11,076 research outputs found

    Real-time Assessment, Prediction, and Scaffolding of Middle School Students’ Data Collection Skills within Physical Science Simulations

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    Despite widespread recognition by science educators, researchers and K-12 frameworks that scientific inquiry should be an essential part of science education, typical classrooms and assessments still emphasize rote vocabulary, facts, and formulas. One of several reasons for this is that the rigorous assessment of complex inquiry skills is still in its infancy. Though progress has been made, there are still many challenges that hinder inquiry from being assessed in a meaningful, scalable, reliable and timely manner. To address some of these challenges and to realize the possibility of formative assessment of inquiry, we describe a novel approach for evaluating, tracking, and scaffolding inquiry process skills. These skills are demonstrated as students experiment with computer-based simulations. In this work, we focus on two skills related to data collection, designing controlled experiments and testing stated hypotheses. Central to this approach is the use and extension of techniques developed in the Intelligent Tutoring Systems and Educational Data Mining communities to handle the variety of ways in which students can demonstrate skills. To evaluate students\u27 skills, we iteratively developed data-mined models (detectors) that can discern when students test their articulated hypotheses and design controlled experiments. To aggregate and track students\u27 developing latent skill across activities, we use and extend the Bayesian Knowledge-Tracing framework (Corbett & Anderson, 1995). As part of this work, we directly address the scalability and reliability of these models\u27 predictions because we tested how well they predict for student data not used to build them. When doing so, we found that these models demonstrate the potential to scale because they can correctly evaluate and track students\u27 inquiry skills. The ability to evaluate students\u27 inquiry also enables the system to provide automated, individualized feedback to students as they experiment. As part of this work, we also describe an approach to provide such scaffolding to students. We also tested the efficacy of these scaffolds by conducting a study to determine how scaffolding impacts acquisition and transfer of skill across science topics. When doing so, we found that students who received scaffolding versus students who did not were better able to acquire skills in the topic in which they practiced, and also transfer skills to a second topic when was scaffolding removed. Our overall findings suggest that computer-based simulations augmented with real-time feedback can be used to reliably measure the inquiry skills of interest and can help students learn how to demonstrate these skills. As such, our assessment approach and system as a whole shows promise as a way to formatively assess students\u27 inquiry

    A tool-mediated cognitive apprenticeship approach for a computer engineering course

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    Teaching database engineers involves a variety of learning activities. A strong focus is on practical problems that go beyond the acquisition of knowledge. Skills and experience are equally important. We propose a virtual apprenticeship model for the knowledge- and skillsoriented Web-based education of database students. We adapt the classical cognitive apprenticeship theory to the Web context utilising scaffolding and activity theory. The choice of educational media and the forms of student interaction with the media are central success criteria

    A Framework of Hybrid Force/Motion Skills Learning for Robots

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    Human factors and human-centred design philosophy are highly desired in today’s robotics applications such as human-robot interaction (HRI). Several studies showed that endowing robots of human-like interaction skills can not only make them more likeable but also improve their performance. In particular, skill transfer by imitation learning can increase usability and acceptability of robots by the users without computer programming skills. In fact, besides positional information, muscle stiffness of the human arm, contact force with the environment also play important roles in understanding and generating human-like manipulation behaviours for robots, e.g., in physical HRI and tele-operation. To this end, we present a novel robot learning framework based on Dynamic Movement Primitives (DMPs), taking into consideration both the positional and the contact force profiles for human-robot skills transferring. Distinguished from the conventional method involving only the motion information, the proposed framework combines two sets of DMPs, which are built to model the motion trajectory and the force variation of the robot manipulator, respectively. Thus, a hybrid force/motion control approach is taken to ensure the accurate tracking and reproduction of the desired positional and force motor skills. Meanwhile, in order to simplify the control system, a momentum-based force observer is applied to estimate the contact force instead of employing force sensors. To deploy the learned motion-force robot manipulation skills to a broader variety of tasks, the generalization of these DMP models in actual situations is also considered. Comparative experiments have been conducted using a Baxter Robot to verify the effectiveness of the proposed learning framework on real-world scenarios like cleaning a table

    Training for Open-Ended Drilling through a Virtual Reality Simulation

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    Virtual Reality (VR) can support effective and scalable training of psychomotor skills in manufacturing. However, many industry training modules offer experiences that are close-ended and do not allow for human error. We aim to address this gap in VR training tools for psychomotor skills training by exploring an open-ended approach to the system design. We designed a VR training simulation prototype to perform open-ended practice of drilling using a 3-axis milling machine. The simulation employs near "end-to-end" instruction through a safety module, a setup and drilling tutorial, open-ended practice complete with warnings of mistakes and failures, and a function to assess the geometries and locations of drilled holes against an engineering drawing. We developed and conducted a user study within an undergraduate-level introductory fabrication course to investigate the impact of open-ended VR practice on learning outcomes. Study results reveal positive trends, with the VR group successfully completing the machining task of drilling at a higher rate (75% vs 64%), with fewer mistakes (1.75 vs 2.14 score), and in less time (17.67 mins vs 21.57 mins) compared to the control group. We discuss our findings and limitations and implications for the design of open-ended VR training systems for learning psychomotor skills.Comment: 10 pages, 4 figures, 9 table

