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Student-Facing Learning Analytics Dashboard for Remote Lab Practical Work 面向学生的远程实验室实践工作学习分析仪表板
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-15 DOI: 10.1109/TLT.2024.3354128
David P. Reid;Timothy D. Drysdale
The designs of many student-facing learning analytics (SFLA) dashboards are insufficiently informed by educational research and lack rigorous evaluation in authentic learning contexts, including during remote laboratory practical work. In this article, we present and evaluate an SFLA dashboard designed using the principles of formative assessment to provide feedback to students during remote lab activities. Feedback is based upon graphical visualizations of student actions performed during lab tasks and comparison to expected procedures using TaskCompare—our custom, asymmetric graph dissimilarity measure that distinguishes students who miss expected actions from those who perform additional actions, a capability missing in existing graph distance (symmetrical dissimilarity) measures. Using a total of $N = 235$ student graphs collected during authentic learning in two different engineering courses, we describe the validation of TaskCompare and evaluate the impact of the SFLA dashboard on task completion during remote lab activities. In addition, we use components of the motivated strategies for learning questionnaire as covariates for propensity score matching to account for potential bias in self-selection of use of the dashboard. We find that those students who used the SFLA dashboard achieved significantly better task completion rate (nearly double) than those who did not, with a significant difference in TaskCompare score between the two groups (Mann–Whitney $U = 453.5$, $p < 0.01$ and Cliff's $delta = 0.43$, large effect size). This difference remains after accounting for self-selection. We also report that students' positive rating of the usefulness of the SFLA dashboard for completing lab work is significantly above a neutral response ($S = 21.0$ and $p < 0.01$). These findings provide evidence that our SFLA dashboard is an effective means of providing formative assessment during remote laboratory activities.
许多面向学生的学习分析(SFLA)仪表板的设计都没有充分考虑教育研究,也缺乏在真实学习情境(包括远程实验室实践工作)中的严格评估。在本文中,我们介绍并评估了一种利用形成性评估原理设计的 SFLA 面板,它能在远程实验活动中为学生提供反馈。反馈基于学生在实验任务中执行的操作的图形可视化,以及使用 TaskCompare 与预期程序的比较,TaskCompare 是我们定制的非对称图形差异度量,可将未执行预期操作的学生与执行额外操作的学生区分开来,这是现有图形距离(对称差异度)度量所缺少的功能。利用在两门不同工程课程的真实学习过程中收集到的总计 $N = 235$ 的学生图,我们描述了 TaskCompare 的验证情况,并评估了 SFLA 面板对远程实验活动中任务完成情况的影响。此外,我们还将学习动机策略问卷中的成分作为倾向得分匹配的协变量,以考虑使用仪表板时自我选择的潜在偏差。我们发现,使用SFLA仪表板的学生的任务完成率明显高于未使用的学生(几乎翻了一番),两组学生的TaskCompare得分存在显著差异(Mann-Whitney $U = 453.5$,$p < 0.01$,Cliff's $delta = 0.43$,效应大小较大)。在考虑自我选择因素后,这一差异依然存在。我们还报告说,学生对SFLA仪表板对完成实验作业的有用性的积极评价明显高于中性反应($S = 21.0$和$p < 0.01$)。这些发现证明,我们的 SFLA 面板是在远程实验活动中提供形成性评估的有效手段。
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引用次数: 0
Collaborative Learning in the Edu-Metaverse Era: An Empirical Study on the Enabling Technologies Edu-Metaverse 时代的协作学习:赋能技术实证研究
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-12 DOI: 10.1109/TLT.2024.3352743
Chen Li;Yue Jiang;Peter H. F. Ng;Yixin Dai;Francis Cheung;Henry C. B. Chan;Ping Li
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the emergence of the Edu-Metaverse, which is conceptualized as a collection of networked virtual worlds (i.e., the Metaverse) for learning. There is a great necessity to investigate how these more recent enabling technologies can support collaborative learning. This empirical study aims to collect both quantitative and qualitative results to fill the knowledge gaps. Specifically, 20 undergraduate students (three females and 17 males) taking the Game Design and Development course voluntarily participated in this study. The participants used three representative collaboration platforms (i.e., AltSpace, Gather, and ZOOM) in our laboratory for discussing three course-specific topics, simulating the undertaking of collaborative learning tasks in the distance learning setting. The results suggest that the participants were more engaged in the learning activities using the Metaverse platforms that offer avatar-mediated communications and collaborations (i.e., AltSpace and Gather). These platforms also gave the participants a stronger sense of copresence and belonging to the learning community. Potential improvements to the usability and the participants' feedback are also discussed in the article. We hope the results can contribute to the fast-growing use of the Metaverse-enabling technologies for educational purposes.
