25,254 research outputs found

    Design of teacher assistance tools in an exploratory learning environment for algebraic generalisation

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    The MiGen project is designing and developing an intelligent exploratory environment to support 11-14 year-old students in their learning of algebraic generalisation. Deployed within the classroom, the system also provides tools to assist teachers in monitoring students' activities and progress. This paper describes the architectural design of these Teacher Assistance tools and gives a detailed description of one such tool, focussing in particular on the research challenges faced, and the technologies and approaches chosen to implement the necessary functionalities given the context of the project

    Integrated content presentation for multilingual and multimedia information access

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    For multilingual and multimedia information retrieval from multiple potentially distributed collections generating the output in the form of standard ranked lists may often mean that a user has to explore the contents of many lists before finding sufficient relevant or linguistically accessible material to satisfy their information need. In some situations delivering an integrated multilingual multimedia presentation could enable the user to explore a topic allowing them to select from among a range of available content based on suitably chosen displayed metadata. A presentation of this type has similarities with the outputs of existing adaptive hypermedia systems. However, such systems are generated based on “closed” content with sophisticated user and domain models. Extending them to “open” domain information retrieval applications would raise many issues. We present an outline exploration of what will form a challenging new direction for research in multilingual information access

    Power to the Teachers:An Exploratory Review on Artificial Intelligence in Education

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    This exploratory review attempted to gather evidence from the literature by shedding light on the emerging phenomenon of conceptualising the impact of artificial intelligence in education. The review utilised the PRISMA framework to review the analysis and synthesis process encompassing the search, screening, coding, and data analysis strategy of 141 items included in the corpus. Key findings extracted from the review incorporate a taxonomy of artificial intelligence applications with associated teaching and learning practice and a framework for helping teachers to develop and self-reflect on the skills and capabilities envisioned for employing artificial intelligence in education. Implications for ethical use and a set of propositions for enacting teaching and learning using artificial intelligence are demarcated. The findings of this review contribute to developing a better understanding of how artificial intelligence may enhance teachers’ roles as catalysts in designing, visualising, and orchestrating AI-enabled teaching and learning, and this will, in turn, help to proliferate AI-systems that render computational representations based on meaningful data-driven inferences of the pedagogy, domain, and learner models

    Adaptive Information Visualization for Personalized Access to Educational Digital Libraries

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    Personalization is one of the emerging ways to increase the power of modern Digital Libraries. The Knowledge Sea II system presented in this paper explores social navigation support, an approach for providing personalized guidance within the open corpus of educational resources. Following the concepts of social navigation we have attempted to organize a personalized navigation support that is based on past learners’ interaction with the system. The study indicates that Knowledge Sea II became the students' primary tool for accessing the open corpus documents used in a programming course. The social navigation support implemented in this system was considered useful by students participating in the study of Knowledge Sea II. At the same time, some user comments indicated the need to provide more powerful navigational support, such as the ability to rank the usefulness of a page

    A Model to Identify Affordances for Game-Based Sustainability Learning

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    Sustainability learning requires the assimilation of domain-specific knowledge and the development of mindsets suitable to engage in complex system dynamics to foster sustainable action. There is a need for bespoke educational models and practical tools to foster sustainability learning. Digital games can answer such need, due to their remarkable potential to wholly engage players in sustainability-related contexts and problems entailing complex dynamics, and the advantages of intrinsically motivating game-based learning processes. However, there is evidence suggesting that such potential might be underexploited. To address this, in this paper we present a model for the identification and analysis of game-based sustainability learning affordances. Our model can be used to support the selection of games for educational purposes, or to facilitate the planning and introduction of game-based sustainability learning affordances when designing new games

    Visualisation and analysis of students’ interaction data in exploratory learning environments

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    Log files from adaptive Exploratory Learning Environments can contain prohibitively large quantities of data for visualisation and analysis. Moreover, it is hard to know in advance what data is required for analytical purposes. Using a microworld for secondary algebra as a case study, we discuss how students' interaction data can be transformed into a data warehouse in order to allow its visualisation and exploration using online analytical processing (OLAP) tools. We also present some additional, more targeted, visualisations of the students' interaction data. We demonstrate the possibilities that these visualisations provide for exploratory data analysis, enabling confirmation or contradiction of expectations that pedagogical experts may have about the system and ultimately providing both empirical evidence and insights for its further development

    The Use of a Digital Question Board to Facilitate Student Questioning and Engagement in Large Lecture Classes: A Mixed-Methods Study

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    A lack of student questioning and engagement is faced by many universities, where a large lecture is a common practice. Emerging technologies bring about possibilities to fill this gap. This study applied constructivist learning theories and used a digital canvas as a Digital Question Board (DQB) for students to freely pose questions and respond using mobile technology. A mixed-methods study with a quasi-experiment was conducted to investigate the following research questions (RQs): (1) Do students demonstrate different questioning behaviors when provided access to a DQB from those students who are not provided with access to a DQB in large lecture classes? and (2) How does having access to a DQB during large lecture classes influence students’ level of engagement? The study was conducted in two groups of an introductory research methodology course in a large comprehensive university in eastern China (n = 253). The pre-post quasi-experiment lasted six weeks. The data from surveys, interviews, observation, and online posts (log data) were collected and analyzed. The results revealed that when the instructor discussed student questions after every 20–30 minutes in large lecture classes, students with DQB access had a significantly higher frequency of questioning than those without a DQB. The presence of the DQB enriched the types of questions and responses and encouraged mostly on-task learning questions. Having DQB access also greatly improved students’ behavioral and cognitive engagement and facilitated emotional engagement. With technology, students employed a non-linear, constructivist questioning process and actively contributed to the co-construction of knowledge. The presence of the DQB reduced the social pressure of questioning in large lecture classes. This research might contribute to the educational practices and theories as it depicted the patterns of student questioning in technology-mediated large lecture classes, proposed how to design constructivist instructional strategies better to encourage all students to freely pose questions and receive feedback without fear of embarrassment and being judged

    Interactive maps: What we know and what we need to know

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    This article provides a review of the current state of science regarding cartographic interaction a complement to the traditional focus within cartography on cartographic representation. Cartographic interaction is defined as the dialog between a human and map mediated through a computing device and is essential to the research into interactive cartography geovisualization and geovisual analytics. The review is structured around six fundamental questions facing a science of cartographic interaction: (1) what is cartographic interaction (e.g. digital versus analog interactions interaction versus interfaces stages of interaction interactive maps versus mapping systems versus map mash-ups); (2) why provide cartographic interaction (e.g. visual thinking geographic insight the stages of science the cartographic problematic); (3) when should cartographic interaction be provided (e.g. static versus interactive maps interface complexity the productivity paradox flexibility versus constraint work versus enabling interactions); (4) who should be provided with cartographic interaction (e.g. user-centered design user ability expertise and motivation adaptive cartography and geocollaboration); (5) where should cartographic interaction be provided (e.g. input capabilities bandwidth and processing power display capabilities mobile mapping and location-based services); and (6) how should cartographic interaction be provided (e.g. interaction primitives objective-based versus operator-based versus operand-based taxonomies interface styles interface design)? The article concludes with a summary of research questions facing cartographic interaction and offers an outlook for cartography as a field of study moving forward

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort
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