76 research outputs found

    A Case Study on English as a Second Language Speakers for Sustainable MOOC Study

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    Massive Open Online Courses (MOOCs) have a great potential for sustainable education.Millions of learners annually enrol on MOOCs designed to meet the needs of an increasingly diverseand international student population. Participants’ backgrounds vary by factors including age,education, location, and first language. MOOC authors address consequent needs by ensuring coursesare well-organised. Learning is structured into discrete steps, prioritising clear communication;video components incorporate subtitles. Variability in participants’ language abilities inevitably createbarriers to learning, a problem most extreme for those studying in a language which is not their first.This paper investigates how to identify ESL participants and how best to predict factors associatedwith their course completion. This study proposes a novel method for automatically categorising(English as Primary and Official Language; English as Official but not Primary Language; and Englishas a second Language groups) 25,598 participants studying FutureLearn “Understanding Language:Learning and Teaching” MOOC using natural language processing. We compared algorithms’performance when extracting discernible features in participants’ engagement. Engagement indiscussions at the end of the first week is one of the strongest predictive features, while overall,learner behaviours in the first two weeks were identified as the most strongly predictive feature

    Towards the Development of an Effective Online Language Learning Model in a University Environment

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    [ES] Esta tesis documenta el progreso hacia un modelo de aprendizaje de lenguas online. A pesar de las recientes innovaciones en el aprendizaje online, se necesita un conocimiento más profundo de lo que significa aprender online para poder garantizar que la experiencia del aprendizaje de lenguas sea mejor para todos. Los estudiantes a menudo se sienten abrumados con la tecnología a expensas de una pedagogía adecuada. Esta tesis explora la naturaleza de aprender una lengua online. El estudio investiga cómo los recientes avances tecnológicos han propiciado que el aprendizaje de una lengua se esté transformando, pasando de ser una actividad presencial a ser una actividad online. En el proceso de cambio a un entorno online, los profesores deben aprender nuevas formas de interactuar con los alumnos y compartir conocimientos. Esto significa que debemos volver a pensar cómo adquirirá el alumno las competencias lingüísticas. Esta tesis sostiene que analizar las opiniones de los estudiantes es un paso esencial hacia el diseño y desarrollo de un modelo de aprendizaje de idiomas online. La tesis comienza con la revisión de la literatura existente relacionada con el aprendizaje y la tecnología online (tecnologías multimedia, aprendizaje asistido por ordenador, la relación entre la lingüística de corpus y el aprendizaje de lenguas online, el uso de tecnologías móviles, el uso de juegos, la simulación y la realidad virtual, el impacto de las redes sociales). Para la metodología, hemos utilizado un diseño mixto cuasi experimental. Hemos recogido datos de varias fuentes y los hemos analizado para disponer de la información necesaria para así poder diseñar un modelo de aprendizaje de lenguas online. En primer lugar, se ha llevado a cabo una investigación inicial en el aula para descubrir y analizar algunas ideas básicas que los estudiantes tienen sobre el uso de herramientas para el aprendizaje de idiomas online. En segundo lugar, hemos examinado los contenidos y la estructura de los libros de texto electrónicos como representativos de una especie de paso intermedio hacia un curso de aprendizaje de idiomas online. En tercer lugar, hemos analizado Massive Open Online Courses. En cuarto lugar, ofrecemos un análisis sobre el diseño adecuado y apropiado de cuestionarios. A continuación, presentamos el razonamiento en el que basamos los tres cuestionarios utilizados en nuestra investigación. El primer cuestionario se centraba principalmente en el papel de Internet como herramienta de aprendizaje de idiomas. En el segundo cuestionario los alumnos tuvieron que evaluar sitios web para el aprendizaje de idiomas. En nuestro tercer cuestionario abordamos la cuestión de las actividades de aprendizaje de idiomas. El cuestionario pretendía descubrir las opiniones de los estudiantes sobre