905 research outputs found

    Initial knowledge states about assessment

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    To describe their knowledge of assessment, specifically prepared scripts from 30 novice teachers were content analysed. Knowledge of the formative-summative mode was evident in all scripts but the connections made between this mode of assessment and the other principles of assessment were not well developed. Knowledge of assessment methods was scant. In discussing the importance of enabling novice teachers to make autonomous professional judgements about pupils' learning, attention is drawn to the importance of reading and the authenticity of the tasks with which teachers-in-preparation are expected to engag

    Designing and Teaching Adaptive+Active Learning Effectively

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    To fulfill the promise of providing all learners with access to education, institutions of higher education are exploring personalized learning for individuals with different skills, abilities, and interests. These universities have turned to an instructional model that combines adaptive courseware and learner-centered instruction. This is often referred to as active learning. Despite growth in adaptive courseware and generous support through national organizations, successful implementation of adaptive systems is mixed (SRI Education, 2016). This article highlights the need for a systems approach and illustrates this approach through design and pedagogy decisions that have contributed to the success of adaptive learning at Arizona State University (ASU)

    Innovative integrated architecture for educational games: Challenges and merits

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    Interactive Narrative in game environments acts as the main catalyst to provide a motivating learning experience. In previous work, we have described how the use of a dual narrative generation technique could help to resolve the conflict between allowing high player student agency and also the track of the learning process. In this paper, we define a novel architecture that assists the dual narrative generation technique to be employed effectively in an adaptive educational game environment. The architecture composes components that individually have shown effectiveness in educational games environments. These components are graph structured narrative, dynamically generated narrative, evolving agents and a student model. An adaptive educational game, AEINS, has been developed to investigate the synergy of the architecture components. AEINS aims to foster character education at 8-12 year old children through the use of various interactive moral dilemmas that attempt the different student\u27s cognitive levels. AEINS was evaluated through a study involved 20 participants who interacted with AEINS on an individual basis

    Design of interactive visualization of models and students data

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    This document reports the design of the interactive visualizations of open student models that will be performed in GRAPPLE. The visualizations will be based on data stored in the domain model and student model, and aim at supporting learners to be more engaged in the learning process, and instructors in assisting the learners

    Learning Motivation increased due to a Relaxed Assessment in a Competitivee-Learning Environment

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    In this work, e-learning is used to increase learners 'motivation and competence in addition to learning complementary environment. This work is based on of the 7-years of hybrid e-learning classes on Operating System, Computer Network, Network Security, Network Management subjects at 3 Indonesian universities, namely, Surya University, STKIP Surya, and IBI Darmajaya. Most of STKIP Surya's students are from Papua and need more attention and motivation than others. Relaxed assessment processes are performed on each module in addition to mid term and final exams. On average, there are 12-18 modules in each subject matter. To motivate the learners, they may perform as many exams as ones' wish to attained the highest possible mark within the semester on all exams and quizzes. Relaxed assessment processes to attained maximum grades seems to increase the learners' motivation as some learners' retrying in exceeding 50 times for the 100 questions final shown in the Level of Competency (LoC) measurement. In addition, to anticipate, any cheating, eliminate remedial and cost savings, all exams are done on moodle via web. Such method of a whole semester relaxed assessment equipped with about 2000-6000 questions bank per subject and is for the first time performed in Indonesia. This study is also found an increase in the majority of learner's understanding on the subject is very good without remedial. Thus, e-learning seems not only complement learning processes but also able to motivate and to improve the competence of learners as well creating healthy competitive environment among learners

    New method for summative evaluation of UML class diagrams based on graph similarities

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    This paper deals with the problem of the evaluation of the student's productions during the construction of a UML class diagram from textual speciations, which can be a tedious task for teachers. The main objective is to propose a method of summative and semi-automatic evaluation of the class diagrams produced by the students, in order to provide an educational reaction on the learning process, and to reduce the evaluation work for the teachers. To achieve this objective, we must analyze these productions and study the transformation, matching, similarity measurement and comparison of several UML graphs. From this study, we adopted a method based on the comparison and matching of the components of several UML diagrams. This proposal is applied to evaluate UML class diagrams and focuses on the structural and semantic aspects of the UML graph produced by students compared to several solutions proposed by the teacher

    Designing Engaging Learning Experiences in Programming

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    In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one – Whack a Mole – which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of ‘Learning Dimensions’ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences
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