18,310 research outputs found

    The use of evidence in language and literacy teaching

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    Literacy education deserves evidence-based decisions. Low literacy costs the British economy between £1.73bn and £2.05bn per year (KPMG 2006) and the social and emotional costs are equally high. Yet we know that children who struggle with literacy can make fast progress when the instructional content and pedagogy closely match their needs. This chapter describes some of the paradigms and problems associated with the use of evidence in language and literacy education with examples from specific interventions and programmes. It raises issues about how literacy teachers are professionalized to attend to evidence, both the evidence in front of them and the research evidence 'out there'. It argues that to support teachers in using evidence effectively, we need to frame the research evidence about effective content, pedagogy and learning in ways that recognize the power and limitations of different evidence paradigms. To ensure that all children make fast progress, we need to appreciate how teachers develop broad and diagnostic understandings of literacy and literacy learning and of how policy and curriculum frameworks impact on the classroom decisions they make

    A Learning Algorithm based on High School Teaching Wisdom

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    A learning algorithm based on primary school teaching and learning is presented. The methodology is to continuously evaluate a student and to give them training on the examples for which they repeatedly fail, until, they can correctly answer all types of questions. This incremental learning procedure produces better learning curves by demanding the student to optimally dedicate their learning time on the failed examples. When used in machine learning, the algorithm is found to train a machine on a data with maximum variance in the feature space so that the generalization ability of the network improves. The algorithm has interesting applications in data mining, model evaluations and rare objects discovery

    10 simple rules to create a serious game, illustrated with examples from structural biology

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    Serious scientific games are games whose purpose is not only fun. In the field of science, the serious goals include crucial activities for scientists: outreach, teaching and research. The number of serious games is increasing rapidly, in particular citizen science games, games that allow people to produce and/or analyze scientific data. Interestingly, it is possible to build a set of rules providing a guideline to create or improve serious games. We present arguments gathered from our own experience ( Phylo , DocMolecules , HiRE-RNA contest and Pangu) as well as examples from the growing literature on scientific serious games

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    A Data Science Maturity Model Applied to Students' Modeling

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    Maturity models define a series of levels, each representing an increased complexity in information systems. Data Science appears in the Business Intelligence (BI) and Business Analytics (BA) literature. This work applies the _IABE maturity model, which includes two additional levels: Data Engineering (DE) at the bottom and Business Experimentation (BE) at the top. This study uses the _IABE model for students' modeling in the ModEst project. For this purpose, the Public Administration organism is the Directorate-General for Statistics of Education and Science (DGEEC) of the Portuguese Education Ministry. DGEEC provided vast data on two million students per year in the Portuguese school system, from pre-scholar to doctoral programs. This work presents the comprehensible _IABE maturity model to extract new knowledge from the DGEEC dataset. The method applied is _IABE, where after the DE level, wh-questions are formulated and answered with the most appropriate techniques at each maturity level. This work's novelty is applying the maturity model _IABE to a unique dataset for the first time. Wh-questions are stated at the BI level using data summarization; at the BA level, predictive models are performed, and counterfactual approaches are presented at the BE level. Doi: 10.28991/ESJ-2023-07-06-08 Full Text: PD

    Technology Criticism in the Classroom (Chapter in The Nature of Technology)

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    I first heard about a tragedy in Tucson, not from major television news networks, but from a direct message sent by a politically-active friend who was attending the political gathering where a mass shooting took place, including the shooting of an Arizona congresswoman, Gabrielle Giffords. While the television news sputtered around trying to offer details (initially wrongly claiming that she was dead, likely from pressure to be the first to report big news), I found myself reading Google News, piecing together Facebook posts, e-mailing friends and reading Twitter updates

    Automatic goal allocation for a planetary rover with DSmT

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    In this chapter, we propose an approach for assigning aninterest level to the goals of a planetary rover. Assigning an interest level to goals, allows the rover to autonomously transform and reallocate the goals. The interest level is defined by data-fusing payload and navigation information. The fusion yields an 'interest map',that quantifies the level of interest of each area around the rover. In this way the planner can choose the most interesting scientific objectives to be analysed, with limited human intervention, and reallocates its goals autonomously. The Dezert-Smarandache Theory of Plausible and Paradoxical Reasoning was used for information fusion: this theory allows dealing with vague and conflicting data. In particular, it allows us to directly model the behaviour of the scientists that have to evaluate the relevance of a particular set of goals. This chaptershows an application of the proposed approach to the generation of a reliable interest map
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