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IEEE TALE2021 - An International Conference on Engineering, Technology and Education

2021 2021 IEEE International Conference on Engineering, Technology & Education (TALE)  
Linear Algebra Course Liu, Xingshen A Student Performance Predication Approach Based on Multi-Agent System and Deep Learning Liu, Yao Shuishan Online: Constructing and Teaching with A Data-driven Learning  ...  Based on Multi-Agent System and Deep Learning Niu, Lei A Multi-Agent-Based Approach for the Study of Student Behavior Dynamics in Peer Learning Ong, Jonathan Utilizing a Telegram Quiz Bot to Promote Retrieval  ... 
doi:10.1109/tale52509.2021.9678651 fatcat:4lhxxww5c5gu7bqqpkufmghe3a

Multimodal Technologies in Precision Education: Providing New Opportunities or Adding More Challenges?

Umar Bin Qushem, Athanasios Christopoulos, Solomon Sunday Oyelere, Hiroaki Ogata, Mikko-Jussi Laakso
2021 Education Sciences  
Personalized or precision education (PE) considers the integration of multimodal technologies to tailor individuals' learning experiences based on their preferences and needs.  ...  To identify the impact that emerging multimodal technologies have on personalized education, we reviewed recent implementations and applications of systems (e.g., MOOCs, serious games, artificial intelligence  ...  Supporters of educational or serious games promote immersive learning wherein the student-users reach a state of deep learning that enables them to conceptualize, process, and reflect on the subjects under  ... 
doi:10.3390/educsci11070338 fatcat:6ztde4w27vhnpje6iquv2zvpyu

DIGITgame: gamification as amazing way to learn STEM concepts developing sustainable cities idea in the citizen of the future

2019 Journal of Strategic Innovation and Sustainability  
It is based on Smart City projecting and realized by the development of a mini-game with challenges based on the scientific concepts.  ...  Research findings suggest that traditional instructional approaches like textbook based and hands-on practice often do not succeed in deep conceptual understanding.  ...  to more than one learning outcome.  ... 
doi:10.33423/jsis.v14i4.2161 fatcat:uki72cwyejez7aam4vjbuaulyy

Affecting reality

Carmen Ng
2019 A Peer-Reviewed Journal About  
This essay emerged from an ongoing project on affective semiotics and social impact game design, in connection with a transnational research project on human-robot interactionsupported by the European  ...  independent psychological thriller game with affect-sensing technologies.  ...  Thus, I propose to integrate affect theory, corpus-based multimodal game analyses, with players' biophysical and interview data to empirically expand knowledge on the medium, toward game designs that foster  ... 
doi:10.7146/aprja.v8i1.115418 fatcat:r6fnqh2xofdhvpg2jong7ccpjq

Multimodal data capabilities for learning: What can multimodal data tell us about learning?

Kshitij Sharma, Michail Giannakos
2020 British Journal of Educational Technology  
This study presents the outcomes of a systematic literature review of empirical evidence on the capabilities of multimodal data (MMD) for human learning.  ...  Most research on learning technology uses clickstreams and questionnaires as their primary source of quantitative data.  ...  Statements on open data, ethics and conflict of interest Since this is a systematic literature review, there is no data to be shared. The coding scheme is presented in Appendix B .  ... 
doi:10.1111/bjet.12993 fatcat:klpx2g4clbdxviv2jmwypii2eq

Self-organizing neural networks for universal learning and multimodal memory encoding

Ah-Hwee Tan, Budhitama Subagdja, Di Wang, Lei Meng
2019 Neural Networks  
Fusion ART extends the single-channel Adaptive Resonance Theory (ART) model to learn multimodal pattern associative mappings.  ...  As a natural extension of ART, various forms of fusion ART have been developed for a myriad of learning paradigms, ranging from unsupervised learning to supervised learning, semi-supervised learning, multimodal  ...  Fusion ART allows the encoding of multimodal data with an 74 arbitrarily rich level of modalities.  ... 
doi:10.1016/j.neunet.2019.08.020 pmid:31537437 fatcat:35nubypfd5dajijoaalss2z33a

Deep Learning for Reliable Mobile Edge Analytics in Intelligent Transportation Systems [article]

Aidin Ferdowsi, Ursula Challita, Walid Saad
2017 arXiv   pre-print
Then, different deep learning solutions for such challenges are proposed.  ...  However, realizing the true potential of ITSs requires ultra-low latency and reliable data analytics solutions that can combine, in real-time, a heterogeneous mix of data stemming from the ITS network  ...  In [6] , the authors proposed a novel deep-learning based traffic flow prediction method based on an autoencoder model that represents traffic flow features for prediction.  ... 
arXiv:1712.04135v1 fatcat:pakkfrovvzcvnlzfkoeqmsxyla

