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Assistente de resolução de problemas para o sistema MATHNET / Assistant of resolution of problems for the system mathnetBorges, Helder Pereira 30 May 2002 (has links)
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Previous issue date: 2002-05-30 / In the current days, education in the distance computerized has grown in a general way. This growth is decurrent of the gotten technological advances in the scope of computer networks, with prominence for Internet. System MATHNET, resulted of the integration of the paradigms of the learning Attended for computer and Cooperative Learning, integration also known as CSCL (Computer Supported Cooperative Learning), on the basis of implements a computational model for interactive environments of Education and Cooperative Learning multiple artificial and human agents, made use in a structure of computer networks, using diverse resources multimedia. / Nos dias atuais, o ensino a distância computadorizado tem crescido de forma generalizada. Este crescimento é decorrente dos avanços tecnológicos obtidos no âmbito de redes de computadores, com destaque para internet. O sistema MATHNET, resultado da integração dos paradigmas da aprendizagem Assistida por computador e Aprendizagem Cooperativa, integração também conhecida como CSCL (Computer Supported Cooperative Learning), implementa um modelo computacional para ambientes interativos de Ensino e Aprendizagem Cooperativa com base em múltiplos agentes artificiais e humanos, dispostos em uma estrutura de redes de computadores, utilizando diversos recursos multimídias.
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SISTEMA MACSA DE MODELAGEM DO APRENDIZ EM AMBIENTES DE ENSINO-APRENDIZAGEM COOPERATIVOS COMPUTADORIZADOS / MACSA SYSTEM OF LEARNER MODELING IN LEARNING ENVIRONMENTS COOPERATIVE COMPUTADORIZADOSTeixeira, Cenidalva Miranda de Sousa 05 May 2013 (has links)
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Previous issue date: 2013-05-05 / Considering the several important points that motivated the research in the area of computer supported collaborative learning, this PhD thesis gives the state of the art in the area, presents the mathNet system as new Computer Supported Learning Environment that explores the Cooperative Learning paradigm, and proposes the MACSA system for Student Modeling. The mathNet artifact is one of the little software packages that implement effectively the collaborative learning paradigm. It offers new opportunities in education by integrating collaborative learning with computer, multimedia and network technologies in a manner that we believe will challenge traditional methods of pedagogy and benefit the learning process in a fundamental way. The MACSA is implemented as a software agent who aims to handle the information that composes the learner model of MATHNET. In the mathNet Environment the learning process occurs through six cooperative phases: 1) group preparation; 2) knowledge presentation; 3) knowledge assimilation; 4) knowledge application; 5) group evacuation; and 6) individual evaluation. We focus on the information that may be modeled by the agent in asch phase and what this information may be modeled for. Concretely, we will show which information is modeled in the first phase (group preparation) and how it is used for groups formation. The information modeled is made by individual attributes elicited in one moment from questionnaires answered by the students in the first time they use framework, and in other moments from the student system interaction. The MACSA has the originality to integrate quantitative and qualitative metrics to follow and evaluate the student profile and behavior within a teaching-learning session. MACSA administrates the process complexity through software agents and the model was defined based on the questions: what s a model? What to model for? And how to model? MACSA emphasizes the modeling of the interaction within the system during a learning session based on the communication modes and problem resolution phases. Finally, it is presented the representation, organization, implementation, application and integration of MACSA within the MathNet, especially the interaction of the MACSA with the problem resolution agent and all the other agent and all the other agents that made the MathNt agent society. / Considerando os diversos pontos relevantes que proporcionaram a motivação para investir em pesquisa na área que envolve ensino cooperativo computadorizado, apresenta-se nesta tese, uma visão panorâmica sobre a área de conhecimento, que diz respeito à modelagem do aprendiz, em ambientes de ensino-aprendizagem cooperativo computadorizado. Propõe-se o Sistema MACSA de Modelagem do Aprendiz que integram
métricas quantitativas e qualitativas para acompanhar a evolução do perfil do aprendiz adquirido em uma sessão de ensino-aprendizagem através dos agentes de softwares. Faz-se uma abordagem teórica e situacional sobre os Sistemas Tutores Inteligentes - STI, enfatizando o módulo do modelo do aprendiz, por se tratar de um assunto relevante para este estudo. Apresenta-se também, uma revisão de várias ideias e abordagens existentes sobre os ambientes de aprendizagem cooperativa e a modelagem do aprendiz nesses ambientes, especificando o que é modelo do aprendiz, quem modelar, quais informações modelar e como modelar, e ainda como as informações a serem modeladas podem ser representadas em um modelo. Apresenta-se o Assistente de Resolução de Problemas -ARP. Define-se o que é um problema, os métodos e estratégias para resolução de problemas, como ocorre a resolução de problemas no MATHNET. Apresenta-se a proposta do sistema MACSA de Modelagem do Aprendiz no Sistema MATKNET. Detalha-se o processo de Modelagem do Aprendiz Cooperativo em uma Sessão de Aprendizagem no MATHNET através da representaqão, aquisição e manutenção do modelo, especificando as informações que precisam ser modeladas e como modelar. dentro das atividades pedagógicas. Essas atividades compreendem a formação de grupos, apresentação do conhecimento, assimilação do conhecimento-, aplicação do conhecimento e avaliação (de grupo e individual), mostra-se a utilização do modelo e o agente de modelagem do aprendiz. Mostra-se a modelagem das interações do ambiente, especificando os recursos de comunicação síncronos e assíncronos, detalhando as interações que poderão ocorrer, bem como, o acompanhamento dos passos da resolução de problemas com o MACSA, através do agente supervisar cooperativo. Mostra-se a representação, estrutura, implementação, aplicação e integração do MACSA no MATHNET.