diferentes tipos de actividades de aprendizaje de idiomas, que iban desde actividades cortas, tradicionales, formales a actividades de mayor duración tipo proyecto. El Capítulo IV está dedicado principalmente a valorar los resultados del análisis de nuestra investigación inicial en el aula, el análisis de los libros de texto electrónicos y sus correspondientes plataformas online, el análisis de los MOOC para el aprendizaje de idiomas y el análisis de las respuestas de los alumnos a los tres cuestionarios. El Capítulo V presenta un modelo de aprendizaje de idiomas online. Esta investigación contribuye a mejorar la experiencia de aprendizaje de idiomas online al hacer explícitos los pasos que se deben seguir para desarrollar un curso de idiomas online impulsado por la pedagogía y fundamentado en las tecnologías más recientes. El modelo puede convertirse en una herramienta de toma de decisiones (una guía y lista de verificación para el diseño de cursos de idiomas online). Además, contribuye a la discusión sobre la mejor manera de integrar herramientas, tareas y aprendizaje de lenguas, una parte fundamental del proceso de apr[CA] Esta tesi documenta el progrés cap a un model d'aprenentatge del llengües en línia. A pesar de les recents innovacions en l'aprenentatge en línia, és necessari un coneixement més profund del que significa aprendre en línia per tal de poder garantir que l'experiència de l'aprenentatge de llengües siga millor per a tots. Els estudiants sovint se senten desbordats davant la tecnologia a falta d'una pedagogia adequada. Esta tesi explora la naturalesa d'aprendre una llengua en línia. L'estudi investiga com els recents avanços tecnològics han propiciat que l'aprenentatge d'una llengua passe de ser una activitat presencial a ser una activitat en línia. En el procés de canvi a un entorn en línia, els professors han d'aprendre noves formes d'interactuar amb els alumnes i compartir coneixements. Açò significa que hem de tornar a pensar com adquirirà l'alumne les competències lingüístiques. Esta tesi sosté que una anàlisi de les opinions dels estudiants és un pas essencial cap al disseny i desenvolupament d'un model d'aprenentatge d'idiomes en línia. La tesi comença amb la revisió de la literatura existent relacionada amb l'aprenentatge i la tecnologia en línia (tecnologies multimèdia, aprenentatge assistit per ordinador, la relació entre la lingüística de corpus i l'aprenentatge de llengües en línia, l'ús de tecnologies mòbils, l'ús de jocs, la simulació i la realitat virtual, l'impacte de les xarxes socials). Per a la metodologia, s'ha usat un disseny mixt quasi experimental. S'han recollit dades de fonts diverses i les hem analitzat per tal de disposar de la informació necessària per poder dissenyar un model d'aprenentatge de llengües en línia. En primer lloc, hem dut a terme una investigació inicial en l'aula per tal de descobrir i analitzar algunes idees bàsiques que els estudiants tenen sobre l'ús de ferramentes per a l'aprenentatge d'idiomes en línia. En segon lloc, hem examinat els continguts i l'estructura dels llibres de text electrònics com representatius d'una espècie de pas intermedi cap a un curs d'aprenentatge d'idiomes en línia, ja que molts d'estos llibres de text vénen acompanyats d'una plataforma en línia. En tercer lloc, hem analitzat Massive Open Online Courses. En quart lloc, fem una anàlisi sobre quin és el disseny adequat per als qüestionaris. A continuació, presentem el raonament en què basem els tres qüestionaris emprats en la nostra investigació. El primer qüestionari se centrava principalment en el paper d'Internet com a ferramenta d'aprenentatge d'idiomes. En el segon qüestionari els alumnes havien d'avaluar llocs web per a l'aprenentatge d'idiomes. En el nostre tercer qüestionari abordàvem la qüestió de les activitats de l'aprenentatge d'idiomes. El qüestionari pretenia descobrir les opinions dels estudiants sobre diferents tipus d'activitats d'aprenentatge d'idiomes, que anaven des d'activitats curtes, tradicionals, formals a activitats de major duració tipus projecte. El Capítol IV està dedicat principalment a valorar els resultats de l'anàlisi de la nostra investigació inicial en l'aula, l'anàlisi dels llibres de text electrònics i les seues corresponents plataformes en línia, l'anàlisi dels MOOC per a l'aprenentatge d'idiomes i l'anàlisi de les respostes dels alumnes als tres qüestionaris. El Capítol V presenta un model d'aprenentatge d'idiomes en línia. Esta investigació contribueix a millorar l'experiència d'aprenentatge d'idiomes en línia en fer