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Enhancement of math content accessibility in EPUB3 educational publications 增强EPUB3教育出版物中数学内容的可访问性
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-04-03 DOI: 10.1080/13614568.2019.1664645
J. Brzostek-Pawlowska, Malgorzata Rubin, A. Salamończyk
ABSTRACT The article presents methods of increasing mathematical content accessibility in educational e-publications using multimodal user interfaces (UI). Educational mathematical publications such as exercise notebooks and worksheets, require student's interactivity in problem solving. EPUB3, an open format for e-publications, has the possibilities of creating multimedia, interactive mathematics content. Among the programs that support EPUB3, only a few support the MathML format presenting formulas, and provides limited possibilities for user interactivity, insufficient in mathematical education. Our solutions in the PlatMat system increase the interactive accessibility of EPUB3 mathematical content for students with visual impairment. The solutions are based on concurrent multimodal alternative interfaces for exploring math content in EPUB3 publications. Students can read and modify formulas choosing preferred UI and device. Similarly, in different modes (visual, acoustic and touch) students can recognise function graphs and shapes of geometrical figures saved in scalable vector graphics (SVG) format. Teachers can create universal mathematical documents for all students. The system supports inclusive maths education and is designed according to the principles of universal design for learning (UDL). The article describes the system’s usefulness in relation to research conducted among maths teachers. Positive results have become the basis for the further development of the system.
摘要本文介绍了使用多模式用户界面(UI)提高教育电子出版物中数学内容可访问性的方法。教育数学出版物,如练习本和工作表,要求学生在解决问题时具有互动性。EPUB3是一种开放的电子出版物格式,可以创建多媒体、交互式的数学内容。在支持EPUB3的程序中,只有少数程序支持MathML格式呈现公式,并且为用户交互提供了有限的可能性,这在数学教育中是不够的。我们在PlatMat系统中的解决方案为视障学生增加了EPUB3数学内容的交互式可访问性。这些解决方案基于并行多模式替代接口,用于探索EPUB3出版物中的数学内容。学生可以阅读和修改公式,选择首选的用户界面和设备。同样,在不同的模式(视觉、声学和触摸)下,学生可以识别以可缩放矢量图形(SVG)格式保存的函数图和几何图形的形状。教师可以为所有学生创建通用的数学文档。该系统支持包容性数学教育,并根据通用学习设计原则进行设计。本文描述了该系统在数学教师研究中的有用性。积极成果已成为该系统进一步发展的基础。
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引用次数: 7
Exploring the effects of emotional design and emotional intelligence in multimedia-based learning: an engineering educational perspective 从工程教育的角度探讨情感设计和情商在多媒体学习中的作用
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-03-26 DOI: 10.1080/13614568.2019.1596169
Jeya Amantha Kumar, B. Muniandy, W. Yahaya
ABSTRACT Emotions are an important aspect in learning and with the current boom in instructional technology, researchers are exploring methods to investigate how emotions may be manipulated to positively influence online learning. One such method is by adapting the theory of emotional design through multimedia elements. This theory emphasises on individuality and metacognition in exploring these learning outcomes and by this we choose to explore the effects of emotional intelligence (EI). We replicated the methodology used in previous research studies in emotional design in multimedia learning by further exploring the gaps from those studies especially the effects of negative design, EI and a new sample that primarily focusses on engineering undergraduates in Malaysia. This study was designed as a quantitative quasi-experimental using a 3 × 2 factorial design. Based on the findings, it was found that emotional design is a better predictor of cognitive outcomes, whereas EI was a better predictor of emotional outcomes such as motivation and satisfaction for multimedia-based learning. It was also found that positive and negative designs have similar effects on students’ learning outcomes, while EI affected perceived satisfaction in each design.
