Abstract: A common complaint from power system analysis students lies in the overly complex tools they need to learn and use just to simulate very basic systems or just to check the answers to power system calculations. The most basic power system studies are power-flow solutions and short-circuit calculations. This paper presents a simple tool with an intuitive interface to perform both these studies and assess its performance in comparison with existent commercial solutions. With this in mind, Elegant is a pure Python software tool for learning power system analysis developed for undergraduate and graduate students. It solves the power-flow problem by iterative numerical methods and calculates bolted short-circuit fault currents by modeling the network in the domain of symmetrical components. Elegant can be used with a user-friendly Graphical User Interface (GUI) and automatically generates human-readable reports of the simulation results. The tool is exemplified using a typical Brazilian regional system with 18 buses. This study performs a comparative experiment with 1 undergraduate and 4 graduate students who attempted the same problem using both Elegant and a commercial tool. It was found that Elegant significantly reduces the time and labor involved in basic power system simulations while still providing some insights into real power system designs.
Abstract: Electronic Response Systems such as Kahoot, Poll
Everywhere, and Google Classroom are gaining a lot of popularity
when surveying audiences in events, meetings, and classroom. The
reason is mainly because of the ease of use and the convenience these
tools bring since they provide mobile applications with a simple user
interface. In this paper, we present a case study on the effectiveness
of using Electronic Response Systems on student participation and
learning experience in a classroom. We use a polling application
for class exercises in two different technology-oriented classes. We
evaluate the effectiveness of the usage of the polling applications
through statistical analysis of the students performance in these two
classes and compare them to the performances of students who
took the same classes without using the polling application for class
participation. Our results show an increase in the performances of the
students who used the Electronic Response System when compared
to those who did not by an average of 11%.
Abstract: Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively.
Abstract: Having moved into the 21st century, it is way past being arguable that innovative technology needs to be incorporated into conventional classroom teaching. Though the Western world has found presumable success in achieving this, it is still a concept under battle in developing countries such as Sri Lanka. Reaching the acme of implementing interactive virtual learning within classrooms is a struggling idealistic fascination within the island. In order to overcome this problem, this study is set to reveal facts that limit the implementation of virtual, interactive learning within the school classrooms and provide hacks that could prove the augmented use of the Virtual World to enhance teaching and learning experiences. As each classroom moves along with the usage of technology to fulfill its functionalities, a few intense hacks provided will build the administrative onuses on a virtual system. These hacks may divulge barriers based on social conventions, financial boundaries, digital literacy, intellectual capacity of the staff, and highlight the impediments in introducing students to an interactive virtual learning environment and thereby provide the necessary actions or changes to be made to succeed and march along in creating an intellectual society built on virtual learning and lifestyle. This digital learning environment will be composed of multimedia presentations, trivia and pop quizzes conducted on a GUI, assessments conducted via a virtual system, records maintained on a database, etc. The ultimate objective of this study could enhance every child's basic learning environment; hence, diminishing the digital divide that exists in certain communities.
Abstract: In this paper, the possibility of children studying by using an interactive learning technology called Pedagogic Conversational Agent is presented. The main benefit is that the agent is able to adapt the dialogue to each student and to provide automatic feedback. Moreover, according to Math teachers, in many cases students are unable to solve the problems even knowing the procedure to solve them, because they do not understand what they have to do. The hypothesis is that if students are helped to understand what they have to solve, they will be able to do it. Taken that into account, we have started the development of Dr. Roland, an agent to help students understand Math problems following a User-Centered Design methodology. The use of this methodology is proposed, for the first time, to design pedagogic agents to teach any subject from Secondary down to Pre-Primary education. The reason behind proposing a methodology is that while working on this project, we noticed the lack of literature to design and evaluate agents. To cover this gap, we describe how User-Centered Design can be applied, and which usability techniques can be applied to evaluate the agent.
