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2021 IEEE International Conference on Educational Technology (ICET)最新文献

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Adult Learners' Perception on Whether Educational Technology Can Augment, Limit or Replace the Human Element 成人学习者对教育技术是否能增强、限制或取代人的因素的看法
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563135
C. Camilleri, Rebecca Zahra
This research aims to study whether educational technology is enhancing or limiting the human element. A quantitative survey, in the form of a self-administered questionnaire, was conducted amongst 134 adult learners following Level 6 part-time courses offered at MCAST, aged ≥ 21 & ≤ 56 years. The first part of the questionnaire consisted of a descriptive analysis whilst in the second part, linear multiple regression analysis was performed to assess the students overall learning experience (dependent variable) vis-à-vis different teaching scenarios consisting of different levels of technological usage. Primarily, it resulted that all the participants ($mathrm{n}=134$) are connected to the world of digital information via their smartphones and other telecommunication devices. Moreover, the vast majority (40%) of the students spend more than four hours a day on the web. Nonetheless, the results indicate that the participants strongly rejected the idea of minimizing or replacing the role of the educator. In the second part of the questionnaire, blended learning (mixed mode) emerged as the strongest predictor. Lastly, none of the students ($mathrm{p} > 0.05$) opted for the traditional face-to-face lecturing without use of technological tools thereby indicating that the mode of teaching has become obsolete.
本研究旨在探讨教育科技是促进还是限制人的因素。本研究以自填问卷的形式,对134名年龄≥21岁≤56岁的成人学习者进行了一项定量调查。问卷的第一部分包括描述性分析,而在第二部分,进行线性多元回归分析,以评估学生的整体学习经验(因变量)在-à-vis不同的教学场景,包括不同水平的技术使用。主要结果是,所有参与者($ mathm {n}=134$)都通过智能手机和其他电信设备连接到数字信息世界。此外,绝大多数(40%)的学生每天上网的时间超过4小时。尽管如此,结果表明,参与者强烈反对最小化或取代教育者角色的想法。在问卷的第二部分,混合学习(混合模式)成为最强的预测因子。最后,没有一个学生($math {p} > 0.05$)选择不使用技术工具的传统面对面授课,这表明教学模式已经过时。
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引用次数: 1
Dynamic Optimization of Specialty Structure of Higher Education Based on Big Data Technology 基于大数据技术的高等教育专业结构动态优化
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563177
H. Cui
At present, big data technology with big data collection, big data analysis and mining, machine learning and other technologies as the core has been widely used in many fields. Through deep mining and analysis of massive data, big data technology can accurately predict and judge the supply and demand of disciplinary professionals, thus providing strong support for the dynamic optimization of the specialty structure of higher education. Through building life cycle management plan of specialty structure of universities and colleges, this article determines the source of big data acquisition, and by using Naive Bayes Classifier classifies and describes the talent status data of the industry, establishes the data model, and statistics the current distribution of professional and technical talents, and uses the time series prediction method to predict the future demand trend of all kinds of professional and technical personnel of enterprise, to provide strong support for specialty structure optimization, thereby to achieve higher education specialty structure dynamic optimization.
目前,以大数据采集、大数据分析与挖掘、机器学习等技术为核心的大数据技术已广泛应用于多个领域。大数据技术通过对海量数据的深度挖掘和分析,可以准确预测和判断学科专业人才的供需情况,从而为高等教育专业结构的动态优化提供有力支持。本文通过构建高校专业结构生命周期管理计划,确定大数据获取的来源,利用朴素贝叶斯分类器对行业人才状态数据进行分类描述,建立数据模型,统计当前专业技术人才分布情况;并采用时间序列预测方法预测企业各类专业技术人员未来需求趋势,为专业结构优化提供有力支持,从而实现高等教育专业结构动态优化。
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引用次数: 0
Design and Development of a System for Managing Student Research: A Case Study for the School of Information Technology, Mapua University 学生研究管理系统的设计与开发——以马普亚大学信息技术学院为例
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563107
Julio Jerison E. Macrohon, Aevin S. Bulaong, Joshua Claude A. Bonsol, John Andrei C. Gayeta, J. Jeng
Student research, for so long, has been a challenging task, not just for the students but also for the supervisors and coordinators who manage multiple groups of students. The system aims to streamline the grueling process from topic selection to archiving and indexing to reduce, if not eliminate, manual intervention. Envisioned as a one-stop shop for the stakeholders, the system provides a dashboard, email notification for pending approval or assignment to the professor or revision from the students, defense scheduling, and electronic document management. The scope of the system includes not just undergraduate students but also the school's graduate and post-graduate students.