explícits els passos que s'han de seguir per a desenvolupar un curs d'idiomes en línia impulsat per la pedagogia i fonamentat en les tecnologies més recents. El model pot convertir-se en una ferramenta de presa de decisions (una guia i llista de verificació per al disseny de cursos d'idiomes en línia). A més a més, contribueix al debat sobre la millor forma d'integrar ferramentes, tasques i aprenentatge de llengües, una part fonamental del procés d'aprenentatge en lí[EN] This thesis documents the progress towards a model of online language learning. Despite the recent innovations in online learning, greater in-depth knowledge of what it means to learn online is needed to ensure a better language learning experience for everyone. Learners are often overwhelmed with technology at the expense of proper pedagogy. This thesis explores the nature of learning a language online. My research investigates how recent technological advances have meant that learning a language is transforming from being a face-to-face classroom activity to an online activity. In the process of changing to an online environment, teachers are having to learn new ways of interacting with students and sharing knowledge. This means that we need to re-think how a learner is going to acquire a language. This thesis holds the view that an analysis of learner opinions is an essential step towards the design and development of a model of online language learning. The thesis begins by reviewing the existing literature related to online language learning and technology (multimedia technologies, computer assisted language learning, the relationship between corpus linguistics and online language learning, the use of mobile technologies, the use of gaming, simulation and virtual reality, the impact of social networking). For the methodology, we used a mixed quasi-experimental design. We collected data from various sources and analysed it to provide us with the necessary information to be able to design a model of online language learning. Firstly, we carried out some initial classroom research to discover and analyse some basic ideas that students have about the use of tools for online language learning. The objective of this initial classroom research was to try to become familiar with the type of tools they used and what language skills they thought they would develop with these tools. Secondly, we examined the contents and structure of e-textbooks as representative of a kind of halfway house to an online language learning course as many of these e-textbooks come accompanied by an online platform. Thirdly, we analysed Massive Open Online Courses: their impact on online learning and online language learning. Fourthly, we provide a discussion about appropriate and suitable questionnaire design. This includes discussion of the questionnaire design process. Then, we present the thinking behind the three questionnaires used in our research. The first questionnaire focussed mostly on the role of the internet as a language learning tool. It tried to elicit from students what they know about online learning in general and, more particularly, online language learning. Our second questionnaire was a questionnaire where students had to evaluate language learning websites. Our third questionnaire covered the issue of language learning activities, where the questionnaire aimed to discover student opinions about different kinds of language learning activities, which ranged from formal, traditional, short activities to longer project type activities. Chapter IV is mainly concerned with discussing results from the analysis of our initial classroom research, analysis of e-textbooks and their associated online platforms, analysis of MOOCs for language learning and analysis of learner responses to three questionnaires. Chapter V presents a model of online language learning. This research contributes to enhancing the online language learning experience by making explicit the steps that need to be taken to construct an online language course which is driven by pedagogy and informed by the latest technologies. The model can become a decision-making tool (a guide and checklist for designing online language courses). Furthermore, it contributes to the discussion of how best to combine tools, tasks and language acquisition, a fundamental part of the online learning process.Galstyan Sargsyan, R. (2019). Towards the Development of an Effective Online Language Learning Model in a University Environment [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/117609TESI

