4,180 research outputs found
Using On-Line Quizzes to Help Students Learn Probability and Statistics
Online quizzes can be an effective and flexible means of helping learners develop key skills in
probability and statistics. Quizzes give instant feedback, to help reinforce correct understanding
and eliminate fundamental errors at an early stage in learning. We will describe our experience of
designing and using quizzes with non-specialist and specialist students, on several different
platforms including, most recently, Moodle. We describe Model Choice, a tool that helps students
identify from a brief scenario the standard family of probability distributions they should work with
to solve a problem. We will emphasize key design aspects of a successful quiz system, such as the
importance of giving informative feedback to the learner. Using a standard platform, such as
Moodle, is likely to require some compromise on design principles but building a stand-alone
system to implement ideal design choices is very time-consuming
Addictive links: The motivational value of adaptive link annotation
Adaptive link annotation is a popular adaptive navigation support technology. Empirical studies of adaptive annotation in the educational context have demonstrated that it can help students to acquire knowledge faster, improve learning outcomes, reduce navigational overhead, and encourage non-sequential navigation. In this paper, we present our exploration of a lesser known effect of adaptive annotation, its ability to significantly increase students' motivation to work with non-mandatory educational content. We explored this effect and confirmed its significance in the context of two different adaptive hypermedia systems. The paper presents and discusses the results of our work
Artificial Intelligence-Enabled Intelligent Assistant for Personalized and Adaptive Learning in Higher Education
This paper presents a novel framework, Artificial Intelligence-Enabled
Intelligent Assistant (AIIA), for personalized and adaptive learning in higher
education. The AIIA system leverages advanced AI and Natural Language
Processing (NLP) techniques to create an interactive and engaging learning
platform. This platform is engineered to reduce cognitive load on learners by
providing easy access to information, facilitating knowledge assessment, and
delivering personalized learning support tailored to individual needs and
learning styles. The AIIA's capabilities include understanding and responding
to student inquiries, generating quizzes and flashcards, and offering
personalized learning pathways. The research findings have the potential to
significantly impact the design, implementation, and evaluation of AI-enabled
Virtual Teaching Assistants (VTAs) in higher education, informing the
development of innovative educational tools that can enhance student learning
outcomes, engagement, and satisfaction. The paper presents the methodology,
system architecture, intelligent services, and integration with Learning
Management Systems (LMSs) while discussing the challenges, limitations, and
future directions for the development of AI-enabled intelligent assistants in
education.Comment: 29 pages, 10 figures, 9659 word
(MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game
Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure.
Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script.
Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer.
In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation
Pop Quiz! Do Pre-trained Code Models Possess Knowledge of Correct API Names?
Recent breakthroughs in pre-trained code models, such as CodeBERT and Codex,
have shown their superior performance in various downstream tasks. The
correctness and unambiguity of API usage among these code models are crucial
for achieving desirable program functionalities, requiring them to learn
various API fully qualified names structurally and semantically. Recent studies
reveal that even state-of-the-art pre-trained code models struggle with
suggesting the correct APIs during code generation. However, the reasons for
such poor API usage performance are barely investigated. To address this
challenge, we propose using knowledge probing as a means of interpreting code
models, which uses cloze-style tests to measure the knowledge stored in models.
Our comprehensive study examines a code model's capability of understanding API
fully qualified names from two different perspectives: API call and API import.
Specifically, we reveal that current code models struggle with understanding
API names, with pre-training strategies significantly affecting the quality of
API name learning. We demonstrate that natural language context can assist code
models in locating Python API names and generalize Python API name knowledge to
unseen data. Our findings provide insights into the limitations and
capabilities of current pre-trained code models, and suggest that incorporating
API structure into the pre-training process can improve automated API usage and
code representations. This work provides significance for advancing code
intelligence practices and direction for future studies. All experiment
results, data and source code used in this work are available at
\url{https://doi.org/10.5281/zenodo.7902072}
Adaptive Scaffolding in Block-Based Programming via Synthesizing New Tasks as Pop Quizzes
Block-based programming environments are increasingly used to introduce
computing concepts to beginners. However, novice students often struggle in
these environments, given the conceptual and open-ended nature of programming
tasks. To effectively support a student struggling to solve a given task, it is
important to provide adaptive scaffolding that guides the student towards a
solution. We introduce a scaffolding framework based on pop quizzes presented
as multi-choice programming tasks. To automatically generate these pop quizzes,
we propose a novel algorithm, PQuizSyn. More formally, given a reference task
with a solution code and the student's current attempt, PQuizSyn synthesizes
new tasks for pop quizzes with the following features: (a) Adaptive (i.e.,
individualized to the student's current attempt), (b) Comprehensible (i.e.,
easy to comprehend and solve), and (c) Concealing (i.e., do not reveal the
solution code). Our algorithm synthesizes these tasks using techniques based on
symbolic reasoning and graph-based code representations. We show that our
algorithm can generate hundreds of pop quizzes for different student attempts
on reference tasks from Hour of Code: Maze Challenge and Karel. We assess the
quality of these pop quizzes through expert ratings using an evaluation rubric.
Further, we have built an online platform for practicing block-based
programming tasks empowered via pop quiz based feedback, and report results
from an initial user study.Comment: Preprint. Accepted as a paper at the AIED'22 conferenc
Teaching Data Science
We describe an introductory data science course, entitled Introduction to
Data Science, offered at the University of Illinois at Urbana-Champaign. The
course introduced general programming concepts by using the Python programming
language with an emphasis on data preparation, processing, and presentation.
The course had no prerequisites, and students were not expected to have any
programming experience. This introductory course was designed to cover a wide
range of topics, from the nature of data, to storage, to visualization, to
probability and statistical analysis, to cloud and high performance computing,
without becoming overly focused on any one subject. We conclude this article
with a discussion of lessons learned and our plans to develop new data science
courses.Comment: 10 pages, 4 figures, International Conference on Computational
Science (ICCS 2016
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