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Gamificação personalizada baseada no perfil do jogador / Personalized gamification oriented by user player typesFernando Roberto Hebeler Andrade 24 July 2018 (has links)
A Gamificação é uma técnica que a utiliza elementos de design de jogos em ambientes que não são jogos, visando aumentar a motivação e engajamento dos usuários e que vem ganhando espaço em diversos áreas como saúde, marketing e também na educação. Porém, ainda que o interesse pela técnica venha crescendo, os meios para sua aplicação nesses ainda não estão bem definidos e os resultados obtidos têm-se mostrado dependentes do contexto e da população alvo. Diversos autores atribuem essa inconstância nos resultados a problemas no design da gamificação, uma vez que a maior parte dos projetos tem utilizado abordagens one-size-fits-all, no qual todos os usuários utilizam o mesmo ambiente independente de suas preferências individuais. Diante desse cenário, tem-se proposto que a gamificação personalizada pode atender uma maior parcela dos usuários, adequando os ambientes gamificados ao perfil dos usuários. Uma das abordagens para a personalização da gamificação consiste no uso de tipologias de jogadores para determinar os elementos mais interessante para o usuário. No entanto, as tipologias utilizam estereótipos, criando constructos que ainda restringem as informações consideradas durante a personalização. Dessa forma, neste trabalho buscou-se investigar a personalização com base na teoria de motivações para se engajarem em jogos, que trata o perfil do usuário como um conjunto de diferentes subcomponentes motivacionais correlacionados, que se agrupam em macro-componentes. Para isso, adaptou-se a teoria para o contexto da gamificação e elaborou-se dois modelos o de Macro-Gamificação, o qual relaciona-se com a teoria de Autodeterminação e às necessidades de Competência, Relacionamento e Autonomia do usuário, e o de Micro-Gamificação, que relaciona os elementos de jogos a um determinado subcomponente motivacional e disponibilizá-lo mediante o interesse do usuário no subcomponente. Para avaliar então se a gamificação personalizada influencia no engajamento dos usuários quando comparada a gamificação não personalizada, os modelos foram implementados em um ambiente virtual de aprendizagem, preparado para criar os perfis de gamificação dos usuários dinamicamente e adaptar interface do em tempo real. Realizou-se então um estudo de caso com N=36, utilizando como domínio o estudo dos silabários do idioma japonês. Ao final do estudo foram identificados dois padrões de atuação no sistema com uma diferença de 65% de participação e que foi utilizado para segmentar os participantes. No segmento menos engajado, os participantes do grupo não personalizado apresentaram um engajamento aos grupos personalizados. Já no segmento dos usuários mais ativos o grupo utilizando o modelo Micro-Gamificado, apresentou-se mais engajado. Desse modo, não é possível afirmar que a gamificação personalizada proporcione um maior engajamento do que a gamificação sem personalização, embora os resultados sugiram que usuários que permanecem utilizando o sistema por mais tempo tem um maior engajamento no ambiente personalizado. Por fim, é possível afirmar que o desenvolvimento de sistemas gamificados com personalização ainda está em sua infância e por isso nesta pesquisa além de buscar evidencias sobre o impacto da gamificação personalizada no engajamento dos usuários, buscou-se também desenvolver ferramental para facilitar o processo para os membros da comunidade em ordem de impulsionar os avanços dessa área de pesquisa. / Gamification is a technique that uses game design elements in non-game context, to increase users motivation and engagement and that has been gaining space in several areas such as health, marketing and also in education. However, although the interest in the technique is growing, the means for its application are still not well defined and the results obtained have been shown to be dependent on the context and the population. Several authors attribute this resultsin the results to problems in gamification design, since most projects have been using an one-size-fitsall approach, in which all users uses the same environment independent of their preferences. Given this scenario, it has been proposed that the personalized gamification can adress a larger portion of users, adapting the gamified environments to users profiles One of the approaches to personalize the gamification is to use player typologies to determine which elements are most interesting to the user. However, typologies uses stereotypes, creating constructs that still restrict the information considered during customization. Thus, in this work, we sought to investigate personalization based on the theory of motivations to engage in games, which treats the user profile as a set of different correlated motivational subcomponents, which are grouped into macrocomponents. For this, the theory was adapted to the context of the gamification and two models were elaborated the Macro-Gamification, which is related to the theory of Self-determination and to the needs of Competence, Relationship and Autonomy of the user, and the Micro-Gamification, which relates the game elements to a particular motivational subcomponent and make it available through the users interest in the subcomponent. In order to evaluate whether personalized gamification