计算机支持的协作学习旨在通过实践相关的教学方法,特别是在远程学习环境中,利用信息技术支持协作性知识建构。相关技术正在快速发展,COVID-19 全球大流行期间对解决方案的需求导致了 Edu-Metaverse 的出现,Edu-Metaverse 的概念是用于学习的网络虚拟世界(即 Metaverse)的集合。研究这些最新技术如何支持协作学习是非常必要的。本实证研究旨在收集定量和定性结果,以填补知识空白。具体来说,20 名选修游戏设计与开发课程的本科生(3 名女生和 17 名男生)自愿参与了本研究。参与者在实验室中使用了三个具有代表性的协作平台(即 AltSpace、Gather 和 ZOOM),讨论了三个课程特定主题,模拟了在远程学习环境中开展协作学习任务的情况。结果表明,使用提供以虚拟人为媒介的通信和协作的 Metaverse 平台(即 AltSpace 和 Gather),学员们更多地参与了学习活动。这些平台也给参与者带来了更强烈的共同参与感和对学习社区的归属感。文章还讨论了可用性的潜在改进和参与者的反馈意见。我们希望这些研究成果能为快速增长的以教育为目的的 Metaverse 赋能技术的使用做出贡献。
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引用次数: 0
PERKC: Personalized kNN With CPT for Course Recommendations in Higher Education PERKC:采用 CPT 的个性化 kNN 用于高等教育课程推荐
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-10 DOI: 10.1109/TLT.2023.3346645
Gina George;Anisha M. Lal
E-learning is increasingly being used by students in the higher education level for their university credit purpose and some for improving their knowledge. E-learning is also used for skill enhancement purpose by organizations. Due to the availability of wide-ranging options, recommender systems that provide personalized suggestions are much needed. The proposed methodology takes advantage of compact prediction tree (CPT), a popular sequence prediction algorithm. In this article, a new prediction model based on applying CPT over similar students which is found in a novel manner is proposed. The aim of the work is to recommend courses to students at university level. The methodology was evaluated in terms of accuracy and results show the proposed work performs better than applying only CPT, when applying fuzzy C-means with CPT, and when applying k nearest neighbors with CPT.
高等教育阶段的学生越来越多地使用电子学习来获得大学学分,还有一些学生使用电子学习来提高自己的知识水平。组织机构也利用网络学习来提高技能。由于存在多种选择,因此非常需要能提供个性化建议的推荐系统。所提出的方法利用了紧凑型预测树(CPT)这一流行的序列预测算法。本文提出了一种新的预测模型,该模型基于对相似学生应用 CPT 的新方法。这项工作的目的是向大学阶段的学生推荐课程。对该方法的准确性进行了评估,结果表明,与仅应用 CPT、应用模糊 C-means 和 CPT 以及应用 k 近邻和 CPT 相比,所提出的方法表现更好。
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引用次数: 0
When the Past != The Future: Assessing the Impact of Dataset Drift on the Fairness of Learning Analytics Models 当过去!=未来:评估数据集漂移对学习分析模型公平性的影响
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-09 DOI: 10.1109/TLT.2024.3351352
Oscar Blessed Deho;Lin Liu;Jiuyong Li;Jixue Liu;Chen Zhan;Srecko Joksimovic
Learning analytics (LA), like much of machine learning, assumes the training and test datasets come from the same distribution. Therefore, LA models built on past observations are (implicitly) expected to work well for future observations. However, this assumption does not always hold in practice because the dataset may drift. Recently, algorithmic fairness has gained significant attention. Nevertheless, algorithmic fairness research has paid little attention to dataset drift. Majority of the existing fairness algorithms are “statically” designed. Put another way, LA models tuned to be “fair” on past data are expected to still be “fair” when dealing with current/future data. However, it is counter-intuitive to deploy a statically fair algorithm to a nonstationary world. There is, therefore, a need to assess the impact of dataset drift on the unfairness of LA models. For this reason, we investigate the relationship between dataset drift and unfairness of LA models. Specifically, we first measure the degree of drift in the features (i.e., covariates) and target label of our dataset. After that, we train predictive models on the dataset and evaluate the relationship between the dataset drift and the unfairness of the predictive models. Our findings suggest a directly proportional relationship between dataset drift and unfairness. Further, we find covariate drift to have the most impact on unfairness of models as compared to target drift, and there are no guarantees that a once fair model would consistently remain fair. Our findings imply that “robustness” of fair LA models to dataset drift is necessary before deployment.