Reinforcement Learning for Precision Oncology

Jan-Niklas Eckardt, Karsten Wendt, Martin Bornhäuser, Jan Moritz Middeke
2021 Cancers  
develop RL-based decision support systems for precision oncology.  ...  The growing complexity of medical data has led to the implementation of machine learning techniques that are vastly applied for risk assessment and outcome prediction using either supervised or unsupervised  ...  In unsupervised learning, the data are unlabeled and clustered based on similarities and differences.  ... 
doi:10.3390/cancers13184624 pmid:34572853 fatcat:psrib4gwbvgkhgmypbwv53aemu

Developing a competency taxonomy for teacher design knowledge in technology-enhanced learning environments: a literature review

Mi Song Kim
2019 Research and Practice in Technology Enhanced Learning  
This TDK competency taxonomy consists of four main categories drawing on existing literature on teacher design work and teacher instructional design: data practice, design practice, knowledge creation  ...  This supports successful learners better able to adapt to twenty-first century education, in particular STEM education.  ...  ., inquiry-based geography curriculum), technological tool design (i.e., game), and pedagogical design (i.e., game-based learning).  ... 
doi:10.1186/s41039-019-0113-4 fatcat:bogpscy4lnhkbcupu4hsnwcbpu

The Impact of a STEM Inquiry Game Learning Scenario on Computational Thinking and Computer Self-confidence

Sarantos Psycharis, Evangelia Kotzampasaki
2019 Eurasia Journal of Mathematics, Science and Technology Education  
The current empirical research aims to study the impact of a STEM content Inquiry based scenario using computational tools and educational games, regarding computational thinking (CT) and confidence for  ...  The findings indicate a positive influence of the intervention on the dimensions of computational thinking in the experimental group.  ...  According to Lo et al. (2008, pp. 51) , "Digital game-based situated learning integrates concepts of situated learning into digital game -based learning so that the learning process can take place unintentionally  ... 
doi:10.29333/ejmste/103071 fatcat:v7irhe65rne5lfzrvken2vzbuu

A Metaverse: taxonomy, components, applications, and open challenges

Sang-Min Park, Young-Gab Kim
2022 IEEE Access  
With the technological development of deep learning-based high-precision recognition models and natural generation models, Metaverse is being strengthened with various factors, from mobile-based always-on  ...  Furthermore, we describe essential methods based on three components and techniques to Metaverse's representative Ready Player One, Roblox, and Facebook research in the domain of films, games, and studies  ...  generalization in deep reinforcement learning.  ... 
doi:10.1109/access.2021.3140175 fatcat:fnraeaz74vh33knfvhzrynesli

Integrating Learning and Engagement in Narrative-Centered Learning Environments [chapter]

Jonathan P. Rowe, Lucy R. Shores, Bradford W. Mott, James C. Lester
2010 Lecture Notes in Computer Science  
This view suggests that, on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to learn, while on the other hand, traditional learning technologies may  ...  However, there is concern that learning and engagement may be at odds in these game-based learning environments and traditional learning systems.  ...  In this view, there is a tradeoff between learning and engagement, suggesting that on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to learn, and  ... 
doi:10.1007/978-3-642-13437-1_17 fatcat:4qraybo63faahcu6bxsg5zautm

Beaconing D7.1 Technology Watch: Game-Based Learning 2017

Mustafa Ali Türker
2017 Zenodo  
STEM-based serious games for developing critical skills 2. Short-form integration of games in class activities 3. Standardized assessment for evidence-based education 4.  ...  This report is an update on 2016 Game-based Learning Tech Watch report, which is a BEACONING project deliverable. In the first part of the report, the change in market indicators is covered.  ...  Using Metacog cloud service, Interactive Learning Objects (such as quizzes, simulations, games, performance tasks, project-based learning) can be instrumented to "understand how learners tackle a challenge  ... 
doi:10.5281/zenodo.1256729 fatcat:2dac7yma2zgbda555w5cr6us3m

Designs in and for learning—a theoretical framework [chapter]

Staffan Selander
2021 Designs for Research, Teaching and Learning  
From this point of view, it does not seem that fruitful to use metaphors like "surface learning" and "deep learning."  ...  So, this tension between sociological (and social-psychological) views on learning, on the one hand, and the language-based, social semiotic view on meaningmaking, on the other, called for attention.  ... 
doi:10.4324/9781003096498-1 fatcat:jul6sulixjcozjpx7tkkvopldy

Individual differences in gameplay and learning

Jonathan P. Rowe, Lucy R. Shores, Bradford W. Mott, James C. Lester
2010 Proceedings of the Fifth International Conference on the Foundations of Digital Games - FDG '10  
Narrative-centered learning environments are an important class of educational games that situate learning within rich story contexts.  ...  High-achieving science students tended to demonstrate greater problem-solving efficiency, reported higher levels of interest and presence in the narrative environment, and demonstrated an increased focus on  ...  INTRODUCTION The past decade has seen a growing recognition of the potential for game-based learning environments to deliver rich, situated learning experiences that are effective and engaging [7, 19,  ... 
doi:10.1145/1822348.1822371 dblp:conf/fdg/RoweSML10 fatcat:44p4orw5lzflpdytb5qsomzcy4
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