长期以来,学生研究一直是一项具有挑战性的任务,不仅对学生来说如此,对管理多个学生群体的导师和协调员来说也是如此。该系统旨在简化从主题选择到存档和索引的繁重过程,以减少(如果不能消除的话)人工干预。作为涉众的一站式商店,该系统提供了一个仪表板、电子邮件通知,用于等待批准或分配给教授或学生的修订、辩护调度和电子文档管理。该制度的适用范围不仅包括本科生,还包括学校的研究生和研究生。
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引用次数: 0
Data Mining Based Research on Educational Satisfaction of Low-Income Groups 基于数据挖掘的低收入群体教育满意度研究
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563150
Yuanlin Xiang
This article takes Jingxi city as the research object, adopts the paradigm of path analysis, specifically combines the characteristics of questionnaire setting of poverty alleviation through education, takes the expectations of low-income families as the initial variables, selects the sense of security as research object, and selects social environment, security and educational conditions as intermediate variables. This article focuses on mechanism of its impact on the satisfaction degree of educational poverty alleviation policy. This article points out the problems existing in the education of low-income groups through field research and data mining, deeply analyzes the causes of the problems, and puts forward countermeasures and suggestions to improve the education satisfaction of low-income groups, so as to provide reference for education promotion in low-income areas.
本文以靖西市为研究对象,采用路径分析的范式,具体结合教育扶贫问卷设置的特点,以低收入家庭的期望为初始变量,选择安全感为研究对象,选择社会环境、安全和教育条件为中间变量。本文主要研究教育扶贫政策满意度的影响机制。本文通过实地调研和数据挖掘,指出低收入群体教育中存在的问题,深入分析问题产生的原因,并提出提高低收入群体教育满意度的对策建议,为低收入地区教育推广提供参考。
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引用次数: 0
Visual Analysis of Innovative Entrepreneurship Education Based on CiteSpace 基于CiteSpace的创新创业教育可视化分析
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563145
Xia Li, Ai’nan Zhu
In recent years, innovative entrepreneurship education has become a hot spot in practice and academia. This paper uses CiteSpace visual analysis software to analyze 714 SCI-EXPANDED and SSCI journals in the core database from 2000 to 2021. Then to analyze from the number and year of the papers, key words and research frontier, this paper analyzes the current international innovation or entrepreneurship education research status, and finally put forward a new proposal for innovation and entrepreneurship education in China.
近年来,创新创业教育已成为实践和学术界关注的热点。本文利用CiteSpace可视化分析软件对核心数据库2000 - 2021年714种SCI-EXPANDED和SSCI期刊进行分析。然后从论文数量、年份、关键词和研究前沿等方面进行分析,分析当前国际创新创业教育的研究现状,最后对中国创新创业教育提出新的建议。
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引用次数: 0
Infusing Computational Thinking into the Accounting Curriculum - Framework and Perspectives 将计算思维注入会计课程——框架与视角
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563181
Tao Wu, Maiga Chang
In the last two decades, computational thinking has been integrated into teaching of Engineering and Computer Science majors, and other science and engineering disciplines in universities. Computational Thinking plays a potential role in cultivating Accounting students' ability to use technology to solve problems. To extend the application of computational thinking in disciplines that are not necessarily related to science and engineering, this study proposes a new theoretical framework and curriculum design to promote the infusion of CT in the Accounting curriculum.
