54 research outputs found

    Design considerations of an intelligent tutoring system for programming languages

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    The overall goal of the thesis is to attempt to highlight the major topics which must be considered in the design of any Intelligent Tutoring System and to illustrate their application within the particular domain of LISP programming. There are two major sections to the thesis. The first considers the background to the educational application of computers. It examines possible roles for the computer, explores the relationship between education theory and computer-based teaching, and identifies some important links among existing Tutoring Systems. The section concludes with a summary of the design goals which an Intelligent Tutoring System should attempt to fulfill. The second section applies the design goals to the production of an Intelligent Tutoring System for programming languages. It devises a formal semantic description for programming languages and illustrates its application to tutoring. A method for modelling the learning process is introduced. Some techniques for maintaining a structured tutoring interaction are described. The work is set within the methodology of Artificial Intelligence research. Although a fully implemented tutoring system is not described, all features discussed are implemented as short programs intended to demonstrate the feasibility of the approach taken

    A flexible approach to introductory programming : engaging and motivating students

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    © 2019 Copyright is held by the owner/author(s). In this paper, we consider an approach to supporting students of Computer Science as they embark upon their university studies. The transition to Computer Science can be challenging for students, and equally challenging for those teaching them. Issues that are unusual – if not unique – to teaching computing at this level include • the wide variety in students background, varying from no prior experience to extensive development practice; • the positives and negatives of dealing with self-taught hobbyists who may developed buggy mental models of the task in hand and are not aware of the problem; • the challenge of getting students to engage with material that includes extensive practical element; • the atypical profile of a computing cohort, with typically 80%+ male students. The variation in background includes the style of prior academic experience, with some students coming from traditional level 3 (i.e. A-levels), some through more vocational routes (e.g. B-Tech, though these have changed in recent years), through to those from experiential (work based) learning. Technical background varies from science, mathematical and computing experience, to no direct advanced technical or scientific experience. A further issue is students’ attainment and progression within higher education, where the success and outcomes in computer science has been identified as particularly problematic. Computer Science has one the worst records for retention (i.e. students leaving with no award, or a lower award than that originally applied for), and the second worst for attainment (i.e. achieving a good degree, that being defined as a first or a 2:1). One way to attempt to improve these outcomes is by identifying effective ways to improve student engagement. This can be through appropriate motivators – though then the balance of extrinsic versus intrinsic motivation becomes critical. In this paper, we consider how to utilize assessment – combining the formative and summative aspects - as a substitute for coarser approaches based on attendance monitoring

    A flexible approach to introductory programming : engaging and motivating students

    Get PDF
    © 2019 Copyright is held by the owner/author(s). In this paper, we consider an approach to supporting students of Computer Science as they embark upon their university studies. The transition to Computer Science can be challenging for students, and equally challenging for those teaching them. Issues that are unusual – if not unique – to teaching computing at this level include • the wide variety in students background, varying from no prior experience to extensive development practice; • the positives and negatives of dealing with self-taught hobbyists who may developed buggy mental models of the task in hand and are not aware of the problem; • the challenge of getting students to engage with material that includes extensive practical element; • the atypical profile of a computing cohort, with typically 80%+ male students. The variation in background includes the style of prior academic experience, with some students coming from traditional level 3 (i.e. A-levels), some through more vocational routes (e.g. B-Tech, though these have changed in recent years), through to those from experiential (work based) learning. Technical background varies from science, mathematical and computing experience, to no direct advanced technical or scientific experience. A further issue is students’ attainment and progression within higher education, where the success and outcomes in computer science has been identified as particularly problematic. Computer Science has one the worst records for retention (i.e. students leaving with no award, or a lower award than that originally applied for), and the second worst for attainment (i.e. achieving a good degree, that being defined as a first or a 2:1). One way to attempt to improve these outcomes is by identifying effective ways to improve student engagement. This can be through appropriate motivators – though then the balance of extrinsic versus intrinsic motivation becomes critical. In this paper, we consider how to utilize assessment – combining the formative and summative aspects - as a substitute for coarser approaches based on attendance monitoring

    Smart, social, flexible and fun: Escaping the flatlands of virtual learning environments

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    © 2019, Springer Nature Switzerland AG. This paper describes the development of intelligent, social, flexible and game-based pedagogic approaches and their applications in Virtual Learning Environment based Education. Applications of computer science technologies and techniques can enable, facilitate and change educational approaches, allowing scalable approaches that can address both individual student needs whilst managing large – sometimes-massive - cohort sizes. The benefits of these information systems include supporting the wide range of contexts met in education, in terms of individual needs and specific subject and curriculum requirements. Technologies and approaches that are considered range from the representation of knowledge and the use of intelligent systems, the use of social computing, through to the enabling opportunities of ubicomp and the practical application of game mechanics (gamification). This paper concludes with practical illustrations in the context of undergraduate computer science didactics

    Minority environmental activism in Britain: From brixton to the lake district

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    Historically, the British environmental movement has been devoid of minority participation, but this is changing very slowly, with the emergence of ethnic minority environmental groups and multiracial environmental alliances. These groups have argued that ethnic minorities have little or no access to public funds earmarked for countryside and wildlife preservation issues. They argue that white environmental organizations do not pay attention to the needs of inner-city minority residents and minority access to the countryside. Increased access, community improvement and beautification projects, environmental education, youth training, community garden projects, and issues of environmental racism are all foci of ethnic minority environmental movements. While some white environmentalists have been supportive of them, others have been uncomfortable with them or even hostile to their existence.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/43549/1/11133_2004_Article_BF00990102.pd

    Prinsiples of interactive multimedia

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    xiv, 390 p.; 25 cm

    ECAL: Bridging the gap between CAL and intelligent tutoring systems

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    In the traditional CAL system the author generates material to be presented by computer, and the computer simply follows the explicit instructions of the author in interacting with a student. Intelligent tutoring systems rely on abstracting the implicit knowledge of a CAL system into explicit separable representations. There is a large gap between these two approaches which ECAL attempts to bridge by incorporating simple versions of ideas from artificial intelligence as extensions to a traditional CAL tool. It can be regarded as an experiment in minimalism in intelligent tutoring but it is also a practical educational tool. This paper introduces some of the authoring issues raised by ECAL, followed by a general view of the architecture of the system, and a discussion of the educational model which is implicit in ECAL. The final sections discuss the ECAL presentation system and the authoring environment
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