Pub Date : 2024-12-19DOI: 10.1109/TLT.2024.3520329
Rafael Herrero-Álvarez;Rafael Arnay;Eduardo Segredo;Gara Miranda;Coromoto León
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free tool is available through a web browser and does not need a complex installation or specific hardware requirements, allowing educational robotics to be introduced to a wide range of users by working on practical projects that will help them understand key concepts of robotics and programming. The effectiveness of RoblockLLy has been validated based on motivation, usability, and user experience criteria. The tool was validated with 212 secondary school students (12–16 years old). Specifically, motivation was measured with the Intrinsic Motivation Inventory, usability with the System Usability Scale, and user experience with the User Experience Questionnaire. Generally speaking, the results demonstrate that students perceived RoblockLLy as a novel and interesting tool. The ratings for usability were predominantly positive, although a few students indicated a preference for expert assistance. The overall rating of the user experience was positive as well, yet notable differences in attitudes toward motivation and usability were observed between genders.
{"title":"Using RoblockLLy in the Classroom: Bridging the Gap in Computer Science Education Through Robotics Simulation","authors":"Rafael Herrero-Álvarez;Rafael Arnay;Eduardo Segredo;Gara Miranda;Coromoto León","doi":"10.1109/TLT.2024.3520329","DOIUrl":"https://doi.org/10.1109/TLT.2024.3520329","url":null,"abstract":"RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free tool is available through a web browser and does not need a complex installation or specific hardware requirements, allowing educational robotics to be introduced to a wide range of users by working on practical projects that will help them understand key concepts of robotics and programming. The effectiveness of RoblockLLy has been validated based on motivation, usability, and user experience criteria. The tool was validated with 212 secondary school students (12–16 years old). Specifically, motivation was measured with the Intrinsic Motivation Inventory, usability with the System Usability Scale, and user experience with the User Experience Questionnaire. Generally speaking, the results demonstrate that students perceived RoblockLLy as a novel and interesting tool. The ratings for usability were predominantly positive, although a few students indicated a preference for expert assistance. The overall rating of the user experience was positive as well, yet notable differences in attitudes toward motivation and usability were observed between genders.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"18 ","pages":"39-52"},"PeriodicalIF":2.9,"publicationDate":"2024-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10807249","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142937841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-12-17DOI: 10.1109/TLT.2024.3514832
Philemon Yalamu;Abdullah Al Mahmud;Caslon Chua
Cultural differences can impact how learning is delivered in higher education. Past studies have overlooked the impacts of specific cultures on learning and technology integration, and therefore, this article explores aspects of culture and resource implications for technology-enabled learning. The study collected data from students, lecturers, and university administrators at the University of Papua New Guinea via questionnaire (n = 58), focus group (n = 15), and interview (n = 2). Descriptive statistics of questionnaire responses supplemented by conventional content analysis of interview and focus group responses revealed perceptions of higher education and teaching in Papua New Guinea (PNG). Often, learning technologies are adopted without careful consideration of the users’ requirements, especially their cultural influences, which sometimes hinder the effective implementation of chosen technologies for learning. This article discusses the key findings related to technology limitations, cultural influences, communication issues, and other challenges unique to PNG. It highlights that students and lecturers are keen to embrace technology in teaching and learning; however, institutional constraints hinder the successful implementation of technology that would allow them to advance learning. This, coupled with cultural influences such as traditional customs, practices, and belief systems, also affects how Western education is delivered. The article concludes with recommendations for implementing culturally sensitive learning management systems that can accommodate infrastructure and social challenges.
{"title":"Investigating Culture and Resource-Sensitive Technology-Enabled Learning","authors":"Philemon Yalamu;Abdullah Al Mahmud;Caslon Chua","doi":"10.1109/TLT.2024.3514832","DOIUrl":"https://doi.org/10.1109/TLT.2024.3514832","url":null,"abstract":"Cultural differences can impact how learning is delivered in higher education. Past studies have overlooked the impacts of specific cultures on learning and technology integration, and therefore, this article explores aspects of culture and resource implications for technology-enabled learning. The study collected data from students, lecturers, and university administrators at the University of Papua New Guinea via questionnaire (<italic>n</i> = 58), focus group (<italic>n</i> = 15), and interview (<italic>n</i> = 2). Descriptive statistics of questionnaire responses supplemented by conventional content analysis of interview and focus group responses revealed perceptions of higher education and teaching in Papua New Guinea (PNG). Often, learning technologies are adopted without careful consideration of the users’ requirements, especially their cultural influences, which sometimes hinder the effective implementation of chosen technologies for learning. This article discusses the key findings related to technology limitations, cultural influences, communication issues, and other challenges unique to PNG. It highlights that students and lecturers are keen to embrace technology in teaching and learning; however, institutional constraints hinder the successful implementation of technology that would allow them to advance learning. This, coupled with cultural influences such as traditional customs, practices, and belief systems, also affects how Western education is delivered. The article concludes with recommendations for implementing culturally sensitive learning management systems that can accommodate infrastructure and social challenges.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"18 ","pages":"85-99"},"PeriodicalIF":2.9,"publicationDate":"2024-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143106035","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-11-15DOI: 10.1109/TLT.2024.3499751
Tian Song;Hang Zhang;Yijia Xiao
High-quality programming projects for education are critically required in teaching. However, it is hard to develop those projects efficiently and artificially constrained by the lecturers' experience and background. The recent popularity of large language models (LLMs) has led to a great number of applications in the field of education, but concerns persist that the output might be unreliable when dealing with intricate requirements. In this study, we design a customized role-based agent (CRBA), which can be configured for different roles specializing in specific areas of expertise, making the LLM yield content of higher specialization. An iterative architecture of multi-CRBAs is proposed to generate multistep projects, where CRBAs automatically criticize and optimize the LLM's intermediate outputs to enhance quality. We propose ten evaluation metrics across three aspects to assess project quality through expert grading. Further, we conduct an A/B test among 60 undergraduate students in a programming course and collect their feedback through a questionnaire. According to the students' rating results, the LLM-generated projects have comparable performance to man-made ones in terms of project description, learning step setting, assistance to students, and overall project quality. This study effectively integrates LLM into educational scenarios and enhances the efficiency of creating high-quality and practical programming exercises for lecturers.
