8,349 research outputs found

    Teaching Construction in the Virtual University: the WINDS project

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    This paper introduces some of the Information Technology solutions adopted in Web based INtelligent Design Support (WINDS) to support education in A/E/C design. The WINDS project WINDS is an EC-funded project in the 5th Framework, Information Society Technologies programme, Flexible University key action. WINDS is divided into two actions: ·The research technology action is going to implement a learning environment integrating an intelligent tutoring system, a computer instruction management system and a set of co-operative supporting tools. ·The development action is going to build a large knowledge base supporting Architecture and Civil Engineering Design Courses and to experiment a comprehensive Virtual School of Architecture and Engineering Design. During the third year of the project, more than 400 students all over Europe will attend the Virtual School. During the next three years the WINDS project will span a total effort of about 150 man-years from 28 partners of 10 European countries. The missions of the WINDS project are: Advanced Methodologies in Design Education. WINDS drives a breakdown with conventional models in design education, i.e. classroom or distance education. WINDS implements a problem oriented knowledge transfer methodology following Roger Schank's Goal Based Scenario (GBS) pedagogical methodology. GBS encourages the learning of both skills and cases, and fosters creative problem solving. Multidisciplinary Design Education. Design requires creative synthesis and open-end problem definition at the intersection of several disciplines. WINDS experiments a valuable integration of multidisciplinary design knowledge and expertise to produce a high level standard of education. Innovative Representation, Delivery and Access to Construction Education. WINDS delivers individual education customisation by allowing the learner access through the Internet to a wide range of on-line courses and structured learning objects by means of personally tailored learning strategies. WINDS promotes the 3W paradigm: learn What you need, Where you want, When you require. Construction Practice. Construction industry is a repository of ""best practices"" and knowledge that the WINDS will profit. WINDS system benefits the ISO10303 and IFC standards to acquire knowledge of the construction process directly in digital format. On the other hand, WINDS reengineers the knowledge in up-to-date courses, educational services, which the industries can use to provide just-in-time rather than in-advance learning. WINDS IT Solutions The missions of the WINDS project state many challenging requirements both in knowledge and system architecture. Many of the solutions adopted in these fields are innovative; others are evolution of existing technologies. This paper focuses on the integration of this set of state-of-the-art technologies in an advanced and functionally sound Computer Aided Instruction system for A/E/C Design. In particular the paper deals with the following aspects: Standard Learning Technology Architecture The WINDS system relies on the in progress IEEE 1484.1 Learning Technology Standard Architecture. According to this standard the system consists of two data stores, the Knowledge Library and the Record Database, and four process: System Coach, Delivery, Evaluation and the Learner. WINDS implements the Knowledge Library into a three-tier architecture: 1.Learning Objects: ·Learning Units are collections of text and multimedia data. ·Models are represented in either IFC or STEP formats. ·Cases are sets of Learning Units and Models. Cases are noteworthy stories, which describes solutions, integrate technical detail, contain relevant design failures etc. 2.Indexes refer to the process in which the identification of relevant topics in design cases and learning units takes place. Indexing process creates structures of Learning Objects for course management, profile planning procedures and reasoning processes. 3.Courses are taxonomies of either Learning Units or a design task and Course Units. Knowledge Representation WINDS demonstrates that it is possible and valuable to integrate a widespread design expertise so that it can be effectively used to produce a high level standard of education. To this aim WINDS gathers area knowledge, design skills and expertise under the umbrellas of common knowledge representation structures and unambiguous semantics. Cases are one of the most valuable means for the representation of design expertise. A Case is a set of Learning Units and Product Models. Cases are noteworthy stories, which describe solutions, integrate technical details, contain relevant design failures, etc. Knowledge Integration Indexes are a medium among different kind of knowledge: they implement networks for navigation and access to disparate documents: HTML, video, images, CAD and product models (STEP or IFC). Concept indexes link learning topics to learning objects and group them into competencies. Index relationships are the base of the WINDS reasoning processes, and provide the foundation for system coaching functions, which proactively suggest strategies, solutions, examples and avoids students' design deadlock. Knowledge Distribution To support the data stores and the process among the partners in 10 countries efficiently, WINDS implements an object oriented client/server as COM objects. Behind the DCOM components there is the Dynamic Kernel, which dynamically embodies and maintains data stores and process. Components of the Knowledge Library can reside on several servers across the Internet. This provides for distributed transactions, e.g. a change in one Learning Object affects the Knowledge Library spread across several servers in different countries. Learning objects implemented as COM objects can wrap ownership data. Clear and univocal definition of ownerships rights enables Universities, in collaboration with telecommunication and publisher companies, to act as "education brokers". Brokerage in education and training is an innovative paradigm to provide just-in-time and personally customised value added learning knowledg