情绪是学习的一个重要方面,随着当前教学技术的蓬勃发展,研究人员正在探索如何操纵情绪以积极影响在线学习的方法。其中一种方法是通过多媒体元素来适应情感设计理论。这一理论强调在探索这些学习成果时的个性和元认知,通过这一理论,我们选择探索情商(EI)的影响。我们复制了之前在多媒体学习中的情感设计研究中使用的方法,进一步探索了这些研究的差距,特别是负面设计、情商的影响,并主要关注马来西亚工程本科生的新样本。本研究采用3 × 2因子设计,设计为定量准实验。基于研究结果,我们发现情感设计能更好地预测认知结果,而情商则能更好地预测多媒体学习的动机和满意度等情感结果。研究还发现,积极设计和消极设计对学生学习成果的影响相似,而情商对每种设计的感知满意度都有影响。
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引用次数: 19
Your comments matter: incorporating viewers’ comments for ranking online video content using bibliometrics 你的评论很重要:结合观众的评论,使用文献计量学对在线视频内容进行排名
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-10-02 DOI: 10.1080/13614568.2019.1585486
N. Mirza, H. Khan, Tassawar Iqbal, Khalid Iqbal, Saqib Iqbal, Muhammad Imran
ABSTRACT The quality of user-generated content over World Wide Web media is a matter of serious concern for both creators and users. To measure the quality of content, webometric techniques are commonly used. In recent times, bibliometric techniques have been introduced to good effect for evaluation of the quality of user-generated content, which were originally used for scholarly data. However, the application of bibliometric techniques to evaluate the quality of YouTube content is limited to h-index and g-index considering only views. This paper advocates for and demonstrates the adaptation of existing Bibliometric indices including h-index, g-index and M-index exploiting both views and comments and proposes three indices hvc, gvc and mvc for YouTube video channel ranking. The empirical results prove that the proposed indices using views along with the comments outperform the existing approaches on a real-world dataset of YouTube.
万维网媒体上用户生成内容的质量是创作者和用户都非常关心的问题。为了测量内容的质量,通常使用网络测量技术。近年来,文献计量学技术在评估用户生成内容的质量方面取得了良好的效果,这些内容最初用于学术数据。然而,文献计量学技术在评价YouTube内容质量方面的应用仅限于仅考虑浏览量的h指数和g指数。本文倡导并论证了对现有文献计量指标h-index、g-index和M-index的改编,利用观点和评论并重,提出了YouTube视频频道排名的hvc、gvc和mvc三个指标。实证结果证明,在YouTube的真实数据集上,使用视图和评论的指数优于现有的方法。
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引用次数: 0
Avatar economies: affective investment from game to platform 阿凡达经济:从游戏到平台的情感投资
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-10-02 DOI: 10.1080/13614568.2019.1572790
Luke van Ryn, T. Apperley, J. Clemens
ABSTRACT Video game avatars have been understood as a key site of players’ “affective investment” in play and games. In this article, we extend this conversation to explore the avatar’s role in engaging players with gaming platforms. Through a case study of Team Fortress 2 (Valve Software, 2007) and the Steam platform, we demonstrate the avatar’s function beyond gameworlds as a tool for encouraging certain kinds of play. Team Fortress 2, we argue, is a crucial testing ground for Valve’s experiments with gaming economies via the Steam platform. By extension, we show the importance of video game avatars for encouraging affective investment in platforms more broadly, including Microsoft’s Xbox Live, PlayStation Network and even workplace dashboards.
电子游戏角色被认为是玩家在游戏和游戏中进行“情感投资”的关键场所。在本文中,我们将进一步探讨角色在游戏平台中吸引玩家的作用。通过对《军团要塞2》(Valve Software, 2007年)和Steam平台的案例研究,我们展示了角色在游戏世界之外的功能,即作为鼓励某些游戏类型的工具。我们认为,《军团要塞2》是Valve通过Steam平台进行游戏经济实验的重要试验场。进一步地说,我们展示了视频游戏化身在更广泛的平台上鼓励情感投资的重要性,包括微软的Xbox Live、PlayStation Network,甚至是工作场所的仪表板。
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引用次数: 10
Enhancing students’ knowledge building through utilising social interactions in an online learning environment 通过在在线学习环境中利用社交互动来加强学生的知识建设
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-10-02 DOI: 10.1080/13614568.2019.1568588
F. Orooji, F. Taghiyareh
ABSTRACT In the new “open world” of information, educational systems should involve students in constructing new knowledge of value to a community out of fragmentary information. The already proposed Knowledge Building (KB) approaches typically support only a few general-purpose activities due to the constraints of the utilised web-based environments. To organise and facilitate students’ KB during course activities, this study incorporated services provided by DoosMooc social learning environment into a knowledge transformation model. This approach is completely adapted to an educational context and allows time for iterations, helping students to both contribute to social KB processes and take collective responsibility for improving their understanding of authentic problems. The features provided by the introduced environment support and assess students’ KB activities and facilitate processes of creating, representing, organising, and reviewing different types of knowledge artefacts. The results of a semester-long experiment indicate that the approach and the corresponding instructional design thereof could successfully organise students’ KB activities and facilitate the required interactions. This study reports the impacts of parameters such as learner expertise and quality of shared knowledge on the planned KB processes, and investigates the relationships between students' KB activities and learning achievements.
