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2019 IEEE Frontiers in Education Conference (FIE)最新文献

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IGARA: A Proposal for a Pedagogical Approach to Apply Educational Robotics through Collaborative Learning IGARA:通过协作学习应用教育机器人的教学方法建议
Pub Date : 2021-01-01 DOI: 10.1109/FIE49875.2021.9637380
Joethe Moraes de Carvalho, J. F. D. M. Netto
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引用次数: 0
Arduino Baby Project: Robotics as a Tool to Support Permanence and Success of Technical Course Students in Informatics Arduino Baby项目:机器人作为支持信息学技术课程学生持久和成功的工具
Pub Date : 2021-01-01 DOI: 10.1109/FIE49875.2021.9637315
Joethe Moraes de Carvalho, Euler Viera da Silva, Elize Farias de Carvalho, J. F. D. M. Netto
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引用次数: 0
Designing Pedagogical Agents Toward the Recommendation and Intervention Based on Students' Actions in an ITS 基于ITS学生行为的教学代理推荐与干预设计
Pub Date : 2021-01-01 DOI: 10.1109/FIE49875.2021.9637406
Arcanjo Miguel Mota Lopes, J. F. D. M. Netto
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引用次数: 0
A Proposal for Source Code Assessment Through Static Analysis 通过静态分析对源代码进行评估的建议
Pub Date : 2020-10-21 DOI: 10.1109/FIE44824.2020.9274050
R. D. Souza, Fabiana Zaffalon Ferreira, S. Botelho
This Research to Practice Work in Progress paper presents a proposal for source code assessment through static analysis. The presence of computation is constantly growing in the contemporaneous world, and in that way, the demand for professionals capable to develop and maintain software is also in constant growth. The present work aims to develop a model where teachers can identify potentially weakness on student’s set of skills for programming, and therefore be able to work on solutions for their educational development. Preliminary results show that it is possible to identify prominent skills used to solve a given problem, but also that it is possible to compensate the lack of those skills with others.
本文提出了一种通过静态分析对源代码进行评估的方法。在当今世界,计算的存在是不断增长的,这样,对能够开发和维护软件的专业人员的需求也在不断增长。目前的工作旨在建立一个模型,教师可以识别学生编程技能的潜在弱点,从而能够为他们的教育发展提供解决方案。初步结果表明,有可能确定用于解决给定问题的突出技能,但也有可能用其他技能弥补这些技能的不足。
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引用次数: 0
Plagiarism detection based on blinded logical test automation results and detection of textual similarity between source codes 基于盲法逻辑测试自动化结果和源代码文本相似度检测的抄袭检测
Pub Date : 2020-10-21 DOI: 10.1109/FIE44824.2020.9274098
D. Campos, D. Ferreira
This Research to Practice Full Paper presents in this paper. Finding logical errors is the most difficult skill for students from all sorts of disciplines that involve computer programming. Unfortunately, because of this difficulty, some students resort to plagiarism. Plagiarism corrupts the evaluation process. Several tools are used in different researches for this purpose. Recent research has defined a taxonomy of the most relevant types of plagiarism that can be found in source codes. The Hybrid Framework was made to map the student plagiarisms using NLP tecnhics and software test automation techniques for automatic exercise correction with tools available for this purpose. This framework has been tested in the laboratory with promising results.
