Related papers: Develop the application for learning place value
The chapter supports educators and postgraduate students in understanding the role of simulation in software engineering research based on the authors' experience. This way, it includes a background positioning simulation-based studies in…
At the start of the higher education curriculum, the conceptualization of local approximation objects of a function requires the articulation of knowledge and skills from Functional Analysis and Topology. In the study of functions, a number…
The purpose of this research is to study the possibility of identifying students, statistically, by analyzing their behavior in different consecutive activities. In this project, there are three different sorts of activities: animated…
This paper argues that the true potential of virtual classrooms in education is not fully exploited yet. The features available in most environments that have been incorporated as virtual classrooms are classified into two groups. The first…
Instructional labs are widely seen as a unique, albeit expensive, way to teach scientific content. We measured the effectiveness of introductory lab courses at achieving this educational goal across nine different lab courses at three very…
This study investigates the effectiveness of Google Workspace in fostering collaboration within academic settings, specifically at the University of Makati. The aim is to evaluate its role in enhancing blended learning practices and…
This study explores how pre- and post-assessments shape learning outcomes in an Introductory Real Analysis course. Pre-assessments act as learning roadmaps, highlighting prior knowledge and guiding student focus, while post-assessments…
The paper reports on an ongoing research project into the development of "Mobile Academy", an Android-based mobile learning (mLearning) application (app). The project comprises three major phases: requirement analysis, application…
Active learning - a class of algorithms that iteratively searches for the most informative samples to include in a training dataset - has been shown to be effective at annotating data for image classification. However, the use of active…
Although the use of active learning to increase learners' engagement has recently been introduced in a variety of methods, empirical experiments are lacking. In this study, we attempted to align two experiments in order to (1) make a…
This report presents a set of use scenarios based on existing resources that teachers can use as inspiration to create their own, with the aim of introducing artificial intelligence (AI) at different pre-university levels, and with…
This paper introduces intermittent learning - the goal of which is to enable energy harvested computing platforms capable of executing certain classes of machine learning tasks effectively and efficiently. We identify unique challenges to…
Preference-based learning of reward functions, where the reward function is learned using comparison data, has been well studied for complex robotic tasks such as autonomous driving. Existing algorithms have focused on learning reward…
This is a report on a qualitative study of students' learning where a physics computer simulation session is used to supplement lectures on the topic. Drawing on phenomenography as the analytical framework, the students' learning-focuses…
This paper aims to present an online placement test. It is based on the Item Response Theory to provide relevant estimates of learner competences. The proposed test is the entry point of our e-Learning system. It gathers the learner…
Points-based rewards programs are a prevalent way to incentivize customer loyalty; in these programs, customers who make repeated purchases from a seller accumulate points, working toward eventual redemption of a free reward. These programs…
We consider active learning under incentive compatibility constraints. The main application of our results is to economic experiments, in which a learner seeks to infer the parameters of a subject's preferences: for example their attitudes…
Reinforcement learning has received significant interest in recent years, due primarily to the successes of deep reinforcement learning at solving many challenging tasks such as playing Chess, Go and online computer games. However, with the…
The phenomenon of the use of a mobile learning (m-Learning) platform in educational institutions is slowly gaining momentum. While this can be taken as an encouraging sign, the perplexing part is that the fervor with which mobile phones…
We propose a plan online and learn offline (POLO) framework for the setting where an agent, with an internal model, needs to continually act and learn in the world. Our work builds on the synergistic relationship between local model-based…