摘要在新的信息“开放世界”中,教育系统应该让学生从零碎的信息中构建对社区有价值的新知识。由于所使用的基于网络的环境的限制,已经提出的知识构建(KB)方法通常只支持少数通用活动。为了在课程活动中组织和促进学生的知识库,本研究将DoosMooc社会学习环境提供的服务纳入了知识转化模型。这种方法完全适应教育环境,并允许时间进行迭代,帮助学生既为社会知识库过程做出贡献,又承担集体责任,提高他们对真实问题的理解。引入的环境提供的功能支持和评估学生的知识库活动,并促进创建、表示、组织和审查不同类型的知识制品的过程。一个学期的实验结果表明,该方法及其相应的教学设计可以成功地组织学生的知识库活动,并促进所需的互动。本研究报告了学习者专业知识和共享知识质量等参数对计划知识库过程的影响,并调查了学生知识库活动与学习成绩之间的关系。
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引用次数: 3
Inferring contextual preferences using deep encoder-decoder learners 使用深度编码器-解码器学习器推断上下文偏好
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-07-03 DOI: 10.1080/13614568.2018.1524934
Moshe Unger, Bracha Shapira, L. Rokach, Amit Livne
ABSTRACT Context-aware systems enable the sensing and analysis of user context in order to provide personalised services. Our study is part of growing research efforts examining how high-dimensional data collected from mobile devices can be utilised to infer users’ dynamic preferences that are learned over time. We suggest novel methods for inferring the category of the item liked in a specific contextual situation, by applying encoder-decoder learners (long short-term memory networks and auto encoders) on mobile sensor data. In these approaches, the encoder-decoder learners reduce the dimensionality of the contextual features to a latent representation which is learned over time. Given new contextual sensor data from a user, the latent patterns discovered from each deep learner is used to predict the liked item’s category in the given context. This can greatly enhance a variety of services, such as mobile online advertising and context-aware recommender systems. We demonstrate our contribution with a point of interest (POI) recommender system in which we label contextual situations with the items’ categories. Empirical results utilising a real world data set of contextual situations derived from mobile phones sensors log show a significant improvement (up to 73% improvement) in prediction accuracy compared with state of the art classification methods.
上下文感知系统能够感知和分析用户上下文,以便提供个性化服务。我们的研究是越来越多的研究工作的一部分,研究如何利用从移动设备收集的高维数据来推断用户随着时间的推移而学习的动态偏好。我们提出了在特定情境下推断喜欢的物品类别的新方法,通过对移动传感器数据应用编码器-解码器学习器(长短期记忆网络和自动编码器)。在这些方法中,编码器-解码器学习器将上下文特征的维度降低为随时间学习的潜在表征。给定来自用户的新的上下文传感器数据,从每个深度学习器中发现的潜在模式用于预测给定上下文中喜欢的物品的类别。这可以极大地增强各种服务,如移动在线广告和上下文感知推荐系统。我们用一个兴趣点(POI)推荐系统来展示我们的贡献,在这个系统中,我们用项目的类别标记上下文情况。利用来自手机传感器日志的真实世界情境数据集的实证结果显示,与最先进的分类方法相比,预测精度有显著提高(高达73%的提高)。
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引用次数: 8
Exploiting behavioral user models for point of interest recommendation in smart museums 利用行为用户模型在智能博物馆中进行兴趣点推荐
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-07-03 DOI: 10.1080/13614568.2018.1525436
Seyyed Hadi Hashemi, J. Kamps
ABSTRACT The Internet of Things (IoT) holds the promise to blend real-world and online behaviors in principled ways, yet we are only beginning to understand how to effectively exploit insights from the online realm into effective applications in smart environments. Such smart environments aim to provide an improved, personalized experience based on the trail of user interactions with smart devices, but how does recommendation in smart environments differ from the usual online recommender systems? And can we exploit similarities to truly blend behavior in both realms to address the fundamental cold-start problem? In this article, we experiment with behavioral user models based on interactions with smart devices in a museum, and investigate the personalized recommendation of what to see after visiting an initial set of Point of Interests (POIs), a key problem in personalizing museum visits or tour guides, and focus on a critical one-shot POI recommendation task—where to go next? We have logged users' onsite physical information interactions during visits in an IoT-augmented museum exhibition at scale. Furthermore, we have collected an even larger set of search logs of the online museum collection. Users in both sets are unconnected, for privacy reasons we do