10,335 research outputs found
Nunalleq, Stories from the Village of Our Ancestors:Co-designing a multivocal educational resource based on an archaeological excavation
This work was funded by the UK-based Arts and Humanities Research Council through grants (AH/K006029/1) and (AH/R014523/1), a University of Aberdeen IKEC Award with additional support for travel and subsistence from the University of Dundee, DJCAD Research Committee RS2 project funding. Thank you to the many people who contributed their support, knowledge, feedback, voices and faces throughout the project, this list includes members of the local community, colleagues, specialists, students, and volunteers. If we have missed out any names we apologize but know that your help was appreciated. Jimmy Anaver, John Anderson, Alice Bailey, Kieran Baxter, Pauline Beebe, Ellinor Berggren, Dawn Biddison, Joshua Branstetter, Brendan Body, Lise Bos, Michael Broderick, Sarah Brown, Crystal Carter, Joseph Carter, Lucy Carter, Sally Carter, Ben Charles, Mary Church, Willard Church, Daniele Clementi, Annie Cleveland, Emily Cleveland, Joshua Cleveland, Aron Crowell, Neil Curtis, Angie Demma, Annie Don, Julia Farley, Veronique Forbes, Patti Fredericks, Tricia Gillam, Sean Gleason, Sven Haakanson, Cheryl Heitman, Grace Hill, Diana Hunter, Joel Isaak, Warren Jones, Stephan Jones, Ana Jorge, Solveig Junglas, Melia Knecht, Rick Knecht, Erika Larsen, Paul Ledger, Jonathan Lim Soon, Amber Lincoln, Steve Luke, Francis Lukezic, Eva Malvich, Pauline Matthews, Roy Mark, Edouard Masson-MacLean, Julie Masson-MacLean, Mhairi Maxwell, Chuna Mcintyre, Drew Michael, Amanda Mina, Anna Mossolova, Carl Nicolai Jr, Chris Niskanen, Molly Odell, Tom Paxton, Lauren Phillips, Lucy Qin, Charlie Roberts, Chris Rowe, Rufus Rowe,Chris Rowland, John Rundall, Melissa Shaginoff, Monica Shah, Anna Sloan, Darryl Small Jr, John Smith, Mike Smith, Joey Sparaga, Hannah Strehlau, Dora Strunk, Larissa Strunk, Lonny Strunk, Larry Strunk, Robbie Strunk, Sandra Toloczko, Richard Vanderhoek, the Qanirtuuq Incorporated Board, the Quinhagak Dance Group and the staff at Kuinerrarmiut Elitnaurviat. We also extend our thanks to three anonymous reviewers for their valuable comments on our paper.Peer reviewedPublisher PD
Analysis of the learning object-oriented programming factors
Students often feel overwhelmed by object-oriented programming courses. They find it difficult and complex to learn, requiring a high cognitive load to use the concepts in coding. These issues lead to demotivation in learning programming. This research aims to identify and verify factors that contribute to learning object-oriented programming from two perspectives: interviews and surveys. A literature review was conducted to identify these factors, followed by interviews with five experts who have been teaching object-oriented programming for over ten years to confirm them. Based on the interview results, a questionnaire was developed and administered to 31 bachelor students and 19 lecturers with masterâs or doctorate degrees in computer science. The responses indicated that the identified factors were acceptable, with scores ranging from 3.74 to 4.65. The outcomes of this study are a set of factors that should be considered in a programming environment to improve the teaching and learning of object-oriented programming and make it more accessible and engaging for students
AgentVerse: Facilitating Multi-Agent Collaboration and Exploring Emergent Behaviors in Agents
Autonomous agents empowered by Large Language Models (LLMs) have undergone
significant improvements, enabling them to generalize across a broad spectrum
of tasks. However, in real-world scenarios, cooperation among individuals is
often required to enhance the efficiency and effectiveness of task
accomplishment. Hence, inspired by human group dynamics, we propose a
multi-agent framework \framework that can collaboratively and dynamically
adjust its composition as a greater-than-the-sum-of-its-parts system. Our
experiments demonstrate that \framework framework can effectively deploy
multi-agent groups that outperform a single agent. Furthermore, we delve into
the emergence of social behaviors among individual agents within a group during
collaborative task accomplishment. In view of these behaviors, we discuss some
possible strategies to leverage positive ones and mitigate negative ones for
improving the collaborative potential of multi-agent groups. Our codes for
\framework will soon be released at
\url{https://github.com/OpenBMB/AgentVerse}.Comment: Work in progres
Innovate Magazine / Annual Review 2010-2011
https://scholarworks.sjsu.edu/innovate/1001/thumbnail.jp
Virtual learning environments â help or hindrance for the âdisengagedâ student?
The introduction of virtual learning environments (VLEs) has been regarded by some as a panacea for many of the problems in todayâs mass numbers modular higher education system. This paper demonstrates that VLEs can help or hinder student engagement and performance, and that they should be adapted to the different types of learner. A project is described that aimed to investigate whether the introduction of a VLE can assist âdisengagedâ students, drawing on click count tracking data and student performance. The project took place in the context of two very large undergraduate modules (850 and 567 students) in a Business School of a new university in the UK. In an adaptation of a model of learner engagement in Web-enhanced environments, four distinct learner types have emerged: model, traditionalist, geek and disengaged. There was evidence that use of the VLE exacerbated, rather than moderated, the differences between these learner types
Learning programming with an RTS based Serious Game
International audienceThis paper presents a prototype of a Serious Game that aims to entice gamers to learn computer programming by using a multiplayer real time strategy game (RTS). In this type of game, a player gives orders to his/her units to carry out operations (i.e. moving, building, and so forth). Typically, these instructions are given by clicking on a map with the mouse. The goal of this project is to encourage players to give these orders through programming. This game is intended for computer science students in higher education and can be used across both university and professional curricula. The programming languages used are C or C++
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