1,693 research outputs found

    Holistic Approach for Authoring Immersive and Smart Environments for the Integration in Engineering Education

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    Die vierte industrielle Revolution und der rasante technologische Fortschritt stellen die etablierten Bildungsstrukturen und traditionellen Bildungspraktiken in Frage. Besonders in der Ingenieurausbildung erfordert das lebenslange Lernen, dass man sein Wissen und seine FĂ€higkeiten stĂ€ndig verbessern muss, um auf dem Arbeitsmarkt wettbewerbsfĂ€hig zu sein. Es besteht die Notwendigkeit eines Paradigmenwechsels in der Bildung und Ausbildung hin zu neuen Technologien wie virtueller RealitĂ€t und kĂŒnstlicher Intelligenz. Die Einbeziehung dieser Technologien in ein Bildungsprogramm ist jedoch nicht so einfach wie die Investition in neue GerĂ€te oder Software. Es mĂŒssen neue Bildungsprogramme geschaffen oder alte von Grund auf umgestaltet werden. Dabei handelt es sich um komplexe und umfangreiche Prozesse, die Entscheidungsfindung, Design und Entwicklung umfassen. Diese sind mit erheblichen Herausforderungen verbunden, die die Überwindung vieler Hindernisse erfordert. Diese Arbeit stellt eine Methodologie vor, die sich mit den Herausforderungen der Nutzung von Virtueller RealitĂ€t und KĂŒnstlicher Intelligenz als SchlĂŒsseltechnologien in der Ingenieurausbildung befasst. Die Methodologie hat zum Ziel, die Hauptakteure anzuleiten, um den Lernprozess zu verbessern, sowie neuartige und effiziente Lernerfahrungen zu ermöglichen. Da jedes Bildungsprogramm einzigartig ist, folgt die Methodik einem ganzheitlichen Ansatz, um die Erstellung maßgeschneiderter Kurse oder Ausbildungen zu unterstĂŒtzen. Zu diesem Zweck werden die Wechselwirkung zwischen verschiedenen Aspekten berĂŒcksichtigt. Diese werden in den drei Ebenen - Bildung, Technologie und Management zusammengefasst. Die Methodik betont den Einfluss der Technologien auf die Unterrichtsgestaltung und die Managementprozesse. Sie liefert Methoden zur Entscheidungsfindung auf der Grundlage einer umfassenden pĂ€dagogischen, technologischen und wirtschaftlichen Analyse. DarĂŒber hinaus unterstĂŒtzt sie den Prozess der didaktischen Gestaltung durch eine umfassende Kategorisierung der Vor- und Nachteile immersiver Lernumgebungen und zeigt auf, welche ihrer Eigenschaften den Lernprozess verbessern können. Ein besonderer Schwerpunkt liegt auf der systematischen Gestaltung immersiver Systeme und der effizienten Erstellung immersiver Anwendungen unter Verwendung von Methoden aus dem Bereich der kĂŒnstlichen Intelligenz. Es werden vier AnwendungsfĂ€lle mit verschiedenen Ausbildungsprogrammen vorgestellt, um die Methodik zu validieren. Jedes Bildungsprogramm hat seine eigenen Ziele und in Kombination decken sie die Validierung aller Ebenen der Methodik ab. Die Methodik wurde iterativ mit jedem Validierungsprojekt weiterentwickelt und verbessert. Die Ergebnisse zeigen, dass die Methodik zuverlĂ€ssig und auf viele Szenarien sowie auf die meisten Bildungsstufen und Bereiche ĂŒbertragbar ist. Durch die Anwendung der in dieser Arbeit vorgestellten Methoden können Interessengruppen immersiven Technologien effektiv und effizient in ihre Unterrichtspraxis integrieren. DarĂŒber hinaus können sie auf der Grundlage der vorgeschlagenen AnsĂ€tze Aufwand, Zeit und Kosten fĂŒr die Planung, Entwicklung und Wartung der immersiven Systeme sparen. Die Technologie verlagert die Rolle des Lehrenden in eine Moderatorrolle. Außerdem bekommen die LehrkrĂ€fte die Möglichkeit die Lernenden individuell zu unterstĂŒtzen und sich auf deren kognitive FĂ€higkeiten höherer Ordnung zu konzentrieren. Als Hauptergebnis erhalten die Lernenden eine angemessene, qualitativ hochwertige und zeitgemĂ€ĂŸe Ausbildung, die sie qualifizierter, erfolgreicher und zufriedener macht