not have shared IDs. We study the similarities between users' online digital and onsite physical information interaction behaviors, and build new behavioral user models based on the information interaction behaviors in (i) the physical exhibition space, (ii) the online collection, or (iii) both. Specifically, we propose a deep neural multilayer perceptron (MLP) based on explicitly given users' contextual information, and set-based extracted features using users' physical information interaction behaviors and similar users' digital information interaction behaviors. Our experimental results indicate that the proposed behavioral user modeling approach, using both physical and online user information interaction behaviors, improves the onsite POI recommendation baselines' performances on all evaluation metrics. Our proposed MLP approach achieves 83% precision at rank 1 on the critical one-shot POI recommendation problem, realizing the high accuracy needed for fruitful deployment in practical situations. Furthermore, the MLP model is less sensitive to amount of real-world interactions in terms of the seen POIs set-size, by backing of to the online data, hence helps address the cold start problem in recommendation. Our general conclusion is that it is possible to fruitfully combine information interactions in the online and physical world for effective recommendation in smart environments.
物联网(IoT)有望以原则方式融合现实世界和在线行为,但我们才刚刚开始了解如何有效地利用在线领域的见解,将其应用于智能环境中。这样的智能环境旨在提供基于用户与智能设备交互轨迹的改进的个性化体验,但是智能环境中的推荐与通常的在线推荐系统有何不同?我们能否利用相似性来真正融合这两个领域的行为,以解决根本的冷启动问题?在本文中,我们实验了基于与博物馆智能设备交互的行为用户模型,并研究了个性化推荐,即在参观了一组初始兴趣点(POI)后参观什么,这是个性化博物馆参观或导游的关键问题,并专注于一个关键的一次性POI推荐任务-下一步去哪里?我们已经大规模记录了用户在参观物联网增强博物馆展览期间的现场物理信息交互。此外,我们还收集了一组更大的在线博物馆收藏的搜索日志。两个集合中的用户都没有连接,出于隐私原因,我们没有共享id。我们研究了用户在线数字和现场物理信息交互行为之间的相似性,并基于(i)物理展示空间,(ii)在线收藏或(iii)两者的信息交互行为构建了新的行为用户模型。具体而言,我们提出了一种基于明确给定用户上下文信息的深度神经多层感知器(MLP),并利用用户的物理信息交互行为和类似用户的数字信息交互行为进行基于集合的特征提取。我们的实验结果表明,所提出的行为用户建模方法,同时使用物理和在线用户信息交互行为,提高了现场POI推荐基线在所有评估指标上的性能。我们提出的MLP方法在关键的单次POI推荐问题上达到了83%的1级精度,实现了在实际情况下卓有成效的部署所需的高精度。此外,通过支持在线数据,MLP模型对所看到的poi集大小的实际交互量不太敏感,因此有助于解决推荐中的冷启动问题。我们的总体结论是,在智能环境中,将在线和物理世界的信息交互有效地结合起来,进行有效的推荐是可能的。
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引用次数: 4
Introduction 介绍
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-07-03 DOI: 10.1080/13614568.2018.1527114
E. Herder, M. Bieliková, F. Cena, M. Desmarais
ACM UMAP is an annual conference on user modeling, adaptation and personalization. User modeling concerns the process of understanding the user’s needs, preferences, interests, knowledge and other aspects. This is achieved by reasoning about and extracting knowledge from user data, which includes both data that is explicitly provided by the user—such as profile data—and implicitly gathered usage data—such as browsing data. Adaptation and personalization techniques exploit the user models in order to better tailor a software system, such as a website, to the user needs. Recommender systems are the best known type of personalized systems, but the field is much wider and includes among others personalized search, adaptive user interfaces, personalized advice, and personalized technology-enhanced learning. This special issue contains extended versions of selected papers from UMAP 2017, the 25th edition of the conference series. The conference was hosted in Bratislava, Slovakia, from 9 to 12 July 2017. The conference consisted of five tracks that represent the variety of disciplines and application areas in which user modeling, adaptation and personalization play a role. User interface aspects, including adaptive presentation and navigation, were covered by the tracks Intelligent User Interfaces and Adaptive Hypermedia. As one of the most visible and largest application area of personalization is the Social Web, we received in the corresponding track submissions that both analyzed user behavior to function as input for personalization, as well as the effect of personalization on user behavior. Being