在过去的二十年里,计算思维已经融入到工程和计算机科学专业的教学中,以及大学里其他科学和工程学科的教学中。计算思维在培养会计专业学生运用技术解决问题的能力方面具有潜在的作用。为了扩大计算思维在非理工科学科中的应用,本研究提出了一个新的理论框架和课程设计,以促进计算机思维在会计课程中的渗透。
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引用次数: 0
Students's Perceptions and Anxieties towards e-Assessment: Implications for Online Classroom Delivery 学生对电子评估的认知和焦虑:对在线课堂教学的启示
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563138
Emmanuel Henry Litam Dy, Alex Jasper Tan, D. D. Errabo
The COVID-19 pandemic has brought forth numerous new challenges for all afflicted as well as exposed the weaknesses of the current educational system. The public education in the Philippines had to overhaul its system to ensure quality and to provide accessible education to all students. Varying strategies have emerged to deliver relevant Online Classroom Delivery (OCD). The utilization of e-Assessment was sought after to generate real-time feedback to facilitate and monitor the students' progress. This research aimed to determine the students' perceptions and anxieties with OCD embedded e-Assessment, and the challenges encountered in an OCD. A cross-sectional survey was employed to determine the students' perceptions and anxieties. The results revealed the perceived threats and the remarkable anxiety levels of the students caused by the pandemic. This supports the information that the students' perception of using e-Assessment is positively correlated with their levels of anxiety. Challenges attributed to the perceived threats and anxiety included the availability of the technology, the presence or absence of internet connection, mobilization of software and related technology, appropriateness of e-Assessment strategy whether to be given as (diagnostic, formative or summative), teachers' adeptness, and familiarity towards the innovation of educational technology. Accordingly, this paper recommends the strengthening of research efforts in relation to the factors that increase students' level of anxiety in OCD, incorporation of accessible and easy-to-use mental health services, and computer training for both teachers and students.
2019冠状病毒病大流行给所有受影响的人带来了许多新的挑战,也暴露了现行教育制度的弱点。菲律宾的公共教育必须彻底改革其制度,以确保质量并向所有学生提供无障碍教育。各种各样的策略已经出现,以提供相关的在线课堂交付(OCD)。我们力求利用电子评核提供即时反馈,以促进和监察学生的进度。本研究旨在了解学生对强迫症嵌入式电子评估的认知和焦虑,以及强迫症所面临的挑战。采用横断面调查来确定学生的感知和焦虑。研究结果揭示了学生们感知到的威胁,以及疫情引起的显著焦虑程度。这支持了学生使用电子评估的感知与其焦虑水平正相关的信息。由于感知到的威胁和焦虑所带来的挑战包括技术的可用性、是否存在互联网连接、软件和相关技术的动员、电子评估策略的适当性(诊断性、形成性或总结性)、教师的熟练程度以及对教育技术创新的熟悉程度。因此,本文建议加强对强迫症学生焦虑水平增加因素的研究,纳入可获得和易于使用的心理健康服务,并对教师和学生进行计算机培训。
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引用次数: 0
Research on the Design and Effect of Serious Game Technology Transfer in Experiential Education 体验式教育中严肃游戏技术转移的设计与效果研究
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563151
Yingchun Xue, Guoping Chen, Guosen Miao, Chun Liu
Serious games are considered a useful tool for educational purposes. In order to improve the teaching effect of serious games, enrich the teaching process, and stimulate students' curiosity and interest, Survival Island is used as the carrier of serious games. In the context of the application and improvement of Kolb's theory of experiential learning circles, this paper provides a systematic study of the technology transfer and outcome evaluation of serious games. The main method is to use the game through the operation of “experience-publish-summary-application-improvement” Procedure, the introduction of the first teaching focus: team concept and problem-solving background, through the conflicts of team members and then introduced to the second teaching focus: communication concepts and skills, etc. Specifically, 68 students of 18 levels of administrative management in a college are divided into large experimental group, small experimental group, and observation group for course teaching. After class practice tests, after-class effect evaluation surveys, the large experimental group's knowledge acquisition and satisfaction levels are respectively reached 95.56% and 97.78%, the knowledge acquisition and satisfaction degree of the small experimental group reached 93.33% and 95.56%, respectively, and the knowledge acquisition and satisfaction degree of the observation group reached 92.8% and 91.2%, respectively. The results show that this serious game is mainly conducted by students for participatory practice simulation exploration, and has achieved good results, which proves that the serious game design and technology transfer are effective.
