37 research outputs found

    Development and Evaluation of the Oracle Intelligent Tutoring System (OITS)

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    This paper presents the design and development of intelligent tutoring system for teaching Oracle. The Oracle Intelligent Tutoring System (OITS) examined the power of a new methodology to supporting students in Oracle programming. The system presents the topic of Introduction to Oracle with automatically generated problems for the students to solve. The system is dynamically adapted at run time to the student’s individual progress. An initial evaluation study was done to investigate the effect of using the intelligent tutoring system on the performance of students

    ARDUINO Tutor: An Intelligent Tutoring System for Training on ARDUINO

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    This paper aims at helping trainees to overcome the difficulties they face when dealing with Arduino platform by describing the design of a desktop based intelligent tutoring system. The main idea of this system is a systematic introduction into the concept of Arduino platform. The system shows the circuit boards of Arduino that can be purchased at low cost or assembled from freely-available plans; and an open-source development environment and library for writing code to control the board topic of Arduino platform. The system is adaptive with the trainee’s individual progress. The system functions as a special tutor who deals with trainees according to their levels and skills. Evaluation of the system has been applied on professional and unprofessional trainees in this field and the results were good

    Exploring Problem Solving Paths in a Java Programming Course

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    Assessment of students’ programming submissions has been the focus of interest in many studies. Although the final submissions capture the whole program, they often tell very little about how it was developed. In this paper, we are able to look at intermediate programming steps using a unique dataset that captures a series of snapshots showing how students developed their program over time. We assessed each of these intermediate steps and performed a fine-grained concept-based analysis on each step to identify the most common programming paths. Analysis of results showed that most of the students tend to incrementally build the program and improve its correctness. This finding provides us with evidence that intermediate programming steps are important, and need to be taken into account for not only improving user modelling in educational programming systems, but also for providing better feedback to students

    Off the beaten path: The impact of adaptive content sequencing on student navigation in an open social student modeling interface

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    One of the original goals of intelligent educational systems is to guide every student to the most appropriate educational content. Exploring both knowledge-based and social guidance approaches in past work, we learned that each of these approaches has weak sides. In this paper we follow the idea of combining social guidance with more traditional knowledge-based guidance to support more optimal content navigation. We proposed a greedy sequencing approach that maximizes student’s level of knowledge and tested it in a classroom. Results indicated that this approach positively impacts students’ navigation

    Graph analysis of student model networks

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    This paper explores the feasibility of a graph-based approach to model student knowledge in the domain of programming. The key idea of this approach is that programming concepts are truly learned not in isolation, but rather in combination with other concepts. Following this idea, we represent a student model as a graph where links are gradually added when the student's ability to work with connected pairs of concepts in the same context is confirmed. We also hypothesize that with this graph-based approach a number of traditional graph metrics could be used to better measure student knowledge than using more traditional scalar models of student knowledge. To collect some early evidence in favor of this idea, we used data from several classroom studies to correlate graph metrics with various performance and motivation metrics

    Investigating Automated Student Modeling in a Java MOOC

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    With the advent of ubiquitous web, programming is no longer a sole prerogative of computer science schools. Scripting languages are taught to wider audiences and programming has become a flag post of any technology related program. As more and more students are exposed to coding, it is no longer a trade of the select few. As a result, students who would not opt for a coding class a decade ago are in a position of having to learn a rather difficult subject. The problem of assisting students in learning programming has been explored in several intelligent tutoring systems. The key component of such systems is a student model that keeps track of student progress. In turn, the foundation of a student model is a domain model – a vocabulary of skills (or concepts) that structures the representation of student knowledge. Building domain models for programming is known as a complicated task. In this paper we explore automated approaches for extracting domain models for learning programming languages and modeling student knowledge in the process of solving programming exercises. We evaluate the validity of this approach using large volume of student code submission data from a MOOC on introductory Java programming

    A comparative study of visual cues for annotation-based navigation support in adaptive educational hypermedia

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    Adaptive link annotation is one of the most well-known adaptive navigation support technologies that aims to guide hypermedia users to the most relevant information by personalizing the appearance of hyperlinks. Past work assumed no difference between different interface implementations of personalization approaches that are conceptually the same. The goal of the current study was to determine whether the choice of visual cues does matter by conducting a user study with several alternative designs for link annotation in interactive code examples

    Enriching Intelligent Textbooks with Interactivity: When Smart Content Allocation Goes Wrong

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    One of the main directions of increasing the educational value of a digital textbook is its enrichment with interactive content. Such content can come from outside the textbooks - from multiple existing repositories of educational resources. However, finding the right place for such external resources is not always a trivial task. There exist multiple sources of potential problems: from mismatching metadata to mutually contradicting prerequisite-outcome structures of underlying resources, from differences in granularity and coverage to ontological conflicts. In this paper, we make an attempt to categorize these problems and give examples from our recent experiment on automated assignment of smart interactive learning content to the chapters of an intelligent textbook in a programming domain

    Associating Facial Expressions and Upper-Body Gestures with Learning Tasks for Enhancing Intelligent Tutoring Systems

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    Learning involves a substantial amount of cognitive, social and emotional states. Therefore, recognizing and understanding these states in the context of learning is key in designing informed interventions and addressing the needs of the individual student to provide personalized education. In this paper, we explore the automatic detection of learner’s nonverbal behaviors involving hand-over-face gestures, head and eye movements and emotions via facial expressions during learning. The proposed computer vision-based behavior monitoring method uses a low-cost webcam and can easily be integrated with modern tutoring technologies. We investigate these behaviors in-depth over time in a classroom session of 40 minutes involving reading and problem-solving exercises. The exercises in the sessions are divided into three categories: an easy, medium and difficult topic within the context of undergraduate computer science. We found that there is a significant increase in head and eye movements as time progresses, as well as with the increase of difficulty level. We demonstrated that there is a considerable occurrence of hand-over-face gestures (on average 21.35%) during the 40 minutes session and is unexplored in the education domain. We propose a novel deep learning approach for automatic detection of hand-over-face gestures in images with a classification accuracy of 86.87%. There is a prominent increase in hand-over-face gestures when the difficulty level of the given exercise increases. The hand-over-face gestures occur more frequently during problem-solving (easy 23.79%, medium 19.84% and difficult 30.46%) exercises in comparison to reading (easy 16.20%, medium 20.06% and difficult 20.18%)

    Exploring Automated Code Evaluation Systems and Resources for Code Analysis: A Comprehensive Survey

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    The automated code evaluation system (AES) is mainly designed to reliably assess user-submitted code. Due to their extensive range of applications and the accumulation of valuable resources, AESs are becoming increasingly popular. Research on the application of AES and their real-world resource exploration for diverse coding tasks is still lacking. In this study, we conducted a comprehensive survey on AESs and their resources. This survey explores the application areas of AESs, available resources, and resource utilization for coding tasks. AESs are categorized into programming contests, programming learning and education, recruitment, online compilers, and additional modules, depending on their application. We explore the available datasets and other resources of these systems for research, analysis, and coding tasks. Moreover, we provide an overview of machine learning-driven coding tasks, such as bug detection, code review, comprehension, refactoring, search, representation, and repair. These tasks are performed using real-life datasets. In addition, we briefly discuss the Aizu Online Judge platform as a real example of an AES from the perspectives of system design (hardware and software), operation (competition and education), and research. This is due to the scalability of the AOJ platform (programming education, competitions, and practice), open internal features (hardware and software), attention from the research community, open source data (e.g., solution codes and submission documents), and transparency. We also analyze the overall performance of this system and the perceived challenges over the years
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