277,343 research outputs found

    Identifying and improving students' mental models of tooth decay

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    The aims of this study were to identify the initial mental models of tooth decay among a sample of 15-16 year-old Spanish students, and then to analyse changes in these models following the students’ participation in a teaching sequence on this topic. The study focuses on the analysis of two tasks that formed part of a pretest/ post-test design whose aim was to determine whether students could provide an adequate explanation of the problem of dental caries. Mental models were identified through an iterative process that combined an examination of the nature of the concept in question with an analysis of students’ responses. Five mental models of tooth decay were identified. Three of them were associated with a single active agent (the tooth, food or microscopic living organisms). The fourth model included sugar plus a second active agent, while the active agent in the fifth model was acids. We also identified four mechanisms, which were not exclusive to any one model. The results showed an evolution in students’ explanatory models of tooth decay following their participation in the teaching sequence. Initially, the majority of students used simple models involving a single active agent, whereas by the end of the teaching sequence the majority of them were employing the most advanced models. However, formulating the mechanism through which tooth decay develops remains a complex task for students, particularly as regards understanding that the interactions which produce the active agent and its action upon a tooth are chemical reactions.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Ontology-based Fuzzy Markup Language Agent for Student and Robot Co-Learning

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    An intelligent robot agent based on domain ontology, machine learning mechanism, and Fuzzy Markup Language (FML) for students and robot co-learning is presented in this paper. The machine-human co-learning model is established to help various students learn the mathematical concepts based on their learning ability and performance. Meanwhile, the robot acts as a teacher's assistant to co-learn with children in the class. The FML-based knowledge base and rule base are embedded in the robot so that the teachers can get feedback from the robot on whether students make progress or not. Next, we inferred students' learning performance based on learning content's difficulty and students' ability, concentration level, as well as teamwork sprit in the class. Experimental results show that learning with the robot is helpful for disadvantaged and below-basic children. Moreover, the accuracy of the intelligent FML-based agent for student learning is increased after machine learning mechanism.Comment: This paper is submitted to IEEE WCCI 2018 Conference for revie

    Learning to Teach Reinforcement Learning Agents

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    In this article we study the transfer learning model of action advice under a budget. We focus on reinforcement learning teachers providing action advice to heterogeneous students playing the game of Pac-Man under a limited advice budget. First, we examine several critical factors affecting advice quality in this setting, such as the average performance of the teacher, its variance and the importance of reward discounting in advising. The experiments show the non-trivial importance of the coefficient of variation (CV) as a statistic for choosing policies that generate advice. The CV statistic relates variance to the corresponding mean. Second, the article studies policy learning for distributing advice under a budget. Whereas most methods in the relevant literature rely on heuristics for advice distribution we formulate the problem as a learning one and propose a novel RL algorithm capable of learning when to advise, adapting to the student and the task at hand. Furthermore, we argue that learning to advise under a budget is an instance of a more generic learning problem: Constrained Exploitation Reinforcement Learning

    The Semantics of Article Acquisition

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    Accurately using articles has consistently been a difficult task for English language learners as articles are often treated as solely grammatical forms rather than also recognizing as representatives of complex semantic properties. This paper aims to synthesize individual research on semantic factors which influence article acquisition and explore how they interact with each other. This paper especially focuses on how native and second language speakers of English acquire and understand the concepts of definiteness and specificity and explores these features within the framework of Chomsky’s theory of Universal Grammar. This paper examines the Fluctuating Hypothesis (FH) and its use as a theoretical framework for a variety of modern article acquisition research. The theory states that ELLs have access to Universal Grammar when discovering the parameters for the semantic categories of definiteness and specificity. This paper then explains the interaction between the FH and transfer in language learners from both article-based and articleless language backgrounds, concluding that transfer does not override the effects of the FH. Additional semantic factors such as countability, plurality, and idiomatic phrase structures are also discussed in this paper, emphasizing the many complex layers ELLs must learn to navigate. This paper examines recent attempts to create linguistically informed article instruction, some of which incorporate concepts from the FH. Finally, the paper provides guidelines for English language instructors, stressing the importance of understanding features of their students’ native language, building students’ awareness of the complexities associated with article use, and correcting their misconceptions of specificity and definiteness

    Educating for Intellectual Virtue: a critique from action guidance

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    Virtue epistemology is among the dominant influences in mainstream epistemology today. An important commitment of one strand of virtue epistemology – responsibilist virtue epistemology (e.g., Montmarquet 1993; Zagzebski 1996; Battaly 2006; Baehr 2011) – is that it must provide regulative normative guidance for good thinking. Recently, a number of virtue epistemologists (most notably Baehr, 2013) have held that virtue epistemology not only can provide regulative normative guidance, but moreover that we should reconceive the primary epistemic aim of all education as the inculcation of the intellectual virtues. Baehr’s picture contrasts with another well-known position – that the primary aim of education is the promotion of critical thinking (Scheffler 1989; Siegel 1988; 1997; 2017). In this paper – that we hold makes a contribution to both philosophy of education and epistemology and, a fortiori, epistemology of education – we challenge this picture. We outline three criteria that any putative aim of education must meet and hold that it is the aim of critical thinking, rather than the aim of instilling intellectual virtue, that best meets these criteria. On this basis, we propose a new challenge for intellectual virtue epistemology, next to the well-known empirically-driven ‘situationist challenge’. What we call the ‘pedagogical challenge’ maintains that the intellectual virtues approach does not have available a suitably effective pedagogy to qualify the acquisition of intellectual virtue as the primary aim of education. This is because the pedagogic model of the intellectual virtues approach (borrowed largely from exemplarist thinking) is not properly action-guiding. Instead, we hold that, without much further development in virtue-based theory, logic and critical thinking must still play the primary role in the epistemology of education

    Learning through play: an educational computer game to introduce radar fundamentals

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    The information exchange has evolved from traditional books to computers and Internet in a few years' time. Our current university students were born in this age: they learn and have fun with different methods as previous generations did. These digital natives enjoy computer games. Thus, designing games for learning some selected topics could be a good teaching strategy for such collective and also for undergraduate university students. This paper describes the development and test of an educational computer game revolving around radar. The objective of the game RADAR Technology is to teach students about the fundamentals of radar, while having fun during the learning experience. Based on the principle that you learn better what you practice, the authors want to induce students to discover a difficult to understand topic by proposing them a different experience, in a format better adapted to their generation skills. The computer game has been tested with actual students and the obtained results seem to be very promising
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