14,503 research outputs found
Does cognition matter? Current pedagogical practice and the need for reform
Recent debate in the educational sphere highlights the continuing dilemma that is the creation and implementation of a true 21st century classroom in secondary schools across Australia. A difficulty with these ongoing attempts to reform teaching and learning is the behaviourist educational paradigm through which Western schools operate. This traditional perspective influences the ways in which modern researchers, policy-makers, teachers and the wider community all conceptualise education and its purpose. As such, this paper aims to establish that this understanding of education needs to be overthrown, in light of a changing global context and the evolving needs of students. Thus, an alternative paradigm will be discussed, specifically with reference to the explicit and effective incorporation of metacognition and metacognitive strategies, which are conducive to lifelong learning. For such a teaching and learning focus to become a reality, however, the re-training of needs of educators would be extensive, as would be the restructuring of pre-service teachersā programs. This paper therefore aims to establish the need for future research into education programs, as well as the current ability of teachers to incorporate further skills and instruction into their pedagogical practice. Such evidence would contribute to the ongoing discussion surrounding the creation and application of modern schooling practices
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Reinforcement Learning for Generative Art
Reinforcement learning (RL) is an efficient class of sequential decision-making algorithms that have achieved remarkable success in a broad range of applications, such as robotic manipulations, strategic games, or autonomous driving. The most well-known example of reinforcement learning is AlphaGo, a computer program that plays the board game Go and outperforms top human Go players. Unlike other two major machine learning categories, supervised learning and unsupervised learning, in which media artists are actively engaged, reinforcement learning has yet to result in many creative applications. Generative art is usually driven, in whole or in part, by autonomous systems that are derived from a set of rules. Interestingly, an RL policy can be seen as an autonomous system where the rules are learned by interacting with its environment. Regardless of its initial purpose, reinforcement learning has the potential to expand the boundary of generative art. However, a formal process of applying reinforcement learning to generative art does not yet exist and the current RL tools require an in-depth understanding of RL concepts. To bridge the gap, the first part of the dissertation introduces a conceptual framework to adapt reinforcement learning for generative art. The framework proposes a term RL-based generative art to denote a novel form of generative art of which the use of RL agents is the key element. The creative process of RL-based generative art and possible emergent behaviors are discussed in the framework. This leads to a discussion of several author's related practices on generative art, deep-learning art, and reinforcement learning. Those practices are critical for understanding the conceptual and technical details of each component in order to construct the framework. The second part introduces RL5, a JavaScript library for rapidly prototyping RL environments and training RL policies in web browsers. The library combines RL algorithms and RL environments into one framework and is fully compatible with p5.js. RL5 is developed with a particular focus on simplicity to favor (re)usability of RL algorithms and development of RL environments. Specifically, the library implemented three RL algorithms, Tabular Q-learning, REINFORCE, and DDPG, to cover all the three families of model-free RL, and nine RL environments that six of them address autonomous agents in steering behaviors, which can be used as building blocks for complex systems. Finally, the author demonstrates four different use cases of how to apply RL5 for pedagogical and creative applications
Simulation Game Concept For AI-Enhanced Teaching Of Advanced Value Stream Analysis and Design
Value stream analysis and design is employed globally by improvement teams within industrial settings to maximize value creation and eliminate waste. For ending methodical time-centricity, research expanded the methodology to incorporate diverse facets like material flow cost accounting, information logistics, and external influence factors. These enhancements, along with increasing data volumes, are prompting a re-evaluation of how professional improvement teams should think and operate. Consequently, a transformation of the pedagogical approach used for educating students and professionals necessitates novel solutions. Conventional teaching methods such as expository lectures are widely considered inadequate in promoting knowledge retention and engagement. So far, existing research has not yet resulted in a solution that can effectively impart the methodological complexity of advanced value stream analysis and design in a motivating and vivid fashion. To address this gap, this paper applies a tailored CRISP gamification framework to develop a simulation game concept. These concept enables AI-enhanced teaching of advanced value stream analysis and design focusing on identification of multi-stage resource-efficient optimization strategies. Through integration of game-based learning with AI a trained reinforcement learning agent can act either competitively or cooperatively, creating a unique form of teaching accounting the aspects personalization, adaptive feedback, content creation, and analysis and assessment
