14,484 research outputs found
Ontology-based Fuzzy Markup Language Agent for Student and Robot Co-Learning
An intelligent robot agent based on domain ontology, machine learning
mechanism, and Fuzzy Markup Language (FML) for students and robot co-learning
is presented in this paper. The machine-human co-learning model is established
to help various students learn the mathematical concepts based on their
learning ability and performance. Meanwhile, the robot acts as a teacher's
assistant to co-learn with children in the class. The FML-based knowledge base
and rule base are embedded in the robot so that the teachers can get feedback
from the robot on whether students make progress or not. Next, we inferred
students' learning performance based on learning content's difficulty and
students' ability, concentration level, as well as teamwork sprit in the class.
Experimental results show that learning with the robot is helpful for
disadvantaged and below-basic children. Moreover, the accuracy of the
intelligent FML-based agent for student learning is increased after machine
learning mechanism.Comment: This paper is submitted to IEEE WCCI 2018 Conference for revie
Design Research on Robotic Products for School Environments
Advancements in robotic research have led to the design of a number of robotic products that can interact with people. In this research, a school environment was selected for a practical test of robotic products. For this, the robot “Tiro” was built, with the aim of supporting the learning activities of children. The possibility of applying robotic products was then tested through example lessons using Tiro. To do this, the robot design process and user-centred HRI evaluation framework were studied, and observations of robotic products were made via a field study on the basis of these understandings. Three different field studies were conducted, and interactions between children and robotic products were investigated. As a result, it was possible to understand how emotional interaction and verbal interaction affect the development of social relationships. Early results regarding this and coding schemes for video protocol analysis were gained. In this preliminary study, the findings are summarized and several design implications from insight grouping are suggested. These will help robot designers grasp how various factors of robotic products may be adopted in the everyday lives of people.
Keywords:
Robotic Products Design, HRI Evaluation, User-Centered HRI.</p
Starting from scratch: experimenting with computer science in Flemish secondary education
In the Flemish secondary education curriculum, as in many countries and regions, computer science currently only gets an extremely limited coverage. Recently, in Flanders (and elsewhere), it has been proposed to change this, and try-outs are undertaken, both in and outside of schools. In this paper, we discuss some of those efforts, and in particular take a closer look at the preliminary results of one experiment involving different approaches to programming in grade 8. These experiments indicate that many students from secondary schools would welcome a more extensive treatment of computer science. Planning and implementing such a treatment, however, raises a number of issues, from which in this paper, we formulate a handful as calls for action for the computer science education research community
Designing a programming-based approach for modelling scientific phenomena
We describe an iteratively designed sequence of activities involving the modelling of 1- dimensional collisions between moving objects based on programming in ToonTalk. Students aged 13-14 in two settings (London and Cyprus) investigated a number of collision situations, classified into six classes based on the relative velocities and masses of the colliding objects. We describe iterations of the system in which students engaged in a repeating cycle of activity for each collision class: prediction of object behaviour from given collision conditions, observation of a relevant video clip, building a model to represent the phenomena, testing, validating and refining their model, and publishing it – together with comments – on our web-based collaboration system, WebReports. Students were encouraged to consider the limitations of their current model, with the aim that they would eventually appreciate the benefit of constructing a general model that would work for all collision classes, rather than a different model for each class. We describe how our intention to engage students with the underlying concepts of conservation, closed systems and system states was instantiated in the activity design, and how the modelling activities afforded an alternative representational framework to traditional algebraic description
Kerangka rekabentuk Carta Selak Rangkaian Berintegrasi Teori Gagne Sembilan Peristiwa Pembelajaran
Kajian ini merupakan sebuah kajian terhadap Kerangka Rekabentuk Carta Selak
Rangkaian Berintegrasi Teori Gagne Sembilan Peristiwa Pembelajaran. Tujuan kajian
ini dilakukan adalah bagi mencadangkan sebuah Kerangka Rekabentuk Carta Selak
Rangkaian Berintegrasi Teori Gagne Sembilan Peristiwa Pembelajaran yang sesuai
diaplikasikan oleh bakal guru dan juga guru bagi sebuah sesi pengajaran dan
pembelajaran yang berkesan dan seterusnya meningkatkan kefahaman dan pengetahuan
pelajar dalam mata pelajaran yang diajar oleh guru. Metodologi yang digunakan adalah
berdasarkan Model ADDIE iaitu peringkat analisis, peringkat rekabentuk, peringkat
pembangunan, peringkat implimentasi dan peringkat penilaian. Hasil daripada dapatan
kajian yang menggunakan model TAM melihat persepsi dari kebergunaan (tahap tinggi
dan min 3.02), kesenangan mengguna (tahap tinggi dan min 3.03) dan sikap
penggunaan ( diterima dan min 2.65) terhadap Kerangka Rekabentuk Carta Selak
Rangkaian Berintegrasi Teori Gagne Sembilan Peristiwa Pembelajaran. Dapatan
tersebut menunjukkan bahawa ia digunakan dalam sesi pengajaran dan pembelajaran di
bilik darjah oleh responden pada masa hadapan. Cadangan kajian pada masa hadapan
adalah berkaitan spesifikasi dan teknikal kerangka rekabentuk supaya dapat
memudahkan pembinaan kerangka, menjimatkan kos dan masa
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