本文提出了本研究的实践全文。对于所有涉及计算机编程的学科的学生来说,发现逻辑错误是最困难的技能。不幸的是,由于这个困难,一些学生诉诸抄袭。剽窃破坏了评估过程。为此目的,在不同的研究中使用了几种工具。最近的研究已经定义了一种可以在源代码中找到的最相关的剽窃类型的分类。使用NLP技术和软件测试自动化技术来绘制学生抄袭的地图,并使用可用于此目的的工具进行自动练习纠正。该框架已在实验室进行了测试,结果令人鼓舞。
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引用次数: 1
Computational games in STEM courses: a systematic review of the literature STEM课程中的计算游戏:文献的系统回顾
Pub Date : 2020-10-21 DOI: 10.1109/FIE44824.2020.9274071
Priscila da Silva Neves Lima, L. A. Silva, J. Oliveira, A. Brandão, L. O. Brandão
This full paper of Research Category presents the main results of a systematic review of the literature about the use of computer games in science, technology, engineering, and mathematics (STEM) courses. The concept of lifelong learning has often been encouraged in literature. However, it also reports students facing difficulties in exact sciences since elementary school: a significant challenge to overcome. Among the reasons for such difficulties are demotivation, disinterest, learning difficulties, and even the use of outdated teaching-learning methods. In an attempt to improve the relationship between students and exact sciences, schools are expanding the use of information technologies to offer the students interactive environments in order to enrich their classes. In this context, characteristics of digital games appear as a didactic resource that can benefit the students’ learning process. If properly used, digital games can stimulate memory, creativity, socialization, and also incite curiosity. Due to the ease young students have with games and considering the benefits mentioned above, many institutions have been investing in digital games (or environments with some of their characteristics). However, these games can generate compulsive behaviors (WHO classified such disorders in 2018), and it is worth noticing that many articles reporting the use of games in education focus mainly on its acceptance instead of its teaching capabilities. In this article, we report the main findings, such as that technology is the area with the highest concentration of digital games. It is also observed that different guiding theories appear, such as those with a constructivist tendency. Among the arguments for using games stand out: the gain in cognitive skills, the possibility of using simulations, and the ease in understanding complex themes. The methods of didactic-pedagogical evaluation mostly used are questionnaires of acceptance or the student’s perception. This review highlights the potential of digital games to promote learning. However, these games should not be focused solely on their ludic aspect, as they have a different purpose from regular games. Active methodologies mediated by information and communication technologies can make class more engaging as students actively participate in the construction of student learning.
这篇研究类别的全文介绍了关于在科学、技术、工程和数学(STEM)课程中使用电脑游戏的文献的系统综述的主要结果。文学作品中经常鼓励终身学习的概念。然而,它也报告了学生从小学开始就面临的精确科学难题:这是一个需要克服的重大挑战。造成这些困难的原因包括缺乏动力、不感兴趣、学习困难,甚至使用过时的教学方法。为了改善学生与精确科学之间的关系,学校正在扩大信息技术的使用,为学生提供互动环境,以丰富他们的课堂。在这种情况下,数字游戏的特点作为一种教学资源出现,有利于学生的学习过程。如果使用得当,数字游戏可以激发记忆力、创造力、社交性,也可以激发好奇心。由于年轻学生可以轻松地玩游戏,并考虑到上述好处,许多机构都在投资数字游戏(或具有某些特征的环境)。然而,这些游戏可以产生强迫行为(世卫组织在2018年将此类疾病分类),值得注意的是,许多报道游戏在教育中的使用的文章主要关注的是它的接受程度,而不是它的教学能力。在本文中,我们将报告主要发现,例如技术领域是数字游戏最集中的领域。研究中也出现了不同的指导理论,如具有建构主义倾向的理论。在使用游戏的争论中,最突出的是:认知技能的提高,使用模拟的可能性,以及理解复杂主题的便利性。教学评价的主要方法是接受问卷或学生感知问卷。这篇综述强调了数字游戏在促进学习方面的潜力。然而,这些游戏不应该只专注于它们的搞笑方面,因为它们与普通游戏有着不同的目的。以信息和通信技术为中介的积极方法论可以使课堂更具吸引力,因为学生积极参与学生学习的建构。
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引用次数: 0
Research to Practice: Keeping STEM student recruitment fresh and relevant using peer mentoring 从研究到实践:通过同侪指导,保持STEM学生招聘的新鲜感和相关性
Pub Date : 2020-10-21 DOI: 10.1109/FIE44824.2020.9274230
J. Deegan
This work in progress paper in the research-to-practice category focuses on high school students planning to enter a new learning environment for transition. Prospective students benefit from structured programming that considers two factors. First, the college knowledge required to navigate day-to-day logistics including new living arrangements, supporting physical & mental health, and funding the experience. Second, STEM curricula and challenges students from extremely rural communities face in identifying with these rigorous programs. The work of influential researchers in student transition and retention along with contextual findings from a large, rural state in the Rocky Mountain region informed the redesign of an engineering college’s outreach program. This paper has two purposes. First, it details how established theories combined with research findings and assessment can create robust models to support keeping recruitment programs relevant. Second, it provides an example of how a model was developed and then used to redesign and assess an outreach program using college peer mentors to support high school-aged students interested in engineering and computing disciplines.