Abstract: It is very common to observe, especially in Computer
Science studies that students have difficulties to correctly understand
how some mechanisms based on Artificial Intelligence work. In
addition, the scope and limitations of most of these mechanisms
are usually presented by professors only in a theoretical way,
which does not help students to understand them adequately. In this
work, we focus on the problems found when teaching Evolutionary
Algorithms (EAs), which imitate the principles of natural evolution,
as a method to solve parameter optimization problems. Although
this kind of algorithms can be very powerful to solve relatively
complex problems, students often have difficulties to understand
how they work, and how to apply them to solve problems in
real cases. In this paper, we present two interactive graphical
applications which have been specially designed with the aim of
making Evolutionary Algorithms easy to be understood by students.
Specifically, we present: (i) TSPS, an application able to solve the
”Traveling Salesman Problem”, and (ii) FotEvol, an application able
to reconstruct a given image by using Evolution Strategies. The
main objective is that students learn how these techniques can be
implemented, and the great possibilities they offer.
Abstract: Teaching statistics is a critical and challenging issue especially to students from multidisciplinary and diverse postgraduate backgrounds. Postgraduate research students require statistics not only for the design of experiments; but also for data analysis. Students often perceive statistics as a complex and technical subject; thus, they leave data analysis to the last moment. The lecture needs to be simple and inclusive at the same time to make it comprehendible and address the learning needs of each student. Therefore, the aim of this work was to design a simple and comprehendible statistics lecture to postgraduate research students regarding ‘Research plan, design and data collection’. The lecture adopted the constructive alignment learning theory which facilitated the learning environments for the students. The learning environment utilized a student-centered approach and used interactive learning environment with in-class discussion, handouts and electronic voting system handsets. For evaluation of the lecture, formative assessment was made with in-class discussions and poll questions which were introduced during and after the lecture. The whole approach showed to be effective in creating a learning environment to the students who were able to apply the concepts addressed to their individual research projects.
Abstract: Today, a new system of education is being created in Kazakhstan in order to develop the system of education and to satisfy the world class standards. For this purpose, there have been established new requirements and responsibilities to the instructors. Students should not be limited with providing only theoretical knowledge. Also, they should be encouraged to be competitive, to think creatively and critically. Moreover, students should be able to implement these skills into practice. These issues could be resolved through the permanent improvement of teaching methods. Therefore, a specialist who teaches the languages should use up-to-date methods and introduce new technologies. The result of the investigation suggests that an interactive teaching method is one of the new technologies in this field. This paper aims to provide information about implementing new technologies in the process of teaching language. The paper will discuss about necessity of introducing innovative technologies and the techniques of organizing interactive lessons. At the same time, the structure of the interactive lesson, conditions, principles, discussions, small group works and role-playing games will be considered. Interactive methods are carried out with the help of several types of activities, such as working in a team (with two or more group of people), playing situational or role-playing games, working with different sources of information, discussions, presentations, creative works and learning through solving situational tasks and etc.
Abstract: It is well documented that introductory computer
programming courses are difficult and that failure rates are high. The
aim of this project was to reduce the high failure and withdrawal rates
in learning to program. This paper presents a number of changes in
module organization and instructional delivery system in teaching
CS1. Daily out of class help sessions and tutoring services were
applied, interactive lectures and laboratories, online resources, and
timely feedback were introduced. Five years of data of 563 students
in 21 sections was collected and analyzed. The primary results show
that the failure and withdrawal rates were cut by more than half.
Student surveys indicate a positive evaluation of the modified
instructional approach, overall satisfaction with the course and
consequently, higher success and retention rates.
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: Developed tool is one of system tools for easier access to various scientific areas and real time interactive learning between
lecturer and for hearing impaired students. There is no demand for the lecturer to know Sign Language (SL). Instead, the new software
tools will perform the translation of the regular speech into SL, after
which it will be transferred to the student. On the other side, the
questions of the student (in SL) will be translated and transferred to
the lecturer in text or speech. One of those tools is presented tool. It-s
too for developing the correct Speech Visemes as a root of total communication method for hearing impared students.