177 research outputs found

    Diagnosis of basic mathematical competencies in years 8 and 9

    Get PDF
    International audienceIn this paper we present a newly developed test with easy tasks which assesses basic mathematical competencies that are essential for vocational training. This test is used in years 8 and 9 in Germany. From both a content-oriented and a process-oriented perspective, preliminary test results reveal a substantial lack of these competencies in all academic tracks, and differential effects can be found with respect to year and class that need to be examined beyond curricular analyses

    Development of a personal-computer-based intelligent tutoring system

    Get PDF
    A large number of Intelligent Tutoring Systems (ITSs) have been built since they were first proposed in the early 1970's. Research conducted on the use of the best of these systems has demonstrated their effectiveness in tutoring in selected domains. A prototype ITS for tutoring students in the use of CLIPS language: CLIPSIT (CLIPS Intelligent Tutor) was developed. For an ITS to be widely accepted, not only must it be effective, flexible, and very responsive, it must also be capable of functioning on readily available computers. While most ITSs have been developed on powerful workstations, CLIPSIT is designed for use on the IBM PC/XT/AT personal computer family (and their clones). There are many issues to consider when developing an ITS on a personal computer such as the teaching strategy, user interface, knowledge representation, and program design methodology. Based on experiences in developing CLIPSIT, results on how to address some of these issues are reported and approaches are suggested for maintaining a powerful learning environment while delivering robust performance within the speed and memory constraints of the personal computer

    Using motivation derived from computer gaming in the context of computer based instruction

    Get PDF
    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    Intelligent algebraic tutoring based on student misconceptions

    Get PDF
    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.Includes bibliographical references (p. 57).by Brian Grossman.M.Eng

    Maximising gain for minimal pain: Utilising natural game mechanics

    Get PDF
    This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment when used for assessment and a reflection on the gap between current and aspired learning provision. The context considered is higher (tertiary) education, where the aims are both to improve students’ engagement with course content and also to bring about potential changes in the students’ learning behaviour. Whilst traditional approaches to teaching and learning may focus on dealing with large classes, where the onus is frequently on efficiency and on the effectiveness of feedback in improving understanding and future performance, intelligent systems can provide technology to enable alternative methods that can cope with large classes that preserve the cost-benefits. However, such intelligent systems may also offer improved learning outcomes via a personalised learning experience. This paper looks to exploit particular properties which emerge from the game playing process and seek to engage them in a wider educational context. In particular we aim to use game engagement and Flow as natural dynamics that can be exploited in the learning experience

    Mental calculation : its place in the development of numeracy

    Get PDF
    The current concerns about the standards of numeracy in primary schools, as these are manifest in different official reports (HMI, 1997; DfEE, 1998), have given a revised emphasis to mental calculation. While not completely discounting the wider aspects of mathematical achievement, the topics of space and shape, data handling and measurement are being de-emphasised (Brown et al, 2000) and mental calculation is being emphasised, with there being daily opportunities for children to develop efficient and flexible mental methods of calculating (QCA, 1999; Wilson, 1999). However, the term, mental calculation is not clearly defined (Harries and Spooner, 2000) and without conceptual clarity it may be very difficult for us to recognise, let alone understand, what pedagogical practices are needed to support the objective of increased emphasis on mental calculation. What follows is some consideration of what is meant by the term mental calculation and what this meaning implies for practice

    Inherent Details of Self-Regulated Learning Include Student Perceptions

    Get PDF
    Winne' s (1995) thoughtful and proactive article stressed the role of metacognitive processes in self-regulated learning. Although metacognition and forms of knowledge are important, they provide an incomplete picture of the processes involved in self-regulation. Theoretical and empirical evidence support the inclusion of student perceptions and motivational processes as integral components of self-regulation. Research incorporating the operation of student knowledge and perceptions will make a significant contribution to the self-regulation literature and have important implications for instruction

    Enhanced JavaScript learning using code quality tools and a rule-based system in the FLIP Exploratory Learning Environment

    Get PDF
    The ‘FLIP Learning’ (Flexible, Intelligent and Personalised Learning) is an Exploratory Learning Environment (ELE) for teaching elementary programming to beginners using JavaScript. This paper presents the subsystem that is used to generate individualised real-time support to students depending on their initial misconceptions. The subsystem is intended to be used primarily in the early stages of student engagement in order to help them overcome the constraints of their Zone of Proximal Development (ZPD) with minimal assistance from teachers
    • …
    corecore