46,622 research outputs found

    Learning styles: Individualizing computer‐based learning environments

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    In spite of its importance, learning style is a factor that has been largely ignored in the design of educational software. Two issues concerning a specific set of learning styles, described by Honey and Mumford (1986), are considered here. The first relates to measurement and validity. This is discussed in the context of a longitudinal study to test the predictive validity of the questionnaire items against various measures of academic performance, such as course choice and level of attainment in different subjects. The second issue looks at how the learning styles can be used in computer‐based learning environments. A re‐examination of the four learning styles (Activist, Pragmatist, Reflector and Theorist) suggests that they can usefully be characterized using two orthogonal dimensions. Using a limited number of pedagogical building blocks, this characterization has allowed the development of a teaching strategy suitable for each of the learning styles. Further work is discussed, which will use a multi‐strategy basic algebra tutor to assess the effect of matching teaching strategy to learning style

    Conventions and mutual expectations — understanding sources for web genres

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    Genres can be understood in many different ways. They are often perceived as a primarily sociological construction, or, alternatively, as a stylostatistically observable objective characteristic of texts. The latter view is more common in the research field of information and language technology. These two views can be quite compatible and can inform each other; this present investigation discusses knowledge sources for studying genre variation and change by observing reader and author behaviour rather than performing analyses on the information objects themselves

    A large annotated corpus for learning natural language inference

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    Understanding entailment and contradiction is fundamental to understanding natural language, and inference about entailment and contradiction is a valuable testing ground for the development of semantic representations. However, machine learning research in this area has been dramatically limited by the lack of large-scale resources. To address this, we introduce the Stanford Natural Language Inference corpus, a new, freely available collection of labeled sentence pairs, written by humans doing a novel grounded task based on image captioning. At 570K pairs, it is two orders of magnitude larger than all other resources of its type. This increase in scale allows lexicalized classifiers to outperform some sophisticated existing entailment models, and it allows a neural network-based model to perform competitively on natural language inference benchmarks for the first time.Comment: To appear at EMNLP 2015. The data will be posted shortly before the conference (the week of 14 Sep) at http://nlp.stanford.edu/projects/snli

    Information behaviour in pre-literate societies.

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    This chapter arose from an exchange of ideas between a former life scientist, a former archaeologist, and a member of the Kope tribe, a remote tribe in Papua New Guinea. All three now work in fields related to information sciences. It discusses how notions of information have been dominated by text-based information sources, and considers how one group of people (the Kope) managed information in the absence of any awareness of text. The study explores how the Kopi relate to information, how they use it, and where they get it from. It summarises the findings as six information roles. These are related to contemporary situations

    A conceptual architecture for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction

    Designing and Implementing Embodied Agents: Learning from Experience

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    In this paper, we provide an overview of part of our experience in designing and implementing some of the embodied agents and talking faces that we have used for our research into human computer interaction. We focus on the techniques that were used and evaluate this with respect to the purpose that the agents and faces were to serve and the costs involved in producing and maintaining the software. We discuss the function of this research and development in relation to the educational programme of our graduate students
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