Abstract: The teaching of computer programming for beginners
has been generally considered as a difficult and challenging task.
Several methodologies and research tools have been developed,
however, the difficulty of teaching still remains. Our work integrates
the state of the art in teaching programming with game software and
further provides metrics for the evaluation of student performance in
a collaborative activity of playing games. This paper aims to present a
multi-agent system architecture to be incorporated to the educational
collaborative game software for teaching programming that monitors,
evaluates and encourages collaboration by the participants. A
literature review has been made on the concepts of Collaborative
Learning, Multi-agents systems, collaborative games and techniques
to teach programming using these concepts simultaneously.
Abstract: The advances in technology in the last five years
allowed an improvement in the educational area, as the increasing in
the development of educational software. One of the techniques that
emerged in this lapse is called Gamification, which is the utilization of
video game mechanics outside its bounds. Recent studies involving
this technique provided positive results in the application of these
concepts in many areas as marketing, health and education. In the last
area there are studies that covers from elementary to higher education,
with many variations to adequate to the educators methodologies.
Among higher education, focusing on IT courses, data structures are
an important subject taught in many of these courses, as they are
base for many systems. Based on the exposed this paper exposes
the development of an interactive web learning environment, called
DSLEP (Data Structure Learning Platform), to aid students in higher
education IT courses. The system includes basic concepts seen on
this subject such as stacks, queues, lists, arrays, trees and was
implemented to ease the insertion of new structures. It was also
implemented with gamification concepts, such as points, levels, and
leader boards, to engage students in the search for knowledge and
stimulate self-learning.
Abstract: Nowadays e-Learning is more popular, in Vietnam
especially. In e-learning, materials for studying are very important.
It is necessary to design the knowledge base systems and expert
systems which support for searching, querying, solving of
problems. The ontology, which was called Computational Object
Knowledge Base Ontology (COB-ONT), is a useful tool for
designing knowledge base systems in practice. In this paper, a
design method for knowledge base systems in education using
COKB-ONT will be presented. We also present the design of a
knowledge base system that supports studying knowledge and
solving problems in higher mathematics.
Abstract: Intelligent tutoring systems constitute an evolution of computer-aided educational software. We present here the modules of an intelligent tutoring system for Automatic Control, developed in our department. Through the software application developed,students can perform complete automatic control laboratory experiments, either over the departmental local area network or over the Internet. Monitoring of access to the system (local as well as international), along with student performance statistics, has yielded strongly encouraging results (as of fall 2004), despite the advanced technical content of the presented paradigm, thus showing the potential of the system developed for education and for training.
Abstract: Knowledge bases are basic components of expert
systems or intelligent computational programs. Knowledge bases
provide knowledge, events that serve deduction activity,
computation and control. Therefore, researching and developing of
models for knowledge representation play an important role in
computer science, especially in Artificial Intelligence Science and
intelligent educational software. In this paper, the extensive
deduction computational model is proposed to design knowledge
bases whose attributes are able to be real values or functional values.
The system can also solve problems based on knowledge bases.
Moreover, the models and algorithms are applied to produce the
educational software for solving alternating current problems or
solving set of equations automatically.