学习分析(LA)与大部分机器学习一样,都假定训练数据集和测试数据集来自相同的分布。因此,基于过去观察结果建立的学习分析模型(隐含地)有望在未来的观察结果中发挥良好的作用。然而,这一假设在实践中并不总是成立的,因为数据集可能会漂移。最近,算法公平性受到了广泛关注。然而,算法公平性研究很少关注数据集漂移问题。现有的大多数公平性算法都是 "静态 "设计的。换句话说,在过去的数据上调整为 "公平 "的洛杉矶模型,在处理当前/未来的数据时预计仍然是 "公平 "的。然而,将静态公平算法应用于非稳态世界是违背直觉的。因此,有必要评估数据集漂移对 LA 模型公平性的影响。为此,我们研究了数据集漂移与 LA 模型不公平性之间的关系。具体来说,我们首先测量数据集的特征(即协变量)和目标标签的漂移程度。然后,我们在数据集上训练预测模型,并评估数据集漂移与预测模型不公平程度之间的关系。我们的研究结果表明,数据集漂移与不公平之间存在正比关系。此外,我们发现与目标漂移相比,协变量漂移对模型不公平程度的影响最大,而且无法保证曾经公平的模型会一直保持公平。我们的研究结果表明,在部署公平的洛杉矶模型之前,必须使其对数据集漂移具有 "稳健性"。
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引用次数: 0
A Modular Serious Game Development Framework for Virtual Laboratory Courses 用于虚拟实验室课程的模块化严肃游戏开发框架
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-04 DOI: 10.1109/TLT.2024.3349579
Furkan Yücel;Hasret Sultan Ünal;Elif Surer;Nejan Huvaj
Laboratory experience is an integral part of the undergraduate curriculum in most engineering courses. When physical learning is not feasible, and when the demand cannot be met through actual hands-on laboratory sessions, as has been during the COVID-19 pandemic, virtual laboratory courses can be considered as an alternative education medium. This study focuses on developing a generic modular virtual laboratory framework that allows engineers, game designers, and developers to build lab experiments as serious games—games with ulterior motives rather than only entertainment—without writing additional code. A virtual lab serious game for civil engineering's soil mechanics course was created in Unity3D as a WebGL game, and it was tested within the framework by 24 students (12 from the Civil Engineering Department, the rest from computer science-related degrees). Seven faculty members evaluated if the serious game met the learning outcomes. In addition, nine engineers and designers assessed the framework's capabilities and analyzed its flexibility and reuse aspects. To analyze the usability and acceptability of the created game, standard questionnaires such as the technology acceptance model, system usability scale, and presence were employed. The study was done in two phases: participants tested the first version of the game, and the second version was built based on their feedback on the first version. The findings indicate that the modular structure has significant potential for use in a variety of fields and laboratory courses. The proposed game has received very positive feedback and can be considered a use case for the potential of games in interactive virtual laboratories.