Innovation, e-learning and higher education: an example of a Universityā LMS adoption process
The evolution of ICT has changed all sections of
society and these changes have been creating an irreversible impact
on higher education institutions, which are expected to adopt
innovative technologies in their teaching practices. As theorical
framework this study select Rogers theory of innovation diffusion
which is widely used to illustrate how technologies move from a
localized invented to a widespread evolution on organizational
practices. Based on descriptive statistical data collected in a
European higher education institution three years longitudinal study
was conducted for analyzing and discussion the different stages of a
LMS adoption process. Results show that ICT integration in higher
education is not progressively successful and a linear process and
multiple aspects must be taken into account
Modelling human teaching tactics and strategies for tutoring systems
One of the promises of ITSs and ILEs is that they will teach and assist learning in an intelligent manner. Historically this has tended to mean concentrating on the interface, on the representation of the domain and on the representation of the studentās knowledge. So systems have attempted to provide students with reifications both of what is to be learned and of the learning process, as well as optimally sequencing and adjusting activities, problems and feedback to best help them learn that domain. We now have embodied (and disembodied) teaching agents and computer-based peers, and the field demonstrates a much greater interest in metacognition and in collaborative activities and tools to support that collaboration. Nevertheless the issue of the teaching competence of ITSs and ILEs is still important, as well as the more specific question as to whether systems can and should mimic human teachers. Indeed increasing interest in embodied agents has thrown the spotlight back on how such agents should behave with respect to learners. In the mid 1980s Ohlsson and others offered critiques of ITSs and ILEs in terms of the limited range and adaptability of their teaching actions as compared to the wealth of tactics and strategies employed by human expert teachers. So are we in any better position in modelling teaching than we were in the 80s? Are these criticisms still as valid today as they were then? This paper reviews progress in understanding certain aspects of human expert teaching and in developing tutoring systems that implement those human teaching strategies and tactics. It concentrates particularly on how systems have dealt with student answers and how they have dealt with motivational issues, referring particularly to work carried out at Sussex: for example, on responding effectively to the studentās motivational state, on contingent and Vygotskian inspired teaching strategies and on the plausibility problem. This latter is concerned with whether tactics that are effectively applied by human teachers can be as effective when embodied in machine teachers
Walter J. Ong, S.J.: A retrospective
Communication Research Trends usually charts current communication research, introducing its readers to recent developments across the range of inquiry into communication. This issue, however, takes a different tack, looking back on the writings of Walter J. Ong, S.J., who died at the age of 90 in August 2003. Ong spent his scholarly career at Saint Louis University, where he served as University Professor of Humanities, the William E. Haren Professor of English, and Professor of Humanities in Psychiatry at the Saint Louis University School of Medicine. In a career that spanned 60 years, Ong published 16 books, 245 articles, and 108 reviews. In addition, he edited a number of works and gave interviews that further explored his wide-ranging interests. Readers interested in a full bibliography of Ongās works should refer to the web site prepared by Professor Betty Youngkin at the University of Dayton, at http://homepages.udayton.edu/~youngkin/biblio.htm.
From the perspective of an interest in connections among many areas of human knowledge over such a long career, he explored a whole gamut of activities by careful observations of the threads that run through western culture and by insightful analysis of what he observed. Communication forms one of those many threads in the Westāperhaps the dominant oneāand so it occupies a similar place in Ongās work. The tapestry Ong weaves has, bit by bit, influenced thinking about communication as well as research. And so, Communication Research Trends looks back on the writings of Walter Ong, S.J
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