    A review on massive e-learning (MOOC) design, delivery and assessment

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    MOOCs or Massive Online Open Courses based on Open Educational Resources (OER) might be one of the most versatile ways to offer access to quality education, especially for those residing in far or disadvantaged areas. This article analyzes the state of the art on MOOCs, exploring open research questions and setting interesting topics and goals for further research. Finally, it proposes a framework that includes the use of software agents with the aim to improve and personalize management, delivery, efficiency and evaluation of massive online courses on an individual level basis.Peer ReviewedPostprint (author's final draft

    Modelling human teaching tactics and strategies for tutoring systems

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    One of the promises of ITSs and ILEs is that they will teach and assist learning in an intelligent manner. Historically this has tended to mean concentrating on the interface, on the representation of the domain and on the representation of the student’s knowledge. So systems have attempted to provide students with reifications both of what is to be learned and of the learning process, as well as optimally sequencing and adjusting activities, problems and feedback to best help them learn that domain. We now have embodied (and disembodied) teaching agents and computer-based peers, and the field demonstrates a much greater interest in metacognition and in collaborative activities and tools to support that collaboration. Nevertheless the issue of the teaching competence of ITSs and ILEs is still important, as well as the more specific question as to whether systems can and should mimic human teachers. Indeed increasing interest in embodied agents has thrown the spotlight back on how such agents should behave with respect to learners. In the mid 1980s Ohlsson and others offered critiques of ITSs and ILEs in terms of the limited range and adaptability of their teaching actions as compared to the wealth of tactics and strategies employed by human expert teachers. So are we in any better position in modelling teaching than we were in the 80s? Are these criticisms still as valid today as they were then? This paper reviews progress in understanding certain aspects of human expert teaching and in developing tutoring systems that implement those human teaching strategies and tactics. It concentrates particularly on how systems have dealt with student answers and how they have dealt with motivational issues, referring particularly to work carried out at Sussex: for example, on responding effectively to the student’s motivational state, on contingent and Vygotskian inspired teaching strategies and on the plausibility problem. This latter is concerned with whether tactics that are effectively applied by human teachers can be as effective when embodied in machine teachers

    Exploring the future of mathematics teaching: Insight with ChatGPT

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    This study aims to provide a comprehensive overview of the future of mathematics teaching from the perspective of ChatGPT, an advanced language processing artificial intelligence (AI) developed by OpenAI. The results of the chat transcripts edited with ChatGPT suggest that the future of mathematics teaching will see the integration of technology and AI to provide personalized learning experiences, blended learning environments, and computational thinking, data literacy, and statistics. Problem-solving, critical thinking, and interdisciplinary connections will continue to be emphasized, and equity and inclusion will remain crucial. AI is expected to revolutionize mathematics education, but thoughtful implementation, ongoing professional development, and pedagogical considerations are essential. However, the future of teaching mathematics will continue to evolve. Therefore, teachers and lecturers need to keep abreast of the latest developments and adapt to them while remaining committed to providing quality teaching.Studi ini bertujuan untuk memberikan gambaran komprehensif tentang masa depan pengajaran matematika dari perspektif ChatGPT, Artificial Intelligence (AI) pemrosesan bahasa tingkat lanjut yang dikembangkan oleh OpenAI. Hasil transkrip obrolan yang diedit dengan ChatGPT menunjukkan bahwa masa depan pengajaran matematika akan melihat integrasi teknologi dan AI untuk memberikan pengalaman belajar yang dipersonalisasi, lingkungan pembelajaran campuran, dan pemikiran komputasi, literasi data, dan statistik. Pemecahan masalah, pemikiran kritis, dan koneksi interdisipliner akan terus ditekankan, dan kesetaraan dan inklusi akan tetap penting. AI diharapkan merevolusi pendidikan matematika, tetapi implementasi yang bijaksana, pengembangan profesional berkelanjutan, dan pertimbangan pedagogis sangat penting. Namun, masa depan pengajaran matematika akan terus berkembang. Oleh karena itu, guru dan dosen perlu mengikuti perkembangan terkini dan beradaptasi dengannya sambil tetap berkomitmen untuk memberikan pengajaran yang berkualitas