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引用次数: 0
Towards an Open Educational Resource Sensitive to Student's Context to Support Introductory Programming Courses 对学生情境敏感的开放教育资源,以支持程式设计入门课程
Pub Date : 2020-10-21 DOI: 10.1109/FIE44824.2020.9273945
Myke Morais de Oliveira, L. Paschoal, P. Chicon, E. Barbosa
Previous studies mention that students have a hard time learning introductory programming courses. Several studies have already been conducted to understand the problems concerning programming learning. Some investigations managed to classify the problems, they are: some students are unable to obtain a concrete understanding computer programming concepts; some students are not able to apply programming concepts in the construction of programs; some students have no motivation to learn the subject; some students cannot understand the programs already implemented, and some have difficulties in factoring and refactoring programs. To support the learning of these courses, researchers in the field have established teaching support mechanisms, which can be used by teachers when teaching content or by students to train and get prepare for assessments. In particular, some studies are proposing open educational resources. However, even if there is a strong interest in establishing these open resources, the existing educational resources do not consider the difficulties that the students may have in these courses (i.e., resources that increase students’ motivation but do not support students who have difficulties learning programming concepts). Still, it is necessary to consider the previous knowledge that each student may have when starting a course. Some students may have some programming knowledge, while others may not. It is also necessary to consider that students have their preferences for learning materials when they are studying (i.e., some prefer video lessons, while others prefer slides). In this sense, this paper addresses the establishment and feasibility study of an open educational resource dedicated to teaching programming, which is specialized for students who have difficulties in learning and applying concepts, understanding programs, factoring and refactoring their programs and/or do not have the motivation to program. This open educational resource was planned considering some definitions related to the students’ particularities (i.e., previous knowledge, preferences for teaching materials and programming difficulties), with the function of identifying them and adapting to these particularities. We describe how we have developed the educational resource, how we plan and conduct preliminary evaluations and, in the end, we raise directions for next steps.
以前的研究提到,学生很难学习编程入门课程。已经进行了一些研究来理解与编程学习有关的问题。一些调查设法对问题进行分类,它们是:一些学生无法获得具体的理解计算机编程的概念;有些学生不能在程序构建中应用编程概念;有些学生没有学习这门学科的动力;有些学生不能理解已经实现的程序,有些学生在分解和重构程序方面有困难。为了支持这些课程的学习,该领域的研究人员建立了教学支持机制,教师可以在讲授内容时使用该机制,学生也可以使用该机制进行培训并为评估做准备。特别是,一些研究提出开放教育资源。然而,即使有建立这些开放资源的强烈兴趣,现有的教育资源也没有考虑到学生在这些课程中可能遇到的困难(即,资源增加了学生的动机,但不支持有困难的学生学习编程概念)。尽管如此,在开始一门课程时,有必要考虑每个学生可能拥有的先前知识。一些学生可能有一些编程知识,而另一些学生可能没有。还需要考虑到学生在学习时对学习材料的偏好(即有些人更喜欢视频课程,而有些人更喜欢幻灯片)。从这个意义上说,本文致力于建立和可行性研究一个开放的教育资源,专门为那些在学习和应用概念、理解程序、分解和重构程序方面有困难的学生和/或没有编程动机的学生提供编程教学。这个开放教育资源的规划考虑了与学生的特殊性(即以前的知识,对教材的偏好和编程困难)相关的一些定义,具有识别和适应这些特殊性的功能。我们描述了我们如何开发教育资源,我们如何计划和进行初步评估,最后,我们提出了下一步的方向。
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引用次数: 1
AssociAR: Gamified Process for the Teaching of Children with Autism Through the Association of Images and Words 通过图像和文字的关联来进行自闭症儿童教学的游戏化过程
Pub Date : 2020-10-21 DOI: 10.1109/FIE44824.2020.9274271
Jhemeson Silva Mota, E. Canedo, Kennedy Santos Torres, Heloise Acco Tives Leão