    Constraining the Size Growth of the Task Space with Socially Guided Intrinsic Motivation using Demonstrations

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    This paper presents an algorithm for learning a highly redundant inverse model in continuous and non-preset environments. Our Socially Guided Intrinsic Motivation by Demonstrations (SGIM-D) algorithm combines the advantages of both social learning and intrinsic motivation, to specialise in a wide range of skills, while lessening its dependence on the teacher. SGIM-D is evaluated on a fishing skill learning experiment.Comment: JCAI Workshop on Agents Learning Interactively from Human Teachers (ALIHT), Barcelona : Spain (2011

    Exploration of Learning Gained Through CoderDojo Coding Activities

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    In an increasingly digital world there is a considerable and growing divide between those who are considered to be digitally literate and those who are not. In addition, among those who are digitally literate, there is a divide between those capable of engaging with technology end products and applications as competent users and those capable of developing software themselves; between users and creators. As technology becomes more pervasive in our society it has impacts in most aspects of life, including education, health, culture and work. In terms of the workplace impact it is clear that the currently reported skills deficits, gaps and mismatches are generating significant demand for skilled information technology workers across many sectors and the ability to meet this demand can have substantial impact on economic development. Developing appropriate technological skills and competence among young people has been the focus of many government, industry-led and voluntary schemes and has given rise to a diverse set of initiatives around Europe. However, little has been published on the attainment of knowledge, skill, competence and evidence of learning outcomes through these initiatives. This research has focused on the efforts to support development of coding capability among young people through the CoderDojo voluntary initiative and sought to identify the skills which are potentially transferable in an education and workplace context. CoderDojo is a global movement of free, volunteer-led, community based programming clubs for young people between the ages of seven and seventeen. The movement was founded by James Whelton and Bill Liao, an entrepreneur and philanthropist. From the first Dojo founded in Cork in Ireland in 2011, the movement has grown significantly and by May 2015 there were over 675 verified Dojos in 57 countries globally [1]. Through a review of the extant literature and the development of a potential skills acquisition template, this research seeks to identify and evaluate the knowledge, skills and competence that may be developed by participants in the CoderDojo movement. Before seeking to identify the skills that might be attained through programming activities, consideration of the broad themes and language of digital skills attainment is presented. The actual skills that are attained are considered in relation to the context within which the learning takes place. A research instrument is developed in association with project collaborators in the CoderDojo volunteer coding movement. The findings from the research are analysed and some preliminary recommendations are considered

    Integrating knowledge tracing and item response theory: A tale of two frameworks

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    Traditionally, the assessment and learning science commu-nities rely on different paradigms to model student performance. The assessment community uses Item Response Theory which allows modeling different student abilities and problem difficulties, while the learning science community uses Knowledge Tracing, which captures skill acquisition. These two paradigms are complementary - IRT cannot be used to model student learning, while Knowledge Tracing assumes all students and problems are the same. Recently, two highly related models based on a principled synthesis of IRT and Knowledge Tracing were introduced. However, these two models were evaluated on different data sets, using different evaluation metrics and with different ways of splitting the data into training and testing sets. In this paper we reconcile the models' results by presenting a unified view of the two models, and by evaluating the models under a common evaluation metric. We find that both models are equivalent and only differ in their training procedure. Our results show that the combined IRT and Knowledge Tracing models offer the best of assessment and learning sciences - high prediction accuracy like the IRT model, and the ability to model student learning like Knowledge Tracing

    Designing and evaluating the usability of a machine learning API for rapid prototyping music technology

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    To better support creative software developers and music technologists' needs, and to empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. We review background research on the design and evaluation of application programming interfaces (APIs), with a focus on the domain of machine learning for music technology software development. We present the design rationale for the RAPID-MIX API, an easy-to-use API for rapid prototyping with interactive machine learning, and a usability evaluation study with software developers of music technology. A cognitive dimensions questionnaire was designed and delivered to a group of 12 participants who used the RAPID-MIX API in their software projects, including people who developed systems for personal use and professionals developing software products for music and creative technology companies. The results from the questionnaire indicate that participants found the RAPID-MIX API a machine learning API which is easy to learn and use, fun, and good for rapid prototyping with interactive machine learning. Based on these findings, we present an analysis and characterization of the RAPID-MIX API based on the cognitive dimensions framework, and discuss its design trade-offs and usability issues. We use these insights and our design experience to provide design recommendations for ML APIs for rapid prototyping of music technology. We conclude with a summary of the main insights, a discussion of the merits and challenges of the application of the CDs framework to the evaluation of machine learning APIs, and directions to future work which our research deems valuable
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