influences user engagement when compared to non-personalized gamification, the models were implemented in a virtual learning environment, prepared to dynamically create users gamification profiles and adapt the interface in real time. A case study was then carried out with N = 36, using as a domain the study of syllabaries of the Japanese language. At the end of the study, two patterns of performance in the system with a difference of 65 % participation were identified and used to segment the participants. In the less engaged segment, the non-personalized group participants showed a higer engagement than the personalized groups. However, in the segment of the most active users the group using the Micro-Gamified model, presented itself more engaged. Thus, it can not be argued that personalized gamification provides greater engagement than non-personalized gamification, although the results suggest that users who remain using the system longer have a greater engagement in the personalized approach. Finally, it is possible to affirm that the development of personalized gamified systems is still in its infancy and for this reason, in this research, besides searching for evidence on the impact of personalized gamification on user engagement, we also sought to develop tooling to facilitate the process for the members of the community in order to boost the advances of this area of research.
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Projeto geo-escola : geociências para uma escola inovadora / The geo-school project : geosciences for an innovative schoolBarbosa, Ronaldo, 1966- 26 November 2013 (has links)
Orientador : Celso Dal Re Carneiro / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Geociências / Made available in DSpace on 2018-08-24T04:04:26Z (GMT). No. of bitstreams: 1
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Previous issue date: 2013 / Resumo: A inovação educacional é antigo slogan pedagógico que abriga diferentes concepções sobre aproveitamento de novos recursos tecnológicos na escola. Vultosos investimentos são feitos em software e equipamentos sem no entanto alcançar o resultado esperado da "inovação". Para inovar, não basta atender à condição de aporte de recursos ou tecnologias; outros fatores são decisivos. A tese integra a linha de pesquisa denominada Projeto Geo-Escola, que privilegia o aprendizado de Geociências no ensino básico e as tecnologias de informação e comunicação (TICs). A pesquisa explora um modelo de inovação derivado da epistemologia do filósofo e cientista húngaro M. Polanyi e um modelo de estímulo da inovação em empresas - a espiral de conhecimento - desenvolvida por I. Nonaka e H. Takeuchi. Na abordagem, a inovação educacional relaciona-se a duas noções interconectadas: o projeto de aprendizagem com abordagem investigativa e a escola criadora de conhecimentos. A escola criadora de conhecimentos, por sua vez, conecta uma rede de relações que estimula professores, estudantes e gestores a trabalhar juntos, desenvolver aprendizado e elaborar conhecimentos. O substrato da proposta de inovação é múltiplo, porque se fundamenta em: (a) teorias de aprendizagem significativa, passíveis de ser revisitadas pelas oportunidades abertas pelas TICs na Educação, (b) peculiaridade dos raciocínios geocientíficos, (c) finalidades da educação científica e (d) abordagem pedagógica investigativa inspirada em trabalhos de campo em Geologia. O cerne da iniciativa é promover um insight da inovação junto a docentes que desenvolvem projetos multidisciplinares por meio das Geociências com base na realidade local e no interesse dos estudantes e da comunidade. A partir dos primeiros giros da espiral, o Projeto Geo-Escola é criticamente analisado em dois momentos de desenvolvimento: os módulos Campinas e Monte Mor, ambos no Estado de São Paulo. Somam-se às experiências a participação do autor no projeto de formação de professores intitulado Teia do Saber e no módulo São José do Rio Preto, SP. Adaptado à esfera da Educação, com destaque maior ou menor a cada fator analisado, o modelo de inovação extraído do mundo empresarial favorece o planejamento de novos projetos colaborativos entre universidade e escolas públicas. Ao ser encampada, a iniciativa prossegue viva nas mãos e mentes dos professores inovadores das escolas conveniadas, conforme está bem demonstrado nas etapas realizadas em São José do Rio Preto e Monte Mor (SP). / Abstract: Educational innovation is a pedagogical slogan that gathers different conceptions for exploitation of new technological resources in schools. Large investments have been made in software and equipment, but the expected "innovative result" has not been achieved. Therefore, to reach a real innovation, it is not enough to allocate resources or technology, because other factors are decisive. This thesis integrates the research line called Geo-School Project, which develops proposals of educational innovation by focusing on learning of Geosciences in basic education and Information and Communication Technologies (ICTs). The research explores a model of innovation derived from the epistemology of the Hungarian philosopher and scientist M. Polanyi and the model focused on stimulating innovation in organizations - the spiral of knowledge -developed by I. Nonaka and H. Takeuchi. Within this approach, an educational innovation relates to two interconnected notions: the learning project with an investigative approach and schools that