    Got a Minute? Instruction Tune-Up for Time Pressed Librarians

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    This book contains 19 essays that have been written by current LIS Students who were enrolled in the LIS4330: Library Instruction class at the University of Denver, 2016. Designed to provide a short and pithy overview of a topic that is related to instruction, education, or information literacy, each essays aims to be accessible and approachable for time-pressed librarians who may not have time to catch up

    A new paradigm for open data-driven language learning systems design in higher education

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    This doctoral thesis presents three studies in collaboration with the open source FLAX project (Flexible Language Acquisition flax.nzdl.org). This research makes an original contribution to the fields of language education and educational technology by mobilising knowledge from computer science, corpus linguistics and open education, and proposes a new paradigm for open data-driven language learning systems design in higher education. Furthermore, the research presented in this thesis uncovers and engages with an infrastructure of open educational practices (OEP) that push at the parameters of policy for the reuse of open access research and pedagogic content in the design, development, distribution, adoption and evaluation of data-driven language learning systems. Study 1 employs automated content analysis to mine the concept of open educational systems and practices from qualitative reflections spanning 2012-2019 with stakeholders from an on-going multi-site design-based research study with the FLAX project. Design considerations are presented for remixing domain-specific open access content for academic English language provision across formal and non-formal higher education contexts. Primary stakeholders in this ongoing research collaboration include the following: knowledge organisations – libraries and archives including the British Library and the Oxford Text Archive, universities in collaboration with Massive Open Online Course (MOOC) providers; an interdisciplinary team of researchers; and knowledge users in formal higher education – English for Academic Purposes (EAP) practitioners. Themes arising from the qualitative dataset point to affordances as well as barriers with the adoption of open policies and practices for remixing open access content for data-driven language learning applications in higher education against the backdrop of different business models and cultural practices present within participating knowledge organisations. Study 2 presents a data-driven experiment in non-formal higher education by triangulating user query system log data with learner participant data from surveys (N=174) on the interface designs and usability of an automated open source digital library scheme, FLAX. Text and data mining approaches (TDM) common to natural language processing (NLP) were applied to pedagogical English language corpora, derived from the content of two MOOCs, (Harvard University with edX, and the University of London with Coursera), and one networked course (Harvard Law School with the Berkman Klein Center for Internet and Society), which were then linked to external open resources (e.g. Wikipedia, the FLAX Learning Collocations system, WordNet), so that learners could employ the information discovery techniques (e.g. searching and browsing) that they have become accustomed to using through search engines (e.g. Google, Bing) for discovering and learning the domain-specific language features of their interests. Findings indicate a positive user experience with interfaces that include advanced affordances for course content browse, search and retrieval that transcend the MOOC platform and Learning Management System (LMS) standard. Further survey questions derived from an open education research bank from the Hewlett Foundation are reused in this study and presented against a larger dataset from the Hewlett Foundation (N=1921) on motivations for the uptake of open educational resources. Study 3 presents a data-driven experiment in formal higher education from the legal English field to measure quantitatively the usefulness and effectiveness of employing the open Law Collections in FLAX in the teaching of legal English at the University of Murcia in Spain. Informants were divided into an experimental and a control group and were asked to write an essay on a given set of legal English topics, defined by the subject instructor as part of their final assessment. The experimental group only consulted the FLAX English Common Law MOOC collection as the single source of information to draft their essays, and the control group used any information source available from the Internet to draft their essays. Findings from an analysis of the two learner corpora of essays indicate that members of the experimental group appear to have acquired the specialised terminology of the area better than those in the control group, as attested by the higher term average obtained by the texts in the FLAX-based corpus (56.5) as opposed to the non-FLAX-based text collection, at 13.73 points below