在大多数工程学课程中,实验体验是本科课程不可或缺的一部分。当物理学习不可行时,当实际动手实验课无法满足需求时(如 COVID-19 大流行期间),虚拟实验室课程可被视为一种替代教育媒介。本研究的重点是开发一个通用的模块化虚拟实验室框架,让工程师、游戏设计者和开发人员无需编写额外的代码,就能将实验室实验制作成严肃游戏--别有用心的游戏,而不仅仅是娱乐。土木工程系土壤力学课程的虚拟实验室严肃游戏是用 Unity3D 制作的 WebGL 游戏,并由 24 名学生(12 名来自土木工程系,其余来自计算机科学相关专业)在该框架内进行了测试。七名教师对严肃游戏是否达到学习效果进行了评估。此外,9 名工程师和设计师对框架的功能进行了评估,并分析了其灵活性和重用性。为了分析所创建游戏的可用性和可接受性,采用了标准问卷,如技术接受模型、系统可用性量表和存在感等。研究分两个阶段进行:参与者测试了游戏的第一个版本,第二个版本是根据他们对第一个版本的反馈意见制作的。研究结果表明,模块化结构在各种领域和实验课程中都有很大的应用潜力。所提议的游戏得到了非常积极的反馈,可以被视为互动虚拟实验室中游戏潜力的一个用例。
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引用次数: 0
Virtual Reality Body Swapping to Improve Self-Assessment in Job Interview Training 虚拟现实肢体交换技术改善求职面试培训中的自我评估
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-03 DOI: 10.1109/TLT.2023.3349161
Sofia Seinfeld;Filippo Gabriele Pratticó;Chiara De Giorgi;Fabrizio Lamberti
Swapping visual perspective in virtual reality (VR) provides a unique means for embodying different virtual bodies and for self-distancing. Moreover, this technology is a powerful tool for experiential learning and for simulating realistic scenarios, with broad potential in the training of soft skills. However, there is scarce knowledge on how perspective swapping in VR might benefit the training of soft skills such as those required in a job interview. This article investigates the impact of virtual body swapping on the self-assessment of verbal and nonverbal communication skills, emotional states, and embodiment in a simulated job interview context. Three main conditions were compared: a baseline condition in which the participants practiced a job interview from the first-person perspective of a virtual interviewee (no swap condition); an external point of view condition where, first, the participants answered questions from the interviewee perspective, but then swap visual perspective to re-experience their responses from a nonembodied point of view (out of body condition); and a condition in which, after answering questions from the interviewee perspective, the participants re-experienced their responses from the embodied perspective of the virtual recruiter (recruiter condition). The experimental results indicated that the effectiveness of the out of body and recruiter conditions was superior to the no swap condition to self-assess the communication styles used during a job interview. Moreover, all the conditions led to a high level of embodiment toward the interviewee avatar when seen from the first-person perspective; in the case of the recruiter condition, the participants also felt embodied in the recruiter avatar. No differences in emotional states were found among conditions, with all sharing a positive valence.
在虚拟现实(VR)中交换视觉视角为体现不同的虚拟身体和自我舞动提供了一种独特的手段。此外,这项技术还是体验式学习和模拟现实场景的有力工具,在软技能培训方面具有广泛的潜力。然而,关于虚拟现实技术中的视角互换如何有益于软技能(如求职面试中所需的技能)培训的知识还很少。本文研究了在模拟求职面试情境中,虚拟肢体交换对语言和非语言沟通技巧、情绪状态和体现的自我评估的影响。本文对三种主要条件进行了比较:在基线条件下,参与者以虚拟面试者的第一人称视角练习求职面试(无互换条件);在外部视角条件下,参与者首先以面试者的视角回答问题,然后互换视觉视角,以非实体视角重新体验他们的回答(体外条件);在以面试者的视角回答问题后,参与者以虚拟招聘者的实体视角重新体验他们的回答(招聘者条件)。实验结果表明,在对求职面试中使用的沟通方式进行自我评估时,"出体 "条件和 "招聘者 "条件的效果优于 "无交换 "条件。此外,从第一人称视角来看,所有条件都会使受试者对面试者的化身产生高度的代入感;在招聘者条件下,受试者也会对招聘者的化身产生代入感。在不同的条件下,参与者的情绪状态没有差异,所有条件下的情绪都是积极的。
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引用次数: 0
Hybrid Models for Knowledge Tracing: A Systematic Literature Review 知识追踪的混合模型:系统文献综述
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-01 DOI: 10.1109/TLT.2023.3348690
Andrea Zanellati;Daniele Di Mitri;Maurizio Gabbrielli;Olivia Levrini
Knowledge tracing is a well-known problem in AI for education, consisting of monitoring how the knowledge state of students changes during the learning process and accurately predicting their performance in future exercises. In recent years, many advances have been made thanks to various machine learning and deep learning techniques. Despite their satisfactory performances, they have some pitfalls, e.g., modeling one skill at a time, ignoring the relationships between different skills, or inconsistency for the predictions, i.e., sudden spikes and falls across time steps. For this reason, hybrid machine-learning techniques have also been explored. With this systematic literature review, we aim to illustrate the state of the art in this field. Specifically, we want to identify the potential and the frontiers in integrating prior knowledge sources in the traditional machine learning pipeline as a supplement to the normally considered data. We applied a qualitative analysis to distill a taxonomy with the following three dimensions: knowledge source, knowledge representation, and knowledge integration. Exploiting this taxonomy, we also conducted a quantitative analysis to detect the most common approaches.