create knowledge. The knowledge generated by schools connects a network of relationships that encourages teachers, students and administrators to work together and to develop learning and knowledge structures. The proposed innovation relies in theories of meaningful learning, as revisited by the: (a) opportunities offered by ICTs in education, (b) singularity of geoscientific reasoning; (c) purposes of science education and (d) investigative pedagogical approaches to fieldwork in Geology. The insight of innovation comes from the teachers themselves, who develop multidisciplinary educational projects on Geosciences, based on local realities and the interests of the students and the community. From the first turns of the spiral, the Geo-School Project is analysed in two stages of development: the modules of Campinas and Monte Mor, SP. In addition to these experiences, the author's participation in the design of the "Teia do Saber", a teacher training program, and the module São José do Rio Preto, SP. Each step is presented and discussed through the lens of the innovation model adapted to the educational environment. The innovation model, as extracted from the business world, when adapted to education, helps new collaborative projects between university and public schools. As it is incorporated, the initiative flows through the hands and minds of the innovating school teachers, as it has been well demonstrated in the steps performed in São José do Rio Preto and Monte Mor (SP). / Doutorado / Ensino e Historia de Ciencias da Terra / Doutor em Ensino e História de Ciências da Terra
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A tutorial system for studying chromatography techniquesHassan, Hossam Mohamed 01 January 2003 (has links)
The goal of this project is to use the Generic Tutorial System for the Sciences (GTSS) tools to develop a prototype interactive chromatography simulation with the Chrom-Quiz system. This will demonstrate Chrom-Quiz/chromatography integration as a teaching system.
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An Exploratory Comparison of a Traditional and an Adaptive Instructional Approach for College AlgebraKasha, Ryan 01 January 2015 (has links)
This research effort compared student learning gains and attitudinal changes through the implementation of two varying instructional approaches on the topic of functions in College Algebra. Attitudinal changes were measured based on the Attitude Towards Mathematics Inventory (ATMI). The ATMI also provided four sub-scales scores for self-confidence, value of learning, enjoyment, and motivation. Furthermore, this research explored and compared relationships between students' level of mastery and their actual level of learning. This study implemented a quasi-experimental research design using a sample that consisted of 56 College Algebra students in a public, state college in Florida. The sample was enrolled in one of two College Algebra sections, in which one section followed a self-adaptive instructional approach using ALEKS (Assessment and Learning in Knowledge Space) and the other section followed a traditional approach using MyMathLab. Learning gains in each class were measured as the difference between the pre-test and post-test scores on the topic of functions in College Algebra. Attitude changes in each class were measured as the difference between the holistic scores on the ATMI, as well as each of the four sub-scale scores, which was administered once in the beginning of the semester and again after the unit of functions, approximately eight weeks into the course. Utilizing an independent t-test, results indicated that there was not a significant difference in actual learning gains for the compared instructional approaches. Additionally, independent t-test results indicated that there was not a statistical difference for attitude change holistically and on each of the four sub-scales for the compared instructional approaches. However, correlational analyses revealed a strong relationship between students' level of mastery learning and their actual learning level for each class with the self-adaptive instructional approach having a stronger correlation than the non-adaptive section, as measured by an r-to-z Fisher transformation test. The results of this study indicate that the self-adaptive instructional approach using ALEKS could more accurately report students' true level of learning compared to a non-adaptive instructional approach. Overall, this study found the compared instructional approaches to be equivalent in terms of learning and effect on students' attitude. While not statistically different, the results of this study have implications for math educators, instructional designers, and software developers. For example, a non-adaptive instructional approach can be equivalent to a self-adaptive instructional approach in terms of learning with appropriate planning and design. Future recommendations include further case studies of self-adaptive technology in developmental and college mathematics in other modalities such as hybrid or on-line courses. Also, this study should be replicated on a larger scale with other self-adaptive math software in addition to focusing on other student populations, such as K - 12. There is much potential for intelligent tutoring to supplement different instructional approaches, but should not be viewed as a replacement for teacher-to-student interactions.