    EFFECTS OF TWO SELECTED INTELLIGENT TUTORS ON PRE-SERVICE PHYSICS TEACHERS’ ACADEMIC PERFORMANCE IN COLLEGES OF EDUCATION ON SOUTHWESTERN NIGERIA

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    This study investigated the effects of the developed and adapted intelligent tutoring systems on academic performance of pre-service physics teachers in colleges of educations, southwestern Nigeria. It determines the effect of the intelligent tutors on retention of Physics concepts at the colleges of education. This is with the ultimate goal of proffering solution to the challenges of achieving some of the objectives of Physics education in the nation. The study adopted non-equivalent pretest - posttest control group design. The population comprised Physics students in colleges of education in Southwestern Nigeria. Three colleges of education were purposively selected from three states in Southwestern Nigeria based on proximity, willingness to participate in the experiment, availability of ICT facilities and a favourable academic calendar. Three intact classes of 200 Level Physics students who were randomly assigned to the locally developed intelligent tutoring systems labelled (ITPA), adapted intelligent tutoring systems labelled (ITPB) and the control groups were taught the topics Vector and Circular Motion. Intelligent Tutoring Performance Test (ITPT) an achievement test was used as pre and posttests for the academic performance. Data collected were analyzed using mean, t-test, one way Analysis of Variance (ANOVA), Scheffé and Bonferroni post-hoc analyses. The results showed significant difference in the posttest as well as in the retention test of those taught using the developed tutor, the adapted tutor and control (F = 144.32; p < 0.05).  Article visualizations

    Computer-Driven Instructional Design with INTUITEL

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    INTUITEL is a research project that was co-financed by the European Commission with the aim to advance state-of-the-art e-learning systems via addition of guidance and feedback for learners. Through a combination of pedagogical knowledge, measured learning progress and a broad range of environmental and background data, INTUITEL systems will provide guidance towards an optimal learning pathway. This allows INTUITEL-enabled learning management systems to offer learners automated, personalised learning support so far only provided by human tutors INTUITEL is - in the first place - a design pattern for the creation of adaptive e-learning systems. It focuses on the reusability of existing learning material and especially the annotation with semantic meta data. INTUITEL introduces a novel approach that describes learning material as well as didactic and pedagogical meta knowledge by the use of ontologies. Learning recommendations are inferred from these ontologies during runtime. This way INTUITEL solves a common problem in the field of adaptive systems: it is not restricted to a certain field. Any content from any domain can be annotated. The INTUITEL research team also developed a prototype system. Both the theoretical foundations and how to implement your own INTUITEL system are discussed in this book

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be

    Intelligent tutoring in virtual reality for highly dynamic pedestrian safety training