严肃游戏被认为是教育目的的有用工具。为了提高严肃游戏的教学效果,丰富教学过程,激发学生的好奇心和兴趣,将《生存岛》作为严肃游戏的载体。本文在运用和完善科尔布体验学习圈理论的背景下,对严肃游戏的技术转移和结果评价进行了系统的研究。主要方法是利用游戏通过“体验-发布-总结-应用-改进”的操作程序,介绍第一个教学重点:团队概念和解决问题的背景,通过团队成员的冲突再介绍第二个教学重点:沟通概念和技巧等。具体将某高校行政管理专业18个层次的68名学生分为大实验组、小实验组和观察组进行课程教学。经过课堂实践测试、课后效果评价调查,大实验组的知识获取和满意度分别达到95.56%和97.78%,小实验组的知识获取和满意度分别达到93.33%和95.56%,观察组的知识获取和满意度分别达到92.8%和91.2%。结果表明,该严肃游戏主要是由学生进行参与式实践模拟探索,并取得了良好的效果,证明了严肃游戏的设计和技术转移是有效的。
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引用次数: 0
Examining Effects of Different Leaderboards on Students' Learning Performance, Intrinsic Motivation, and Perception in Gamified Online Learning Setting 游戏化在线学习环境下不同排行榜对学生学习表现、内在动机和感知的影响
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563130
Shurui Bai, K. Hew, D. Gonda
This study examined the effects of an absolute and relative leaderboard on student learning performance and motivation in a fully online videoconferencing supported course. Results suggest that there was no statistically significant difference in student learning gain between the two leaderboard settings. There was also no significant difference in student intrinsic motivation. However, according to students' interviews and survey responses, most students preferred the relative to the absolute leaderboard. Students felt that the relative leaderboard imposed less peer pressure than the absolute leaderboard, and it helped them concentrate on setting their personal goals for the subsequent course activities. Students also preferred to see the top 5 peers listed publicly on the relative leaderboard to determine the performance gap distance concerning their performance and the highperformance peers.
本研究考察了在一个完全在线视频会议支持的课程中,绝对排行榜和相对排行榜对学生学习表现和学习动机的影响。结果表明,在两种排行榜设置中,学生的学习收益并没有统计学上的显著差异。学生的内在动机亦无显著差异。然而,根据学生的访谈和调查反馈,大多数学生更喜欢相对排行榜而不是绝对排行榜。学生们觉得相对排行榜比绝对排行榜施加的同侪压力更小,这有助于他们集中精力为随后的课程活动设定个人目标。学生也更愿意看到在相对排行榜上公开列出的前5名同学,以确定他们的表现与表现优异的同龄人的表现差距距离。
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引用次数: 3
A Physical-Cyber Dual Space Fusion Learning Assistant Method Based on Mixed Reality Implementation 一种基于混合现实实现的物理-网络双空间融合学习辅助方法
Pub Date : 2021-06-18 DOI: 10.1109/ICET52293.2021.9563174
Ziqiang Xiao, Wenqian He, Yue Tu, Dongbo Zhou
The learning assistant method of the Physical-Cyber dual space is an effective method to improve learning interaction and learning effect. In this paper, we proposed a learning assistant method based on mixed reality technology and the fusion of physical space and cyber space, including two classical learning scenes. Firstly, we integrated physical real classroom scene with online three-dimensional resource scene, which effectively expanded the imagination of students. It allows students to learn abstract knowledge of macro or micro scenes more intuitively. Secondly, we explored the online search functions to extend resources related to offline teaching knowledge. Finally, we constructed the instructing scene and application example of the dual space fusion learning companion system using HoloLens. We have come to the necessity, rationality and technical feasibility of the method, and carry out learning activities on the basis of HoloLens, which provides new ideas for promoting the innovation of teaching and learning forms in the future.
物理-网络双空间的学习辅助方法是提高学习交互性和学习效果的有效方法。本文提出了一种基于混合现实技术,融合物理空间和网络空间的学习辅助方法,包括两个经典的学习场景。首先,我们将物理真实的课堂场景与网络三维资源场景相结合,有效拓展了学生的想象力。它使学生更直观地学习宏观或微观场景的抽象知识。其次,我们探索了在线搜索功能,扩展了与线下教学知识相关的资源。最后,构建了基于HoloLens的双空间融合学习同伴系统的教学场景和应用实例。我们得出了该方法的必要性、合理性和技术可行性,并在HoloLens的基础上开展学习活动,为今后推动教与学形式的创新提供了新的思路。
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引用次数: 0
期刊
2021 IEEE International Conference on Educational Technology (ICET)
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