263 research outputs found
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Social Addictive Gameful Engineering (SAGE): A Game-based Learning and Assessment System for Computational Thinking
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The principal hypothesis of this thesis is that we can improve the efficiency and efficacy of teaching and learning CT by building gameful learning and assessment systems on top of block-based programming environments. Additionally, we believe this can be accomplished at scale and cost conducive to accelerating CT dissemination for all.
After introducing the requirements, approach, and architecture, we present a solution named Gameful Direct Instruction. This involves embedding Parsons Programming Puzzles (PPPs) in Scratch, which is a block-based programming environment currently used prevalently in grades 6-8. PPPs encourage students to practice CT by assembling into correct order sets of mixed-up blocks that comprise samples of well-written code which focus on individual concepts. The structure provided by PPPs enable instructors to design games that steer learner attention toward targeted learning goals through puzzle-solving play. Learners receive continuous automated feedback as they attempt to arrange programming constructs in correct order, leading to more efficient comprehension of core CT concepts than they might otherwise attain through less structured Scratch assignments. We measure this efficiency first via a pilot study conducted after the initial integration of PPPs with Scratch, and second after the addition of scaffolding enhancements in a study involving a larger adult general population.
We complement Gameful Direct Instruction with a solution named Gameful Constructionism. This involves integrating with Scratch implicit assessment functionality that facilitates constructionist video game (CVG) design and play. CVGs enable learner to explore CT using construction tools sufficiently expressive for personally meaningful gameplay. Instructors are enabled to guide learning by defining game objectives useful for implicit assessment, while affording learners the opportunity to take ownership of the experience and progress through the sequence of interest and motivation toward sustained engagement. When strategically arranged within a learning progression after PPP gameplay produces evidence of efficient comprehension, CVGs amplify the impact of direct instruction by providing the sculpted context in which learners can apply CT concepts more freely, thereby broadening and deepening understanding, and improving learning efficacy. We measure this efficacy in a study of the general adult population.
Since these approaches leverage low fidelity yet motivating gameful techniques, they facilitate the development of learning content at scale and cost supportive of widespread CT uptake. We conclude this thesis with a glance at future work that anticipates further progress in scalability via a solution named Gameful Intelligent Tutoring. This involves augmenting Scratch with Intelligent Tutoring System (ITS) functionality that offers across-activity next-game recommendations, and within-activity just-in-time and on-demand hints. Since these data-driven methods operate without requiring knowledge engineering for each game designed, the instructor can evolve her role from one focused on knowledge transfer to one centered on supporting learning through the design of educational experiences, and we can accelerate the dissemination of CT at scale and reasonable cost while also advancing toward continuously differentiated instruction for each learner
Machine Learning Algorithm for the Scansion of Old Saxon Poetry
Several scholars designed tools to perform the automatic scansion of poetry in many languages, but none of these tools
deal with Old Saxon or Old English. This project aims to be a first attempt to create a tool for these languages. We
implemented a Bidirectional Long Short-Term Memory (BiLSTM) model to perform the automatic scansion of Old Saxon
and Old English poems. Since this model uses supervised learning, we manually annotated the Heliand manuscript, and
we used the resulting corpus as labeled dataset to train the model. The evaluation of the performance of the algorithm
reached a 97% for the accuracy and a 99% of weighted average for precision, recall and F1 Score. In addition, we tested
the model with some verses from the Old Saxon Genesis and some from The Battle of Brunanburh, and we observed that
the model predicted almost all Old Saxon metrical patterns correctly misclassified the majority of the Old English input
verses
A bluetooth educational content distribution system modelled on a service-oriented architecture
In this research, we design and prototype an educational content distribution system modeled on a Service-Oriented Architecture (SOA) paradigm and implemented using Web services, XML and Bluetooth technology. In the prototype, we use an Open Source Learning Management System (LMS) Sakai implemented in Java and branded Vula for the University of Cape Town (UCT). Web services and its specification of SOAP, XML and Bluetooth technology are used to integrate the disparate technologies that form the service architecture. The disparate technologies include among others Bluetooth enabled mobile phones and PDAs, services (modules) which may be running on different operating systems, and deployed over Local Area Networks (LANs) or Internet. The service is meant to leverage the existing infrastructure to provide a new, cheap channel for education content distribution to mobile devices in learning institutions especially Universities in the developing world and Africa in particular. We design, implement and evaluate the prototype for performance and scalability. During the designing and implementation of the architecture, we incorporate SOA principles of service/module re-use, service composition, loose-coupling, standard data exchange within the system or services, and extensibility of the services among others. The aim of the service is to distribute education content uploaded in Learning Management Systems (LMSs) to Bluetooth enabled mobile devices that are increasingly held by students in developing world Universities. The service is intended to supplement existing Web-based and lecture room content distribution channels by opening up the mobile device space. For the prototype, we focus on repackaging structured text content and distributing it to Bluetooth enabled phones and PDAs using Bluetooth technology. We evaluate our prototype for performance using experimental studies
CLARIN
The book provides a comprehensive overview of the Common Language Resources and Technology Infrastructure – CLARIN – for the humanities. It covers a broad range of CLARIN language resources and services, its underlying technological infrastructure, the achievements of national consortia, and challenges that CLARIN will tackle in the future. The book is published 10 years after establishing CLARIN as an Europ. Research Infrastructure Consortium
New Research and Trends in Higher Education
This book aims to discuss new research and trends on all dimensions of Higher Education, as there is a growing interest in the field of Higher Education, regarding new methodologies, contexts, and technologies. It includes investigations of diverse issues that affect the learning processes in Higher Education: innovations in learning, new pedagogical methods, and new learning contexts.In this sense, original research contributions of research papers, case studies and demonstrations that present original scientific results, methodological aspects, concepts and educational technologies, on the following topics:a) Technological Developments in Higher Education: mobile technology, virtual environments, augmented reality, automation and robotics, and other tools for universal learning, focusing on issues that are not addressed by existing research;b) Digital Higher Education: mobile learning, eLearning, Game-based Learning, social media in education, new learning models and technologies and wearable technologies for education;c) Case Studies in Higher Education: empirical studies in higher education regarding digital technologies, new methodologies, new evaluation techniques and tools, perceptions of learning processes efficiency and digital learning best practice
Invention Pedagogy – The Finnish Approach to Maker Education
This collection, edited and written by the leading scholars and experts of innovation and maker education in Finland, introduces invention pedagogy, a research-based Finnish approach for teaching and learning through multidisciplinary, creative design and making processes in formal school settings.
The book outlines the background of, and need for, invention pedagogy, providing various perspectives for designing and orchestrating the invention process while discusses what can be learnt and how learning happens through inventing. In addition, the book introduces the transformative, school-level innovator agency needed for developing whole schools as innovative communities. Featuring informative case study examples, the volume explores the theoretical, pedagogical, and methodological implications for the research and practice of invention pedagogy in order to further the field and bring new perspectives, providing a new vision for schools for decades to come.
Intermixing the results of cutting-edge research and best practice within STEAM-education and invention pedagogy, this book will be essential reading for researchers, students, and scholars of design and technology education, STEM education, teacher education, and learning sciences more broadly
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