2,671 research outputs found

    The use of Artificial intelligence in school science: a systematic literature review

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    Artificial Intelligence is widely used across contexts and for different purposes, including the field of education. However, a review of the literature showcases that while there exist various review studies on the use of AI in education, missing remains a review focusing on science education. To address this gap, we carried out a systematic literature review between 2010 and 2021, driven by three questions: a) What types of AI applications are used in school science? b) For what teaching content are AI applications in school science used? and, c) What is the impact of AI applications on teaching and learning of school science? The studies reviewed (n = 22) included nine different types of AI applications: automated assessment, automated feedback, learning analytics, adaptive learning systems, intelligent tutoring systems, multilabel text classification, chatbot, expert systems, and mind wandering detection. The majority of the AI applications are used in geoscience or physics and AI applications are used to support either knkowledge construction or skills development. In terms of the impact of AI applications, this is found across the following: learning achievement, argumentation skills, learning experience, and teaching. Missing remains an examination of learners’ and teachers’ experiences with the use of AI in school science, interdisciplinary approaches to AI implementation, as well as an examination of issues related to ethics and biase

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

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    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

    Student-Centered Learning: Life Academy of Health and Bioscience

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    This case study is one of four written by SCOPE about student-centered practices in schools. The case studies address the following questions:1. What are the effects of student-centered learning approaches on student engagement, achievement of knowledge and skills, and attainment (high school graduation, college admission, and college continuation and success), in particular for underserved students?2. What specific practices, approaches, and contextual factors result in these outcomes?The cases focus on the structures, practices, and conditions in the four schools that enable students to experience positive outcomes and consider the ways in which these factors are interrelated and work to reinforce each other

    Technology-enhanced Personalised Learning: Untangling the Evidence

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    Technology-enhanced personalised learning is not yet common in Germany, which is why we have tasked scientists with summarising the current status of international research on the matter. This study demonstrates the great potential of technology in implementing effective personalised learning. Nevertheless, it has not been assessed yet whether the practical implementation actually works: Even in countries such as the U.S., which lead the way in using techology in classroom settings, hardly any evaluation studies have been done to prove the effectiveness of technology-enhanced personalised learning. In the light of the above, the authors make recommendations for actions to be taken in Germany to make best use of the potential of technology in providing individual support and guidance to students

    Interactive Narrative for Adaptive Educational Games: Architecture and an Application to Character Education

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    This thesis presents AEINS, Adaptive Educational Interactive Narrative System, that supports teaching ethics for 8-12 year old children. AEINS is designed based on Keller's and Gagné's learning theories. The idea is centered around involving students in moral dilemmas (called teaching moments) within which the Socratic Method is used as the teaching pedagogy. The important unique aspect of AEINS is that it exhibits the presence of four features shown to individually increase effectiveness of edugames environments, yet not integrated together in past research: a student model, a dynamic generated narrative, scripted branched narrative and evolving non-player characters. The student model aims to provide adaptation. The dynamic generated narrative forms a continuous story that glues the scripted teaching moments together. The evolving agents increase the realism and believability of the environment and perform a recognized pedagogical role by helping in supplying the educational process. AEINS has been evaluated intrinsically and empirically according to the following themes: architecture and implementation, social aspects, and educational achievements. The intrinsic evaluation checked the implicit goals embodied by the design aspects and made a value judgment about these goals. In the empirical evaluation, twenty participants were assigned to use AEINS over a number of games. The evaluation showed positive results as the participants appreciated the social characteristics of the system as they were able to recognize the genuine social aspects and the realism represented in the game. Finally, the evaluation showed indications for developing new lines of thinking for some participants to the extent that some of them were ready to carry the experience forward to the real world. However, the evaluation also suggested possible improvements, such as the use of 3D interface and free text natural language
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