Related papers: Mastery Learning-Like Teaching with Achievements
Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…
Over the last four years, we have developed a series of lectures, labs and project assignments aimed at introducing enough technology so that students from a mix of disciplines can design and build innovative interface devices.
This article describes a curricular innovation designed to help students experience authentic physics inquiry with an emphasis on computational modeling and scientific communication. The educational design centers on a new type of…
Past research has defined a general process for the data-driven redesign of educational technologies and has shown that in carefully-selected instances, this process can help make systems more effective. In the current work, we test the…
Intelligent tutors have proven to be effective in K-12 education, though their impact on adult learners -- especially as a supplementary resource -- remains underexplored. Understanding how adults voluntarily engage with educational…
The quality of assessment determines the quality of learning, and is characterized by validity, reliability and difficulty. Mastery of learning is generally represented by the difficulty levels of assessment items. A very large number of…
Recently, user-centered methods have been proposed to improve the design of programming languages. In order to explore what benefits these methods might have for novice programming language designers, we taught a collection of user-centered…
Computer Science education has been evolving over the years to reflect applied realities. Until about a decade ago, theory of computation, algorithm design and system software dominated the curricula. Most courses were considered core and…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
The growing emphasis on 21st-century competencies in postsecondary education, intensified by the transformative impact of generative AI, underscores the need to evaluate how these competencies are embedded in curricula and how effectively…
Instant e-Teaching is a new concept that supplements e-Teaching and e-Learning environment in providing a full and comprehensive modern education styles. The e-Learning technology depicts the concept of enabling self-learning among students…
There are countless reasons cited in scientific studies to explain the difficulties in programming learning. The reasons range from the subject's complexity, the ineffective teaching and study methods, to psychological aspects such as…
We discuss first experiences with a new variant of self-assessment in higher mathematics education. In our setting, the students of the course have to mark a part of their homework assignments themselves and they receive the corresponding…
Mobile applications and other integration of information and communication technology (ICT) have become well-known in education to monitor teaching and learning activities. The analysis of student learning through evaluation is a growing…
This lecture note is intended to prepare early-year master's and PhD students in data science or a related discipline with foundational ideas in machine learning. It starts with basic ideas in modern machine learning with classification as…
We provide a summary over architectural approaches that can be used to construct dependable learning-enabled autonomous systems, with a focus on automated driving. We consider three technology pillars for architecting dependable autonomy,…
Meta-learning, or "learning to learn," is a subfield of machine learning where the goal is to develop models and algorithms that can learn from various tasks and improve their learning process over time. Unlike traditional machine learning…
The capability of large language models (LLMs) to generate, debug, and explain code has sparked the interest of researchers and educators in undergraduate programming, with many anticipating their transformative potential in programming…
We propose a novel and flexible approach to meta-learning for learning-to-learn from only a few examples. Our framework is motivated by actor-critic reinforcement learning, but can be applied to both reinforcement and supervised learning.…
E-learning; enhanced by communicating and interacting is becoming increasingly accepted and this puts Web 2.0 at the center of the new educational technologies. E-Learning 2.0 emerges as an innovative method of online learning for its…