the most prominent and most applied adaptive technique, Recommender Systems were given a dedicated track as well. Finally, we dedicated a track to the field of Technology-Enhanced Adaptive Learning, as this is an application area with important and tangible impacts on society. The papers in this special issue belong to the latter two areas. Three papers are situated in the field of Technology-Enhanced Learning. The first paper, “Analysis and Design of Mastery Learning Criteria” (Pelánek and Řihák), shows that, under the assumption of isolated skills, the decision over skill mastery, and whether a system should let the student move on to the next skill to learn, can rest on a simple exponential moving average rather than on the more sophisticated Bayesian and logistic approaches to learner modeling. They also show that the choice of an appropriate mastery threshold and of the source of information is more influential than the choice of the learner modeling technique. The second paper focuses on open learner models, which is an approach for making a student’s learner model explicit to the student, in order to enhance reflection, self-awareness and self-regulation of the learning process. In “Navigation Support in Complex Learner Models: Assessing Visual Design Alternatives” (Guerra, Schunn, Bull, BarríaPineda and Brusilovsky), six alternative prototypes were
ACM UMAP是一个关于用户建模、适应和个性化的年度会议。用户建模涉及了解用户的需求、偏好、兴趣、知识等方面的过程。这是通过对用户数据进行推理并从中提取知识来实现的,其中既包括用户显式提供的数据(如概要数据),也包括隐式收集的使用数据(如浏览数据)。适应和个性化技术利用用户模型,以便更好地定制软件系统,如网站,以满足用户需求。推荐系统是最著名的个性化系统类型,但这个领域要广泛得多,包括个性化搜索、自适应用户界面、个性化建议和个性化技术增强学习。本期特刊包含了UMAP 2017(第25版会议系列)精选论文的扩展版本。会议于2017年7月9日至12日在斯洛伐克布拉迪斯拉发举行。会议由五个专题组成,代表了用户建模、适应和个性化发挥作用的各种学科和应用领域。用户界面方面,包括自适应表示和导航,将在智能用户界面和自适应超媒体专题中讨论。社会化网络是个性化最明显和最大的应用领域之一,我们收到了相应的跟踪提交,这些提交既分析了作为个性化输入的用户行为,也分析了个性化对用户行为的影响。作为最突出和应用最广泛的自适应技术,推荐系统也被赋予了专门的轨道。最后,我们专门讨论了技术增强适应性学习领域,因为这是一个对社会具有重要和切实影响的应用领域。本期特刊的论文属于后两个领域。有三篇论文是关于技术促进学习的。第一篇论文“精通学习标准的分析和设计”(Pelánek和Řihák)表明,在孤立技能的假设下,对技能掌握的决定,以及系统是否应该让学生继续学习下一个技能,可以依赖于简单的指数移动平均,而不是更复杂的贝叶斯和逻辑方法来学习建模。他们还表明,选择适当的掌握阈值和信息来源比选择学习者建模技术更有影响力。第二篇论文的重点是开放式学习者模式,开放式学习者模式是一种将学生的学习者模式向学生明确的方法,以增强学生对学习过程的反思、自我意识和自我调节。在“复杂学习者模型中的导航支持:评估视觉设计选择”(Guerra, Schunn, Bull, BarríaPineda和Brusilovsky)中,在两个对照研究中调查了六个备选原型。这些结果为如何在这种开放式学习模型的设计过程中平衡易用性和复杂性提供了一些见解,并为未来的研究开辟了几条思路。
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引用次数: 0
Navigation support in complex open learner models: assessing visual design alternatives 复杂开放学习模型中的导航支持:评估视觉设计备选方案
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-06-25 DOI: 10.1080/13614568.2018.1482375
Julio Guerra, C. Schunn, S. Bull, Jordan Barria-Pineda, Peter Brusilovsky
ABSTRACT Open Learner Models are used in modern e-learning to show system users the content of their learner models. This approach is known to prompt reflection, facilitate planning and navigation. Open Learner Models may show different levels of detail of the underlying learner model, and may structure the information differently. However, a trade-off exists between useful information and the complexity of the information. This paper investigates whether offering richer information is assessed positively by learners and results in more effective support for learning tasks. An interview pre-study revealed which information within the complex learner model is of interest. A controlled user study examined six alternative visualisation prototypes of varying complexity and resulted in the implementation of one of the designs. A second controlled study involved students interacting with variations of the visualisation while searching for suitable learning material, and revealed the value of the design alternative and its variations. The work contributes to developing complex open learner models by stressing the need to balance complexity and support. It also suggests that the expressiveness of open learner models can be improved with visual elements that strategically summarise the complex information being displayed in detail.