Autism spectrum is a disorder that offers a lot of difficulties and challenges to people with it and related to. As for the learning process of these children, it is known that the use of consistent repetitions helps in the learning of people with autism and, in addition, that combinations of images with words are one of the main means of aid in learning for autistic people. Augmented Reality (AR) is a digital resource that acts as a way of visualizing virtual elements, often three-dimensional (3D), together with the real environment. AR offers "enormous educational potential" when used in conjunction with gamification. This work aims to implement a gamified project using augmented reality to assist in the learning process of children with Autism Spectrum Disorder (ASD). The project was implemented in "Cri.Ativa", the psycho-pedagogical care room of a child development center that provides multidisciplinary care for children with atypical development (especially for children on the autism spectrum) in Palmas, Brazil. In general, it is considered that the objective of the work was achieved because the desired process was gamified and the results obtained by its implementation were positive. However, it is important to highlight that, due to the huge number of possible characteristics for children with ASD, this result does not demonstrate that the application of the described process will have equally positive outcomes in all contexts.
自闭症谱系是一种障碍,给患有自闭症或与之相关的人带来了很多困难和挑战。至于这些儿童的学习过程,众所周知,使用一致的重复有助于自闭症患者的学习,此外,图像与文字的组合是自闭症患者学习的主要辅助手段之一。增强现实(AR)是一种数字资源,它可以将虚拟元素(通常是三维的)与真实环境一起可视化。当与游戏化结合使用时,AR提供了“巨大的教育潜力”。本研究旨在实施一个游戏化的项目,利用增强现实技术来帮助自闭症谱系障碍儿童的学习过程。该项目在“Cri”实施。“Ativa”是巴西帕尔马斯一家儿童发展中心的心理教育护理室,该中心为非典型发育儿童(特别是自闭症儿童)提供多学科护理。总的来说,人们认为工作的目标已经实现,因为预期的过程被游戏化,其实施所获得的结果是积极的。然而,需要强调的是,由于ASD儿童有大量可能的特征,这一结果并不能证明上述过程的应用在所有情况下都会产生同样积极的结果。
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引用次数: 9
Object-Oriented Programming: Diagnosis Understanding by Identifying and Describing Novice Perceptions 面向对象编程:通过识别和描述新手感知来诊断理解
Pub Date : 2020-10-21 DOI: 10.1109/FIE44824.2020.9273990
Julie Henry, Bruno Dumas, P. Heymans, Tony Leclercq
This work in progress focuses on oriented-object programming (OOP) education. The purpose of this contribution is to validate a methodology for building a concept inventory (CI) dedicated to OOP. The long-term study presented here concerns the variable programming concept. Teaching programming is a major issue due to the misconceptions of the students, notably in the OOP paradigm. Teachers need to be aware of the existence of these misconceptions, their variety and when they appear in order to quickly and efficiently correct them. A CI can measure students’ understanding of a set of concepts at a precise time. To measure the evolution of student’s understanding over a semester, the CI has to be administrated several times along a specific timeline. In the context of a 60-hour OOP course, a preliminary qualitative study was conducted during the 2018-2019 academic year. Semi-structured interviews were conducted with 13 students following the OOP course. Each student was interviewed three times over a semester: Before the course, at mid-term over the semester, and after the course. Six students’ perceptions of the variable programming concept were identified and used to build the OOP CI. During the 2019-2020 academic-year, the CI was administred to 107 students following the OOP course. Three administrations were organized according to a specific timeline, aiming both to confirm the results of the preliminary study and to quantify the occurrence of the six perceptions in a class of students. Based on the results obtained, the methodology appears to be effective in building a OOP CI.
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引用次数: 3
期刊
2019 IEEE Frontiers in Education Conference (FIE)
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