知识追踪是人工智能教育领域的一个著名问题,包括监测学生在学习过程中知识状态的变化,并准确预测他们在未来练习中的表现。近年来,各种机器学习和深度学习技术取得了许多进展。尽管这些技术的性能令人满意,但它们也存在一些缺陷,例如每次只对一种技能建模,忽略了不同技能之间的关系,或者预测结果不一致,即在不同时间步长内突然出现峰值和谷值。因此,人们也开始探索混合机器学习技术。通过这篇系统的文献综述,我们旨在说明该领域的技术现状。具体来说,我们希望确定在传统机器学习管道中集成先验知识源作为通常考虑的数据补充的潜力和前沿。我们通过定性分析,提炼出了包含以下三个维度的分类标准:知识源、知识表示和知识整合。利用该分类法,我们还进行了定量分析,以发现最常见的方法。
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引用次数: 0
Deep Knowledge Tracing Incorporating a Hypernetwork With Independent Student and Item Networks 将超网络与独立的学生和项目网络结合起来的深度知识追踪
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-12-25 DOI: 10.1109/TLT.2023.3346671
Emiko Tsutsumi;Yiming Guo;Ryo Kinoshita;Maomi Ueno
Knowledge tracing (KT), the task of tracking the knowledge state of a student over time, has been assessed actively by artificial intelligence researchers. Recent reports have described that Deep-IRT, which combines item response theory (IRT) with a deep learning method, provides superior performance. It can express the abilities of each student and the difficulty of each item such as IRT. Nevertheless, its interpretability is inadequate compared to that of IRT because the ability parameter depends on each item. Deep-IRT implicitly assumes that items with the same skills are equivalent, which does not hold when item difficulties for the same skills differ greatly. For identical skills, items that are not equivalent hinder the interpretation of a student's ability estimate. To overcome those difficulties, this study proposes a novel Deep-IRT that models a student response to an item using two independent networks: 1) a student network and 2) an item network. The proposed Deep-IRT method learns student parameters and item parameters independently to avoid impairing the predictive accuracy. Moreover, we propose a novel hypernetwork architecture for the proposed Deep-IRT to balance both the current and the past data in the latent variable storing student's knowledge states. Results of experiments with six benchmark datasets demonstrate that the proposed method improves the prediction accuracy by about 2.0%, on average. In addition, experiments for the simulation dataset demonstrated that the proposed method provides a stronger correlation with true parameters than the earlier Deep-IRT method does at the $p< 0.5$ significance level.
知识追踪(KT)是一项追踪学生知识状态的任务,人工智能研究人员对此进行了积极的评估。最近有报告称,将项目反应理论(IRT)与深度学习方法相结合的 Deep-IRT 具有卓越的性能。它可以像 IRT 一样表达每个学生的能力和每个项目的难度。然而,与 IRT 相比,它的可解释性不足,因为能力参数取决于每个项目。深度-IRT 隐含地假设具有相同技能的项目是等价的,但当相同技能的项目难度相差很大时,这种假设就不成立了。对于相同的技能,不等同的项目会妨碍对学生能力估计值的解释。为了克服这些困难,本研究提出了一种新颖的深度 IRT,利用两个独立的网络对学生对题目的反应进行建模:1) 学生网络和 2) 项目网络。所提出的深度-IRT 方法独立学习学生参数和项目参数,以避免影响预测的准确性。此外,我们还为 Deep-IRT 提出了一种新颖的超网络架构,以平衡存储学生知识状态的潜在变量中当前和过去的数据。六个基准数据集的实验结果表明,所提出的方法平均提高了约 2.0% 的预测准确率。此外,模拟数据集的实验结果表明,在$p< 0.5$显著性水平下,与早期的 Deep-IRT 方法相比,所提出的方法与真实参数的相关性更强。
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引用次数: 0
Cloud-Operated Open Literate Educational Resources: The Case of the MyBinder 云操作的开放式识字教育资源:MyBinder 案例
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-12-19 DOI: 10.1109/TLT.2023.3343690
Alberto Corbi;Daniel Burgos;Antonio María Pérez
Literate programming and cloud-operated open literate educational resources (COOLERs) have been catching the attention of the education community in recent years. This set of learning materials mainly comprises digital notebook-like documents, which are stored, backed, and delivered from cloud services and eventually displayed in students' web browsers. As we demonstrate in this article, the advent of cloud architectures and the COVID-19 pandemic (which forced worldwide long-term distant academic environments) fortuitously teamed up with this learning and methodological trend by easing its use and fostering its adoption. With more detail, we have quantitatively measured the impact that the COOLER paradigm has had on the teaching realm by analyzing five years of logged data gathered by its current major player in the ecosystem: MyBinder. Among other results, we show how this growth in the production and delivery of notebooks made an important leap during the second SARS-CoV-2 wave (July–September 2020). However, the general usage trend seems to have strongly decreased after the end of the most recent seventh wave (September 2022), coinciding with the official end of the global health crisis and all the lockdown episodes. From these examined data, we conclude that COOLER and recent massive online learning scenarios have been very intimately linked. This fact may represent a flaw in the adoption of these exciting and useful learning materials.
