20,009 research outputs found

    A framework for the contextual analysis of computer-based learning environments

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    Human activity recognition making use of long short-term memory techniques

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    The optimisation and validation of a classifiers performance when applied to real world problems is not always effectively shown. In much of the literature describing the application of artificial neural network architectures to Human Activity Recognition (HAR) problems, postural transitions are grouped together and treated as a singular class. This paper proposes, investigates and validates the development of an optimised artificial neural network based on Long-Short Term Memory techniques (LSTM), with repeated cross validation used to validate the performance of the classifier. The results of the optimised LSTM classifier are comparable or better to that of previous research making use of the same dataset, achieving 95% accuracy under repeated 10-fold cross validation using grouped postural transitions. The work in this paper also achieves 94% accuracy under repeated 10-fold cross validation whilst treating each common postural transition as a separate class (and thus providing more context to each activity)

    A Pedagogical Value From Mathematical Mistakes

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    A real correct and mistake basically have the same point. Mistake done by student during doing mathematics problem can have the positive values and worth to develop the new mathematics concept. In mathematics teaching, process to understand a concept sometimes will be easier if besides gave a lead real correct and also accompanied by the counter of example from looking the aspect of mathematics mistake good for student and to learn in developing values pedagogic such thinking critical, logical, analytical in exploring to born the new mathematics. We often dismiss a mistake as something to be avoided and at best to be corrected as soon as possible. Many types of algebraic mistakes and purely arithmetic ones and discusses how they can be channeled into positive, useful learning, and growing experience. Mathematical Mistake can be used as a springboard for developing new mathematics and can be use to turn negative experiences into positive ones. Key Words: Mathematical Mistake, Pedagogical Value

    Next steps in implementing Kaput's research programme

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    We explore some key constructs and research themes initiated by Jim Kaput, and attempt to illuminate them further with reference to our own research. These 'design principles' focus on the evolution of digital representations since the early nineties, and we attempt to take forward our collective understanding of the cognitive and cultural affordances they offer. There are two main organising ideas for the paper. The first centres around Kaput's notion of outsourcing of processing power, and explores the implications of this for mathematical learning. We argue that a key component for design is to create visible, transparent views of outsourcing, a transparency without which there may be as many pitfalls as opportunities for mathematical learning. The second organising idea is that of communication, a key notion for Kaput, and the importance of designing for communication in ways that recognise the mutual influence of tools for communication and for mathematical expression

    Motivating children to learn effectively: exploring the value of intrinsic integration in educational games

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    The concept of intrinsic motivation lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of intrinsic integration as a way of creating a more productive relationship between educational games and their learning content. Two studies assessed this approach by designing and evaluating an educational game called Zombie Division to teach mathematics to 7- to 11-year-olds. Study 1 examined the learning gains of 58 children who played either the intrinsic, extrinsic, or control variants of Zombie Division for 2 hr, supported by their classroom teacher. Study 2 compared time on task for the intrinsic and extrinsic variants of the game when 16 children had free choice of which game to play. The results showed that children learned more from the intrinsic version of the game under fixed time limits and spent 7 times longer playing it in free-time situations. Together, these studies offer evidence for the genuine value of an intrinsic approach for creating effective educational games. The theoretical and commercial implications of these findings are discussed

    Cover Prosiding KNPM 2011

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    Maddy the mathasaurus: An Interactive math game that introduces the concept and properties of multiplication and designed with consideration for children with ADHD

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    ADHD (Attention Deficit Hyperactivity Disorder) is one of the most commonly diagnosed behavioral disorder in kids, and is estimated to affect about 8-10% of school-aged children. Research shows that out of these children about 26% particularly have Math learning disabilities. The cognitive ability to understand and solve complex mathematical problems requires high level of concentration over a longer duration of time. This ability is disrupted in certain children due to ADHD. Therefore these students are likely to receive lower grades or even failure in standardized measures. However, if an educational environment is created that is specifically targeted towards reducing the disruptive behavioral patterns in these individuals by designing activities that increase engagement time and motivate them to practice mathematical problems, this issue can be addressed effectively. Apart from therapy and medication, an innovative way of learning would help these children focus and concentrate while enabling them to understand complicated math concepts easily. This project is created to be an interactive educational game built in Adobe Flash, that is geared towards children with ADHD and math learning disability, encouraging them to try a new method of learning and practicing math while having fun with a variety of activities. It focuses on introducing the concept of multiplication through animations, interactive play activities that reinforce that concept and practice section that allows for testing of the knowledge gained. This module is extensible and contains linear and non-linear activities to ensure introduction of concept, guided learning and hands-on practice

    Distinguishing schemes and tasks in children's development of multiplicative reasoning

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    We present a synthesis of findings from constructivist teaching experiments regarding six schemes children construct for reasoning multiplicatively and tasks to promote them. We provide a task-generating platform game, depictions of each scheme, and supporting tasks. Tasks must be distinguished from children’s thinking, and learning situations must be organized to (a) build on children’s available schemes, (b) promote the next scheme in the sequence, and (c) link to intended mathematical concepts
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