exercise texts but descriptions in natural language, which is still not a closed research topic. To address this problem, this paper discusses a model that analyses real exercise texts used for software engineering education, considers each individual sentences components and provides a class diagram. Due to the complexity of natural language, the model does not deliver perfect results so far, but is a great work in progress for the attempt to generate sample solutions for given exercise texts.
在高等计算机科学教育中,类图练习是软件工程专业学生发展的重要组成部分。对于教育工作者来说,为这些课程生成带有示例解决方案的文本练习非常耗时,特别是在多门课程和不同的环境中。根据文献,从结构化文本自动生成图表是可能的。然而,学生经常收到的不是基于模板的练习文本,而是自然语言的描述,这仍然不是一个封闭的研究课题。为了解决这个问题,本文讨论了一个模型,该模型分析了用于软件工程教育的实际练习文本,考虑了每个单独的句子组成部分,并提供了一个类图。由于自然语言的复杂性,到目前为止,该模型并没有提供完美的结果,但在尝试为给定的练习文本生成样本解决方案方面,它是一项正在进行的伟大工作。
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引用次数: 2
期刊
2022 IEEE Global Engineering Education Conference (EDUCON)
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