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Sistema tutor inteligente para fortalecer el aprendizaje de comprensión lectora, en el segundo grado de primaria de la I.E 11050 Rómulo Cabrera ChilconSaavedra Apagüeño, Cheril January 2024 (has links)
Fomentar la lectura se ha convertido en uno de los desafíos primordiales en el ámbito educativo, y en este contexto se identificó deficiencia en comprensión lectora, teniendo como objetivo general implementar un Sistema Tutor Inteligente (STI) para fortalecer el aprendizaje de comprensión lectora en el segundo grado de primaria en la I.E 11050 Rómulo Cabrera Chilcon. El STI se desarrolló siguiendo el marco de trabajo SCRUM y la metodología CRISP DM. De acuerdo con los resultados el STI es un sistema especializado, personalizado que clasifica el nivel de aprendizaje en el que se encuentra cada estudiante y así mismo enviándoles a un módulo diferente (nivel de inicio, proceso, satisfactorio), también se aplicó el modelo Alicia y modelo de evaluación ECE, la cual ayudó a identificar en qué nivel requiere mejoras y así mismo brinda opciones de retroalimentación. El STI, cuenta con un chatbot, donde se empleó el modelo idóneo de redes neuronales artificiales multicapa, la cual permite que el chatbot interactúe con el estudiante brindándole definiciones y significado de una palabra que desconozca, el chatbot puede proporcionar definiciones y significados según Real Academia Española (RAE), para ayudar a comprender mejor el texto. Finalmente, el STI fue validado a través de juicios de expertos, brindando un 98 % de grado de satisfacción considerando la característica de adecuación funcional de la norma IEC 25010: 2015. / Promoting reading has become one of the primary challenges in the educational field, and in this context a deficiency in reading comprehension was identified, with the general objective of implementing an Intelligent Tutor System (STI) to strengthen the learning of reading 6 comprehension in the second. Primary grade at I.E 11050 Rómulo Cabrera Chilcon. The STI was developed following the SCRUM and CRISP DM methodologies. According to the results, the STI is a specialized, personalized system that classifies the level of learning in which each student is and also sending them to a different module (beginning level, process, satisfactory), the Alicia model was also applied, which helped identify at what level requires improvement and also provides feedback options. The STI has a chat-bot, where the ideal model of multilayer artificial neural networks was used, which allows the chat bot to interact with the student by providing definitions and meanings of a word that they do not know, the chatbot can provide definitions and meanings According to the Royal Spanish Academy (RAE), to help better understand the text. Finally, the STI was validated through expert judgments, providing a 98% degree of satisfaction considering the functional adequacy characteristic of the IEC 25010: 2015 standard.
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A methodology for evaluating intelligent tutoring systemsPadayachee, Indira 06 1900 (has links)
Dissertation / This dissertation proposes a generic methodology for evaluating intelligent tutoring systems (ITSs),
and applies it to the evaluation of the SQL-Tutor, an ITS for the database language SQL.
An examination of the historical development, theory and architecture of intelligent tutoring
systems, as well as the theory, architecture and behaviour of the SQL-Tutor sets the context for this
study. The characteristics and criteria for evaluating computer-aided instruction (CAl) systems are
considered as a background to an in-depth investigation of the characteristics and criteria
appropriate for evaluating ITSs. These criteria are categorised along internal and external
dimensions with the internal dimension focusing on the intrinsic features and behavioural aspects
of ITSs, and the external dimension focusing on its educational impact. Several issues surrounding
the evaluation of ITSs namely, approaches, methods, techniques and principles are examined, and
integrated within a framework for assessing the added value of ITS technology for instructional
purposes. / Educational Studies / M. Sc. (Information Systems)
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A methodology for evaluating intelligent tutoring systemsPadayachee, Indira 06 1900 (has links)
Dissertation / This dissertation proposes a generic methodology for evaluating intelligent tutoring systems (ITSs),
and applies it to the evaluation of the SQL-Tutor, an ITS for the database language SQL.
