2,747 research outputs found

    Exploring the visualization of student behavior in interactive learning environments

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    My research combines Interactive Learning Environments (ILE), Educational Data Mining (EDM) and Information Visualization (Info-Vis) to inform analysts, educators and researchers about user behavior in software, specifically in CBEs, which include intelligent tutoring systems, computer aided instruction tools, and educational games. InVis is a novel visualization technique and tool I created for exploring, navigating, and understanding user interaction data. InVis reads in user-interaction data logged from students using educational systems and constructs an Interaction Network from those logs. Using this data InVis provides an interactive environment to allow instructors and education researchers to navigate and explore to build new insights and discoveries about student learning. I conducted a three-point user study, which included a quantitative task analysis, qualitative feedback, and a validated usability survey. Through this study, I show that creating an Interaction Network and visualizing it with InVis is an effective means of providing information to users about student behavior. In addition to this, I also provide four use-cases describing how InVis has been used to confirm hypotheses and debug software tutors. A major challenge in visualizing and exploring the Interaction Network is network's complexity, there are too many nodes and edges presented to understand the data efficiently. In a typical Interaction Network for twenty students, it is common to have hundreds of nodes, which to make sense of, has proven to be too many. I present a network reduction method, based on edge frequencies, which lowers the number of edges and nodes by roughly 90\\% while maintaining the most important elements of the Interaction Network. Next, I compare the results of this method with three alternative approaches and show our reduction method produces the preferred results. I also present an ordering detection method for identifying solution path redundancy because of student action orders. This method reduces the number of nodes and edges further and advances the resulting network towards the structure of a simple graph. Understanding the successful student solutions is only a portion of the behaviors we are interested in as researchers and educators using computer based educational systems, student difficulties are also important. To address areas of student difficulty, I present three different methods and two visual representations to draw the attention of the user to nodes where students had difficulty. Those methods include presenting the nodes with the highest number of successful students, the nodes with the highest number of failing students, and the expected difficulty of each state. Combined with a visual representation, these methods can draw the focus of users to potentially important nodes, which contain areas of difficulty for students. Lastly, I present the latest version of the InVis tool, which is a platform for investigating student behavior in computer based educational systems. Through the continued use of this tool, new researchers can investigate many new hypotheses, research questions and student behaviors, with the potential to facilitate a wide range of new discoveries

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education

    Programming Concepts, Teaching and Learning Styles and Cognitive Factors

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    Proceedings of the Second Program Visualization Workshop, 2002

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    The Program Visualization Workshops aim to bring together researchers who design and construct program visualizations and, above all, educators who use and evaluate visualizations in their teaching. The first workshop took place in July 2000 at Porvoo, Finland. The second workshop was held in cooperation with ACM SIGCSE and took place at HornstrupCentret, Denmark in June 2002, immediately following the ITiCSE 2002 Conference in Aarhus, Denmark

    The development and analysis of extended architecture model for intelligent tutoring systems

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    Intelligent Tutoring Systems (ITS) are computer programs that use leamers" knowledge level to providing indĂ­vidualized education. ITS research has successfully delivered systems efficiently supporting one-to-one tutoring. Most of these systems are actively used in real-worid settings and have even contributed to changing traditional education curricula. Instructional activities, learning examples, exploring interactive simulations and playing educational games can benefit from individualized computer-based assistance. To enhance ongoing research related to the improvement of tutoring, we present an extended knowledge mode! including besides the standard modules a common shared database and knowledge-based background, too. The external databases can improve the guality of the behavior models both in tutor and student models. The Python programming language and OWL are efficient tools to combine the ontology management and machine leaming functions to develop ITS systems. In this Paper, we survey ITS technologies andpresent a novel extended architecture model for Intelligent e-Tutoring Systems

    Pre-Service Teachers’ Perspectives on How the Use of TOON Comic Books during Guided Reading Influenced Learning by Struggling Readers

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    The study presented in this article examines the use of comic books, specifically the TOON comic books during guided reading instruction. The instruction was provided to struggling readers by the Literacy Center at a comprehensive university in southeastern United States. What most pre-service teachers in this study agreed upon was that comic books served as an effective tool for getting their students interested in reading. Reading comic books with tutors as partners in conversation with the struggling readers in this study was also a powerful medium for facilitating students’ literacy skills development, particularly in the areas of reading fluency and reading comprehension. Contrary to common misconceptions that reading visual literacy, including comic books and graphic novels, is a simple process (Mortimore, 2009), the pre-service teachers found out firsthand that it actually is a complex process. Nonetheless, the challenges they encountered with incorporating comic books in the classroom did not prevent these pre-service teachers from appreciating their educational merit
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