开放式学习者模型在现代电子学习中用于向系统用户展示其学习者模型的内容。众所周知,这种方法可以促进反思,促进规划和导航。开放学习者模型可以显示底层学习者模型的不同层次的细节,并且可以以不同的方式构建信息。然而,在有用的信息和信息的复杂性之间存在权衡。本文研究了提供更丰富的信息是否会得到学习者的积极评价,并为学习任务提供更有效的支持。一项访谈预研究揭示了复杂学习者模型中哪些信息是我们感兴趣的。一项受控的用户研究检查了六种不同复杂性的可视化原型,并最终实现了其中一种设计。第二项对照研究涉及学生在寻找合适的学习材料的同时与可视化的变化进行互动,并揭示了设计替代方案及其变化的价值。这项工作通过强调平衡复杂性和支持的需要,有助于开发复杂的开放式学习者模型。它还表明,开放式学习者模型的表达能力可以通过视觉元素得到改善,这些视觉元素可以战略性地总结正在详细显示的复杂信息。
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引用次数: 17
Adapting exercise selection to performance, effort and self-esteem 使运动选择适应表现、努力和自尊
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-06-21 DOI: 10.1080/13614568.2018.1477999
J. Okpo, J. Masthoff, Matt Dennis, N. Beacham
ABSTRACT Adapting to learner characteristics is essential when selecting exercises for learners in an intelligent tutoring system. This paper investigates how humans adapt next exercise selection (in particular difficulty level) to learner personality, invested mental effort, and performance to inspire an adaptive exercise selection algorithm. First, the paper describes the investigations to produce validated materials for the main studies, namely the creation and validation of self-esteem personality stories, mental effort statements, and mathematical exercises with varying levels of difficulty. Next, through empirical studies, we investigate the impact on exercise selection of learner's self-esteem (low versus high self-esteem) and effort (minimal, little, moderate, much, and all possible effort). Three studies investigate this for learners who had different performances on a previous exercise: just passing, just failing, and performed well. Participants considered a fictional learner with a certain performance, self-esteem and effort, and selected the difficulty level of the next mathematical exercise. We found that self-esteem, mental effort, and performance all impacted the difficulty level of the exercises selected for learners. Finally, using the results from the studies, we propose an algorithm that selects exercises with varying difficulty levels adapted to learner characteristics.
摘要在智能辅导系统中为学习者选择练习时,适应学习者的特点至关重要。本文研究了人类如何根据学习者的个性、投入的脑力劳动和表现来调整下一个练习选择(特别是难度水平),以启发一种自适应的练习选择算法。首先,本文描述了为主要研究制作验证材料的调查,即自尊人格故事、心理努力陈述和不同难度的数学练习的创建和验证。接下来,通过实证研究,我们调查了学习者自尊(低自尊与高自尊)和努力(最小、少量、中等、大量和所有可能的努力)对运动选择的影响。三项研究针对在之前的练习中表现不同的学习者进行了调查:只是及格,只是不及格,表现良好。参与者考虑一个具有一定表现、自尊和努力的虚构学习者,并选择下一个数学练习的难度等级。我们发现,自尊、脑力劳动和表现都会影响为学习者选择的练习的难度水平。最后,利用研究结果,我们提出了一种算法,根据学习者的特点选择不同难度的练习。
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引用次数: 6
期刊
New Review of Hypermedia and Multimedia
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