    Systematic Review of Intelligent Tutoring Systems for Hard Skills Training in Virtual Reality Environments

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    Advances in immersive virtual reality (I-VR) technology have allowed for the development of I-VR learning environments (I-VRLEs) with increasing fidelity. When coupled with a sufficiently advanced computer tutor agent, such environments can facilitate asynchronous and self-regulated approaches to learning procedural skills in industrial settings. In this study, we performed a systematic review of published solutions involving the use of an intelligent tutoring system (ITS) to support hard skills training in an I-VRLE. For the seven solutions that qualified for the final analysis, we identified the learning context, the implemented system, as well as the perceptual, cognitive, and guidance features of the utilized tutoring agent. Generally, the I-VRLEs emulated realistic work environments or equipment. The solutions featured either embodied or embedded tutor agents. The agents’ perception was primarily based on either learner actions or learner progress. The agents’ guidance actions varied among the solutions, ranging from simple procedural hints to event interjections. Several agents were capable of answering certain specific questions. The cognition of the majority of agents represented variations on branched programming. A central limitation of all the solutions was that none of the reports detailed empirical studies conducted to compare the effectiveness of the developed training and tutoring solutions.Peer reviewe

    Design of Virtual Tutoring Agents for a Virtual Biology Experiment

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    Virtual learning environments (VLEs) may possess many advantages over traditional teaching methods in skills training that offer empowerment of constructing the skills by freely exploring a VLE. However, a conflict between the free exploration and ensuring the learning tasks tackled emerges in the learning process. A strategy to balance the conflict is to employ virtual tutoring agents to scaffold the learning tasks. This research has been carried out to investigate the issues of design and utility of a virtual tutoring agent system in a VLE to allow higher education (university based) students to practise immunology laboratory experiments, which simulates a well known immunochemical assay in the Life Sciences area, namely a Radio Immunoassay. This paper discusses the classification of category of the virtual agents in a VLE and focuses on the design of tutoring agents. Three types of the tutoring agents have been selected and implemented in the Radio Immunoassay simulation. The considered points in programming the virtual tutoring agents and their tasks are presented in this paper. A formative evaluation studies have been carried out and discussed to verify the designed virtual tutoring agents are satisfied to the target students' needs. Keywords Design of virtual tutoring agent, agent-based virtual learning environments, agent-based virtual environment for biology experiment, agent-based training software in biology, intelligent virtual laboratory, interactive learning software

    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed

    The Tutor's Role

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    This chapter addresses three questions about being an effective online tutor: 1. Why do we still think that online tutoring can principally draw its basis from face-to-face group processes and dynamics or traditional pedagogy? 2. Does the literature tell us anything more than we would make as an intelligent guess? 3. Do we really know what an ‘effective’ online tutor would be doing? The OTiS participants have gone some way to answering these questions, through the presentation and discussion of their own online tutoring experiences. Literature in this area is still limited, and suffers from the need for timeliness of publication to be useful. Intelligent guesses are all very well, but much better as a source of information for online tutors are the reflections and documented experiences of practitioners. These experiences reveal that face-to-face pedagogy has some elements to offer the online tutor, but that there are key differences and there is a need to examine the processes and dynamics of online learning to inform online tutoring

    Adaptive Augmented Reality Serious Game to Foster Problem Solving Skills

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    This paper describes the design of an adaptive intelligent augmented reality serious game which aims to foster problem solving skills in young learners. Studies show that our students lack computational thinking skills in high school, which raises the need to establish new methods to develop these skills in our younger learners. We believe that problem solving skills are the fundamental skills of computational thinking and are critical for STEM, in addition to a broad range of other fields. Therefore we decided to focus on those meta-cognitive skills acquired to foster problem solving, such as strategic knowledge. The game described in this paper provides a unique adaptive learning environment that aims to develop learners’ meta-cognitive skills by utilizing augmented reality technology, believable pedagogical agents and intelligent tutoring modules. It offers a great user experience and entertainment which we hope will encourage learners to invest more time in the learning process. This paper describes the architecture and design of the game from the viewpoint of educational pedagogies and frameworks for serious game design
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