{"title":"A High-Quality Generation Approach for Educational Programming Projects Using LLM","authors":"Tian Song;Hang Zhang;Yijia Xiao","doi":"10.1109/TLT.2024.3499751","DOIUrl":"https://doi.org/10.1109/TLT.2024.3499751","url":null,"abstract":"High-quality programming projects for education are critically required in teaching. However, it is hard to develop those projects efficiently and artificially constrained by the lecturers' experience and background. The recent popularity of large language models (LLMs) has led to a great number of applications in the field of education, but concerns persist that the output might be unreliable when dealing with intricate requirements. In this study, we design a customized role-based agent (CRBA), which can be configured for different roles specializing in specific areas of expertise, making the LLM yield content of higher specialization. An iterative architecture of multi-CRBAs is proposed to generate multistep projects, where CRBAs automatically criticize and optimize the LLM's intermediate outputs to enhance quality. We propose ten evaluation metrics across three aspects to assess project quality through expert grading. Further, we conduct an A/B test among 60 undergraduate students in a programming course and collect their feedback through a questionnaire. According to the students' rating results, the LLM-generated projects have comparable performance to man-made ones in terms of project description, learning step setting, assistance to students, and overall project quality. This study effectively integrates LLM into educational scenarios and enhances the efficiency of creating high-quality and practical programming exercises for lecturers.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"17 ","pages":"2296-2309"},"PeriodicalIF":2.9,"publicationDate":"2024-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142777578","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-11-06DOI: 10.1109/TLT.2024.3492352
Peter H. F. Ng;Peter Q. Chen;Astin C. H. Wu;Ken S. K. Tai;Chen Li
This study examines a practical teaching and learning cycle tailored to integrate cutting-edge technologies (artificial intelligence (AI) and machine learning (ML) game development) and social entrepreneurship within a “STEM with meaning” approach. This cycle, rooted in service learning and the 5E constructivist teaching model (engage, explore, explain, elaborate, and evaluate), seeks to move beyond traditional lecture-based methods by promoting a deeper understanding of technology's societal impacts.Through a comparative analysis involving experimental and comparison groups, we evaluate the cycle's effectiveness in enhancing students' problem-solving skills, empathy, knowledge application, and sense of social responsibility—essential qualities for successful social entrepreneurs. This article contributes to the burgeoning field of entrepreneurship education by demonstrating the value of a pedagogical approach that combines AI, ML, and game development with a strong emphasis on social entrepreneurship. Our results advocate a shift toward educational models that prepare students with technical skills and the awareness and capabilities needed to address complex social issues. Through this research, we highlight the critical role of innovative teaching methods in cultivating the next generation of socially responsible entrepreneurs, thereby enriching both the educational landscape and society at large.
{"title":"Reimagining STEM Learning: A Comparative Analysis of Traditional and Service Learning Approaches for Social Entrepreneurship","authors":"Peter H. F. Ng;Peter Q. Chen;Astin C. H. Wu;Ken S. K. Tai;Chen Li","doi":"10.1109/TLT.2024.3492352","DOIUrl":"https://doi.org/10.1109/TLT.2024.3492352","url":null,"abstract":"This study examines a practical teaching and learning cycle tailored to integrate cutting-edge technologies (artificial intelligence (AI) and machine learning (ML) game development) and social entrepreneurship within a “STEM with meaning” approach. This cycle, rooted in service learning and the 5E constructivist teaching model (engage, explore, explain, elaborate, and evaluate), seeks to move beyond traditional lecture-based methods by promoting a deeper understanding of technology's societal impacts.Through a comparative analysis involving experimental and comparison groups, we evaluate the cycle's effectiveness in enhancing students' problem-solving skills, empathy, knowledge application, and sense of social responsibility—essential qualities for successful social entrepreneurs. This article contributes to the burgeoning field of entrepreneurship education by demonstrating the value of a pedagogical approach that combines AI, ML, and game development with a strong emphasis on social entrepreneurship. Our results advocate a shift toward educational models that prepare students with technical skills and the awareness and capabilities needed to address complex social issues. Through this research, we highlight the critical role of innovative teaching methods in cultivating the next generation of socially responsible entrepreneurs, thereby enriching both the educational landscape and society at large.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"17 ","pages":"2266-2280"},"PeriodicalIF":2.9,"publicationDate":"2024-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10745650","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142777849","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In recent years, lifelong learning has gained prominence, necessitating a continuous commitment from learners to enhance their skills and knowledge. During the lifelong learning process, it is essential to precisely assess the cognitive states of lifelong learners, as this will provide a learning report and further support subsequent learning activities. In the literature, researchers have proposed various cognitive diagnosis models (CDMs) to estimate the cognitive states based on learners' responses. However, learners' responses are noisy for different reasons, including guessing, slipping, accidentally clicking, and network issues. Rashly fitting the CDMs with noisy responses would yield imprecise cognitive state estimation. To tackle this problem, we first unify all types of noise underlying learners' responses. Then, we propose a novel diffusion-based cognitive diagnosis framework ( DiffCog