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.
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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