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    This thesis presents the design, implementation, and evaluation of an Intelligent Tutoring System (ITS) with a Virtual Reality (VR) interface for child pedestrian safety training. This system enables children to train practical skills in a safe and realistic virtual environment without the time and space dependencies of traditional roadside training. This system also employs Domain and Student Modelling techniques to analyze user data during training automatically and to provide appropriate instructions and feedback. Thus, the traditional requirement of constant monitoring from teaching personnel is greatly reduced. Compared to previous work, especially the second aspect is a principal novelty for this domain. To achieve this, a novel Domain and Student Modeling method was developed in addition to a modular and extensible virtual environment for the target domain. While the Domain and Student Modeling framework is designed to handle the highly dynamic nature of training in traffic and the ill-defined characteristics of pedestrian tasks, the modular virtual environment supports different interaction methods and a simple and efficient way to create and adapt exercises. The thesis is complemented by two user studies with elementary school children. These studies testify great overall user acceptance and the system’s potential for improving key pedestrian skills through autonomous learning. Last but not least, the thesis presents experiments with different forms of VR input and provides directions for future work.Diese Arbeit behandelt den Entwurf, die Implementierung sowie die Evaluierung eines intelligenten Tutorensystems (ITS) mit einer Virtual Reality (VR) basierten BenutzeroberflĂ€che zum Zwecke von Verkehrssicherheitstraining fĂŒr Kinder. Dieses System ermöglicht es Kindern praktische FĂ€higkeiten in einer sicheren und realistischen Umgebung zu trainieren, ohne den örtlichen und zeitlichen AbhĂ€ngigkeiten des traditionellen, straßenseitigen Trainings unterworfen zu sein. Dieses System macht außerdem von Domain und Student Modelling Techniken gebrauch, um Nutzerdaten wĂ€hrend des Trainings zu analysieren und daraufhin automatisiert geeignete Instruktionen und RĂŒckmeldung zu generieren. Dadurch kann die bisher erforderliche, stĂ€ndige Überwachung durch Lehrpersonal drastisch reduziert werden. Verglichen mit bisherigen Lösungen ist insbesondere der zweite Aspekt eine grundlegende Neuheit fĂŒr diesen Bereich. Um dies zu erreichen wurde ein neuartiges Framework fĂŒr Domain und Student Modelling entwickelt, sowie eine modulare und erweiterbare virtuelle Umgebung fĂŒr diese Art von Training. WĂ€hrend das Domain und Student Modelling Framework so entworfen wurde, um mit der hohen Dynamik des Straßenverkehrs sowie den vage definierten FußgĂ€ngeraufgaben zurecht zu kommen, unterstĂŒtzt die modulare Umgebung unterschiedliche Eingabeformen sowie eine unkomplizierte und effiziente Methode, um Übungen zu erstellen und anzupassen. Die Arbeit beinhaltet außerdem zwei Nutzerstudien mit Grundschulkindern. Diese Studien belegen dem System eine hohe Benutzerakzeptanz und stellt das Potenzial des Systems heraus, wichtige FĂ€higkeiten fĂŒr FußgĂ€ngersicherheit durch autodidaktisches Training zu verbessern. Nicht zuletzt beschreibt die Arbeit Experimente mit verschiedenen Formen von VR Eingaben und zeigt die Richtung fĂŒr zukĂŒnftige Arbeit auf

    Computer-Driven Instructional Design with INTUITEL

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    INTUITEL is a research project that was co-financed by the European Commission with the aim to advance state-of-the-art e-learning systems via addition of guidance and feedback for learners. Through a combination of pedagogical knowledge, measured learning progress and a broad range of environmental and background data, INTUITEL systems will provide guidance towards an optimal learning pathway. This allows INTUITEL-enabled learning management systems to offer learners automated, personalised learning support so far only provided by human tutors INTUITEL is - in the first place - a design pattern for the creation of adaptive e-learning systems. It focuses on the reusability of existing learning material and especially the annotation with semantic meta data. INTUITEL introduces a novel approach that describes learning material as well as didactic and pedagogical meta knowledge by the use of ontologies. Learning recommendations are inferred from these ontologies during runtime. This way INTUITEL solves a common problem in the field of adaptive systems: it is not restricted to a certain field. Any content from any domain can be annotated. The INTUITEL research team also developed a prototype system. Both the theoretical foundations and how to implement your own INTUITEL system are discussed in this book

    Say Hello to Your New Automated Tutor – A Structured Literature Review on Pedagogical Conversational Agents

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    In this paper, we present the current state of the art of using conversational agents for educational purposes. These so-called pedagogical conversational agents are a specialized type of e-learning and intelligent tutoring systems. The main difference to traditional e-learning and intelligent tutoring systems is that they interact with learners using natural language dialogs, e.g. in the form of chatbots. For the sake of our research project, we analyzed current trends in the research stream as well as research gaps. Our results show for instance that (1) there is a trend towards using mobile conversational agents in education, (2) a proper generalization of existing research results (e.g. design knowledge) is missing, and (3) there is a need for comprehensive in-depth evaluation studies and corresponding process models. Based on our results, we outline a research agenda for future research studies

    The Multimodal Tutor: Adaptive Feedback from Multimodal Experiences

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    This doctoral thesis describes the journey of ideation, prototyping and empirical testing of the Multimodal Tutor, a system designed for providing digital feedback that supports psychomotor skills acquisition using learning and multimodal data capturing. The feedback is given in real-time with machine-driven assessment of the learner's task execution. The predictions are tailored by supervised machine learning models trained with human annotated samples. The main contributions of this thesis are: a literature survey on multimodal data for learning, a conceptual model (the Multimodal Learning Analytics Model), a technological framework (the Multimodal Pipeline), a data annotation tool (the Visual Inspection Tool) and a case study in Cardiopulmonary Resuscitation training (CPR Tutor). The CPR Tutor generates real-time, adaptive feedback using kinematic and myographic data and neural networks
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