An examination of the historical development, theory and architecture of intelligent tutoring
systems, as well as the theory, architecture and behaviour of the SQL-Tutor sets the context for this
study. The characteristics and criteria for evaluating computer-aided instruction (CAl) systems are
considered as a background to an in-depth investigation of the characteristics and criteria
appropriate for evaluating ITSs. These criteria are categorised along internal and external
dimensions with the internal dimension focusing on the intrinsic features and behavioural aspects
of ITSs, and the external dimension focusing on its educational impact. Several issues surrounding
the evaluation of ITSs namely, approaches, methods, techniques and principles are examined, and
integrated within a framework for assessing the added value of ITS technology for instructional
purposes. / Educational Studies / M. Sc. (Information Systems)
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Impact des émotions sur les performancesGhali, Ramla 04 1900 (has links)
Les émotions jouent un rôle primordial dans les processus cognitifs et plus particulièrement dans les tâches d’apprentissage. D’ailleurs, plusieurs recherches neurologiques ont montré l’interrelation qui existe entre la cognition et les émotions. Elles ont aussi déterminé plusieurs formes d’intelligence humaine autre que l’intelligence rationnelle parmi lesquelles nous distinguons la forme ayant comme dimension émotionnelle, à savoir l’intelligence émotionnelle, vu son impact sur les processus d’apprentissage. L’intelligence émotionnelle est alors un facteur significatif de réussite scolaire et professionnelle. Sous la lumière de ces constatations présentées, les informaticiens à leur tour, vont alors tenter de consentir de plus en plus de place au facteur émotionnel dans les systèmes informatiques et plus particulièrement dans ceux dédiés à l’apprentissage. L’intégration de l’intelligence émotionnelle dans ces systèmes et plus précisément, dans les Systèmes Tutoriels Intelligents (STI), va leur permettre de gérer les émotions de l’apprenant et par la suite améliorer ses performances. Dans ce mémoire, notre objectif principal est d’élaborer une stratégie d’apprentissage visant à favoriser et accentuer la mémorisation chez les enfants.
Pour atteindre cet objectif, nous avons développé un cours d’anglais en ligne ainsi qu’un tuteur virtuel utilisant des ressources multimédia tels que le ton de la voix, la musique, les images et les gestes afin de susciter des émotions chez l’apprenant. Nous avons conduit une expérience pour tester l’efficacité de quelques stratégies émotionnelles ainsi qu’évaluer l’impact des émotions suscitées sur la capacité de mémorisation des connaissances à acquérir par l’apprenant. Les résultats de cette étude expérimentale ont prouvé que l’induction implicite des émotions chez ce dernier a une influence significative sur ses performances. Ils ont également montré qu’il n’existe pas une stratégie efficace pour tous les apprenants à la fois, cependant l’efficacité d’une telle stratégie par rapport à une autre dépend essentiellement du profil comportemental de l’apprenant déterminé à partir de son tempérament. / Emotions play a crucial role in cognitive processes, particularly in learning tasks. Furthermore, several studies in neurosciences have shown that emotion is closely related to cognitive processes. They have also determined many different forms of intelligence other than the rational intelligence; one of them is the form having an emotional dimension which influences the learning processes, namely emotional intelligence. Emotional intelligence is a significant factor in academic and professional success. Under the light of these results, the computer scientists will, in their turn, try to focus on the emotional factor in computer systems and more particularly in those dedicated to learning. The integration of emotional intelligence in these systems, specifically in Intelligent Tutoring System (ITS), will enable them to recognise learner’s emotions and improve his/her performances. In this thesis, our main aim is to develop a learning strategy which promotes and enhances memorization by children.
To achieve this aim, we developed an English web course and a virtual tutor using multimedia resources such as voice pitch, music, images, and gestures to induce emotion in the learner. We conducted an experiment to test the effectiveness of some emotional strategies and assessed the impact of aroused emotions on the ability of memorizing knowledge to be acquired by the learner. The results of this experimental study have shown that implicit induction of emotions has a significant influence on learner’s performances. Moreover, no effective strategy can be applied to all learners at the same time. However, the efficiency of a strategy depends mainly on the learner’s behavioral profile based on his temperament.
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