近年来,识字编程和云操作开放识字教育资源(COOLERs)引起了教育界的关注。这套学习材料主要包括类似数字笔记本的文档,这些文档通过云服务进行存储、备份和交付,并最终显示在学生的网络浏览器中。正如我们在本文中所展示的那样,云架构的出现和 COVID-19 大流行(迫使全世界长期处于遥远的学术环境中)与这一学习和方法论趋势巧妙地结合在一起,简化了其使用并促进了其采用。我们通过分析 COOLER 生态系统目前的主要参与者所收集的五年记录数据,更详细地量化了 COOLER 范式对教学领域的影响:MyBinder。除其他结果外,我们还展示了在第二次 SARS-CoV-2 浪潮期间(2020 年 7 月至 9 月),笔记本生产和交付的增长是如何实现重要飞跃的。然而,在最近的第七次浪潮(2022 年 9 月)结束后,笔记本的总体使用趋势似乎出现了大幅下降,这与全球健康危机和所有封锁事件的正式结束时间相吻合。从这些研究数据中,我们得出结论,COOLER 和最近的大规模在线学习场景有着非常密切的联系。这一事实可能是采用这些令人兴奋和有用的学习材料的一个缺陷。
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引用次数: 0
A Competition-Oriented Student Team Building Method 以竞赛为导向的学生团队建设方法
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-12-18 DOI: 10.1109/TLT.2023.3343525
Dapeng Qu;Ruiduo Li;Tianqi Yang;Songlin Wu;Yan Pan;Xingwei Wang;Keqin Li
There are many important and interesting academic competitions that attract an increasing number of students. However, traditional student team building methods usually have strong randomness or involve only some first-class students. To choose more suitable students to compose a team and improve students' abilities overall, a competition-oriented student team building method is proposed. This would not only lead to better competition results by choosing more suitable students and teams but also improve the overall involvement of students in considering education fairness. First, a Big Data platform is constructed to collect students' various behavior data. Based on that, a competition with a six-tuple attribute and a student with a six-tuple attribute are modeled. Then, a corresponding utility function is designed for each attribute in the student model to denote the student's utility in this attribute for attending a competition. Furthermore, a team utility function is developed for each team to denote the utilities of all involved students. A team building utility function is also developed to denote the utilities of all involved teams. Second, a multiple-objective particle swarm optimization algorithm with dimension by dimension improvement is proposed to build appropriate teams to optimize team building utility maximization and education fairness simultaneously. Finally, extensive experimental results demonstrate that the overall performance of our proposed team building method not only has better performance in terms of team utility and student ability than other current methods, but also has better performance in terms of hyper volume and inverted generational distance than other optimization algorithms.
许多重要而有趣的学科竞赛吸引着越来越多的学生参加。然而,传统的学生团队建设方法通常具有很强的随机性,或者只涉及一些一流的学生。为了选择更合适的学生组成团队,全面提高学生的能力,我们提出了一种以竞赛为导向的学生团队建设方法。这不仅能通过选择更合适的学生和团队来获得更好的竞赛结果,还能提高学生的整体参与度,考虑教育公平。首先,构建大数据平台,收集学生的各种行为数据。在此基础上,对具有六元属性的竞赛和具有六元属性的学生进行建模。然后,为学生模型中的每个属性设计相应的效用函数,以表示学生参加比赛在该属性上的效用。此外,还为每个团队设计了一个团队效用函数,以表示所有参赛学生的效用。还开发了一个团队建设效用函数,以表示所有参与团队的效用。其次,提出了一种逐维改进的多目标粒子群优化算法来建立合适的团队,以同时优化团队建设效用最大化和教育公平性。最后,大量的实验结果表明,我们提出的建队方法的整体性能不仅在团队效用和学生能力方面优于其他现有方法,而且在超体积和倒代距离方面也优于其他优化算法。
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引用次数: 0
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IEEE Transactions on Learning Technologies
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