21,631 research outputs found
Graph-based modelling of students' interaction data from exploratory learning environments
Students' interaction data from learning environments has
an inherent temporal dimension, with successive events
being related through the ``next event'' relationship.
Exploratory learning environments (ELEs), in particular, can
generate very large volumes of such data,
making their interpretation a challenging task.
Using two mathematical microworlds as exemplars,
we illustrate how modelling students' event-based interaction data as a graph can open up new querying and analysis opportunities.
We demonstrate the possibilities that graph-based modelling
can provide for querying and analysing the data,
enabling investigation of student-system interactions
and leading to the improvement of future versions of
the ELEs under investigation
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Artificial Intelligence And Big Data Technologies To Close The Achievement Gap.
We observe achievement gaps even in rich western countries, such as the UK, which in principle have the resources as well as the social and technical infrastructure to provide a better deal for all learners. The reasons for such gaps are complex and include the social and material poverty of some learners with their resulting other deficits, as well as failure by government to allocate sufficient resources to remedy the situation. On the supply side of the equation, a single teacher or university lecturer, even helped by a classroom assistant or tutorial assistant, cannot give each learner the kind of one-to-one attention that would really help to boost both their motivation and their attainment in ways that might mitigate the achievement gap.
In this chapter Benedict du Boulay, Alexandra Poulovassilis, Wayne Holmes, and Manolis Mavrikis argue that we now have the technologies to assist both educators and learners, most commonly in science, technology, engineering and mathematics subjects (STEM), at least some of the time. We present case studies from the fields of Artificial Intelligence in Education (AIED) and Big Data. We look at how they can be used to provide personalised support for students and demonstrate that they are not designed to replace the teacher. In addition, we also describe tools for teachers to increase their awareness and, ultimately, free up time for them to provide nuanced, individualised support even in large cohorts
Is what you see what you get? representations, metaphors and tools in mathematics didactics
This paper is exploratory in character. The aim is to investigate ways in which it is possible to use the theoretical concepts of representations, tools and metaphors to try to understand what learners of mathematics ‘see’ during classroom interactions (in their widest sense) and what they might get from such interactions. Through an analysis of a brief classroom episode, the suggestion is made that what learners see may not be the same as what they get. From each of several theoretical perspectives utilised in this paper, what learners ‘get’ appears to be something extra. According to our analysis, this something ‘extra’ is likely to depend on the form of technology being used and the representations and metaphors that are available to both teacher and learner
Using graph-based modelling to explore changes in students’ affective states during exploratory learning tasks
This paper describes how graph-based modelling can be used to explore interactions associated with a change in students' affective state when they are working with an exploratory learning environment (ELE). We report on a user study with an ELE that is able to detect students' affective states from their interactions and speech. The data collected during the user study was modelled, visualized and queried as a graph. We were interested in exploring if there was a difference between low- and high-performing students in the kinds of interactions that occurred during a change in their affective state. Our findings provide new insights into how students are interacting with the ELE and the effects of the system's interventions on students' affective states
Modellus: Learning Physics with Mathematical Modelling
Tese de doutoramento em Ciências da Educação, área de Teoria Curricular e Ensino das CiênciasComputers are now a major tool in research and development in almost all scientific
and technological fields. Despite recent developments, this is far from true for learning
environments in schools and most undergraduate studies.
This thesis proposes a framework for designing curricula where computers, and
computer modelling in particular, are a major tool for learning. The framework, based on
research on learning science and mathematics and on computer user interface, assumes
that: 1) learning is an active process of creating meaning from representations; 2)
learning takes place in a community of practice where students learn both from their own
effort and from external guidance; 3) learning is a process of becoming familiar with
concepts, with links between concepts, and with representations; 4) direct manipulation
user interfaces allow students to explore concrete-abstract objects such as those of
physics and can be used by students with minimal computer knowledge
Affordances of spreadsheets in mathematical investigation: Potentialities for learning
This article, is concerned with the ways learning is shaped when mathematics problems are investigated in spreadsheet environments. It considers how the opportunities and constraints the digital media affords influenced the decisions the students made, and the direction of their enquiry pathway. How might the leraning trajectory unfold, and the learning process and mathematical understanding emerge? Will the spreadsheet, as the pedagogical medium, evoke learning in a distinctive manner? The article reports on an aspect of an ongoing study involving students as they engage mathematical investigative tasks through digital media, the spreadsheet in particular. In considers the affordances of this learning environment for primary-aged students
Using graph-based modelling to explore changes in students’ affective states during exploratory learning tasks
We describe a graph-based modelling approach to exploring interactions associated with a change in students' affective state when they are working with an exploratory learning environment (ELE). Student-system interactions data collected during a user study was modelled, visualized and queried as a graph. Our findings provide new insights into how students are interacting with the ELE and the effects of the system's interventions on students' affective states
Creating interaction in online learning: a case study
This paper uses the case‐study method to examine detailed data related to student and tutor usage of an asynchronous discussion board as an interactive communication forum during a first‐semester associate degree course in applied psychology at the City University of Hong Kong. The paper identifies ‘what works’ in relation to discussion board use, demonstrating how students might gradually create an online community of their own, but only if prompted in a timely and appropriate way by the course structure. It also identifies three distinct phases in online interaction and suggests these might, to some extent, be mediated by assessment tasks
Support of the collaborative inquiry learning process: influence of support on task and team regulation
Regulation of the learning process is an important condition for efficient and effective learning. In collaborative learning, students have to regulate their collaborative activities (team regulation) next to the regulation of their own learning process focused on the task at hand (task regulation). In this study, we investigate how support of collaborative inquiry learning can influence the use of regulative activities of students. Furthermore, we explore the possible relations between task regulation, team regulation and learning results. This study involves tenth-grade students who worked in pairs in a collaborative inquiry learning environment that was based on a computer simulation, Collisions, developed in the program SimQuest. Students of the same team worked on two different computers and communicated through chat. Chat logs of students from three different conditions are compared. Students in the first condition did not receive any support at all (Control condition). In the second condition, students received an instruction in effective communication, the RIDE rules (RIDE condition). In the third condition, students were, in addition to receiving the RIDE rules instruction, supported by the Collaborative Hypothesis Tool (CHT), which helped the students with formulating hypotheses together (CHT condition). The results show that students overall used more team regulation than task regulation. In the RIDE condition and the CHT condition, students regulated their team activities most often. Moreover, in the CHT condition the regulation of team activities was positively related to the learning results. We can conclude that different measures of support can enhance the use of team regulative activities, which in turn can lead to better learning results
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