    Virtual environments promoting interaction

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    Virtual reality (VR) has been widely researched in the academic environment and is now breaking into the industry. Regular companies do not have access to this technology as a collaboration tool because these solutions usually require specific devices that are not at hand of the common user in offices. There are other collaboration platforms based on video, speech and text, but VR allows users to share the same 3D space. In this 3D space there can be added functionalities or information that in a real-world environment would not be possible, something intrinsic to VR. This dissertation has produced a 3D framework that promotes nonverbal communication. It plays a fundamental role on human interaction and is mostly based on emotion. In the academia, confusion is known to influence learning gains if it is properly managed. We designed a study to evaluate how lexical, syntactic and n-gram features influence perceived confusion and found results (not statistically significant) that point that it is possible to build a machine learning model that can predict the level of confusion based on these features. This model was used to manipulate the script of a given presentation, and user feedback shows a trend that by manipulating these features and theoretically lowering the level of confusion on text not only drops the reported confusion, as it also increases reported sense of presence. Another contribution of this dissertation comes from the intrinsic features of a 3D environment where one can carry actions that in a real world are not possible. We designed an automatic adaption lighting system that reacts to the perceived user’s engagement. This hypothesis was partially refused as the results go against what we hypothesized but do not have statistical significance. Three lines of research may stem from this dissertation. First, there can be more complex features to train the machine learning model such as syntax trees. Also, on an Intelligent Tutoring System this could adjust the avatar’s speech in real-time if fed by a real-time confusion detector. When going for a social scenario, the set of basic emotions is well-adjusted and can enrich them. Facial emotion recognition can extend this effect to the avatar’s body to fuel this synchronization and increase the sense of presence. Finally, we based this dissertation on the premise of using ubiquitous devices, but with the rapid evolution of technology we should consider that new devices will be present on offices. This opens new possibilities for other modalities.A Realidade Virtual (RV) tem sido alvo de investigação extensa na academia e tem vindo a entrar na indústria. Empresas comuns não têm acesso a esta tecnologia como uma ferramenta de colaboração porque estas soluções necessitam de dispositivos específicos que não estão disponíveis para o utilizador comum em escritório. Existem outras plataformas de colaboração baseadas em vídeo, voz e texto, mas a RV permite partilhar o mesmo espaço 3D. Neste espaço podem existir funcionalidades ou informação adicionais que no mundo real não seria possível, algo intrínseco à RV. Esta dissertação produziu uma framework 3D que promove a comunicação não-verbal que tem um papel fundamental na interação humana e é principalmente baseada em emoção. Na academia é sabido que a confusão influencia os ganhos na aprendizagem quando gerida adequadamente. Desenhámos um estudo para avaliar como as características lexicais, sintáticas e n-gramas influenciam a confusão percecionada. Construímos e testámos um modelo de aprendizagem automática que prevê o nível de confusão baseado nestas características, produzindo resultados não estatisticamente significativos que suportam esta hipótese. Este modelo foi usado para manipular o texto de uma apresentação e o feedback dos utilizadores demonstra uma tendência na diminuição do nível de confusão reportada no texto e aumento da sensação de presença. Outra contribuição vem das características intrínsecas de um ambiente 3D onde se podem executar ações que no mundo real não seriam possíveis. Desenhámos um sistema automático de iluminação adaptativa que reage ao engagement percecionado do utilizador. Os resultados não suportam o que hipotetizámos mas não têm significância estatística, pelo que esta hipótese foi parcialmente rejeitada. Três linhas de investigação podem provir desta dissertação. Primeiro, criar características mais complexas para treinar o modelo de aprendizagem, tais como árvores de sintaxe. Além disso, num Intelligent Tutoring System este modelo poderá ajustar o discurso do avatar em tempo real, alimentado por um detetor de confusão. As emoções básicas ajustam-se a um cenário social e podem enriquecê-lo. A emoção expressada facialmente pode estender este efeito ao corpo do avatar para alimentar o sincronismo social e aumentar a sensação de presença. Finalmente, baseámo-nos em dispositivos ubíquos, mas com a rápida evolução da tecnologia, podemos considerar que novos dispositivos irão estar presentes em escritórios. Isto abre possibilidades para novas modalidades

    Complexity, accuracy, and fluency (CAF) development in L2 writing: the effects of proficiency level, learning environment, text type, and time among Saudi EFL learners

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    The purpose of this longitudinal exploratory research is to investigate the influence of four factors: proficiency levels, text types, times, and learning environments on the writing complexity, accuracy, and fluency of Saudi students majoring in the English language. Specifically, the study seeks to determine how and when the CAF constructs and sub-constructs of low- and high-proficiency Saudi EFL undergraduates in three learning contexts: traditional learning context (TLC), blended learning context (BLC), and online learning contexts (OLC), are affected longitudinally across two writing tasks (classification and argumentative) that differed in their level of complexity. Also, it intends to specify when and which of the three learning contexts: TLC, BLC, and OLC, will lead to the most/least increases or decreases in the CAF constructs and sub-constructs of the low- and high-proficiency Saudi EFL undergraduates across the two composition tasks. To answer such questions, 75 Saudi EFL university students were recruited from the pool of two proficiency levels (low and high). Six groups of equal number of students were generated from dividing randomly the 45 Low-proficiency participants and the 30 high-proficiency participants. Each of these groups was exposed to one of the previously mentioned learning contexts and undertook three tests: pre-test, mid-term test, and post-test. The 450 students’ writings were analyzed according to 45 measures of CAF constructs and sub-constructs and by using two statistical tests: t-test and ANOVA. For the first question, the t-test results showed that the similarities and differences of effect on CAF constructs between the two writing tasks were observed to be group-specific as they were based on the proficiency levels, learning contexts, and timescales (i.e., short term and long term). In other words, depending on whether a construct in the two text types was influenced similarly or differently, such influence did not generally occur in a systematic way and across the same number and types of metrics for the same group, or even across the groups of the same or different proficiency levels in the short term and long term. The findings only lent partial support to Skehan and Foster’s Limited Attentional Capacity Model and Robinson’s Multiple Attentional Resources Model since some constructs increased (e.g., accuracy, lexical variation, and syntactic complexity) or decreased (e.g., lexical density, lexical sophistication, lexical variation, syntactic complexity, and fluency). There were many other cases which were beyond the predictions of the aforementioned researchers and their explanations on how the students’ attention is deployed while performing the complex task(s). For instance, altering task complexity led some constructs to remain unaffected (e.g., syntactic complexity, lexical density, lexical sophistication, lexical variation, accuracy, and fluency), equal increases and decreases or only increases (e.g., fluency), increases more than decreases (e.g., lexical variation), less increases (e.g., accuracy), or less/more decreases (e.g., syntactic complexity and lexical sophistication). In terms of the second question, the ANOVA test results indicated mixed findings because each of the three learning environments resulted in benefits in some ways. In the two proficiency levels, the TLC, BLC, and OLC had the same level of success/unsuccess in enhancing all the measures of some CAF constructs in both writing tasks in the short term and long term. Nevertheless, in the other CAF constructs, there was no uniform linear development or deterioration of all measures across the six groups. In each of these constructs, the differences between these groups emerged from one or more measures, but not from all measures. Each of these learning contexts stood alone in being the most or least successful in increasing some constructs. Nonetheless, this was dependent on the participants’ proficiency levels, text types, and timescales. This study provides several pedagogical implications and recommendations for academic research, EFL writing instructors at pre-university and university levels, and task-based investigators

    The Big Five:Addressing Recurrent Multimodal Learning Data Challenges

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    The analysis of multimodal data in learning is a growing field of research, which has led to the development of different analytics solutions. However, there is no standardised approach to handle multimodal data. In this paper, we describe and outline a solution for five recurrent challenges in the analysis of multimodal data: the data collection, storing, annotation, processing and exploitation. For each of these challenges, we envision possible solutions. The prototypes for some of the proposed solutions will be discussed during the Multimodal Challenge of the fourth Learning Analytics & Knowledge Hackathon, a two-day hands-on workshop in which the authors will open up the prototypes for trials, validation and feedback
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