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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Melhoria na converg?ncia do algoritmo Q-Learning na aplica??o de sistemas tutores inteligentes

Paiva, ?verton de Oliveira 16 August 2016 (has links)
Submitted by Jos? Henrique Henrique (jose.neves@ufvjm.edu.br) on 2017-06-22T22:29:53Z No. of bitstreams: 2 everton_oliveira_paiva.pdf: 3688473 bytes, checksum: 00c67bcc4d4564b69bb64a0b596743fc (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Rodrigo Martins Cruz (rodrigo.cruz@ufvjm.edu.br) on 2017-06-23T13:21:09Z (GMT) No. of bitstreams: 2 everton_oliveira_paiva.pdf: 3688473 bytes, checksum: 00c67bcc4d4564b69bb64a0b596743fc (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2017-06-23T13:21:09Z (GMT). No. of bitstreams: 2 everton_oliveira_paiva.pdf: 3688473 bytes, checksum: 00c67bcc4d4564b69bb64a0b596743fc (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2016 / O uso sistemas computacionais como complemento ou substitui??o da sala de aula ? cada vez mais comum na educa??o e os Sistemas Tutores Inteligentes (STIs) s?o uma dessas alternativas. Portanto ? fundamental desenvolver STIs capazes tanto de ensinar quanto aprender informa??es relevantes sobre o aluno atrav?s de t?cnicas de intelig?ncia artificial. Esse aprendizado acontece por meio da intera??o direta entre o STI e o aluno que ? geralmente demorada. Esta disserta??o apresenta a inser??o da metaheur?sticas Lista Tabu e GRASP com o objetivo de acelerar esse aprendizado. Para avaliar o desempenho dessa modifica??o, foi desenvolvido um simulador de STI. Nesse sistema, foram realizadas simula??es computacionais para comparar o desempenho da tradicional pol?tica de explora??o aleat?ria e as metaheur?sticas propostas Lista Tabu e GRASP. Os resultados obtidos atrav?s dessas simula??es e os testes estat?sticos aplicados indicam fortemente que a introdu??o de meta-heur?sticas adequadas melhoram o desempenho do algoritmo de aprendizado em STIs. / Disserta??o (Mestrado Profissional) ? Programa de P?s-Gradua??o em Educa??o, Universidade Federal dos Vales do Jequitinhonha e Mucuri, 2016. / Using computer systems as a complement or replacement for the classroom experience is an increasingly common practice in education and Intelligent Tutoring Systems (ITS) are one of these alternatives. Therefore, it is crucial to develop ITS that are capable of both teaching and learning relevant information about the student through artificial intelligence techniques. This learning process occurs by means of direct, and generally slow, interaction between the ITS and the student. This dissertation presents the insertion of meta-heuristic Tabu search and GRASP with the purpose of accelera ting learning. An ITS simulator was developed to evaluate the performance of this change. Computer simulations were conducted in order to compare the performance of traditional randomized search methods with the meta-heuristic Tabu search. Results obtained from these simulations and statistical tests strongly indicate that the introduction of meta-heuristics in exploration policy improves the performance of the learning algorithm in ITS.
62

Design instrucional: uma abordagem do design gráfico para o desenvolvimento de ferramentas de suporte à Educação a Distância

Batista, Márcia Luiza França da Silva [UNESP] 21 March 2009 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:24:09Z (GMT). No. of bitstreams: 0 Previous issue date: 2009-03-21Bitstream added on 2014-06-13T19:51:25Z : No. of bitstreams: 1 batista_mlfs_me_bauru.pdf: 2690114 bytes, checksum: ba26e522332e5e357ef59453ada06f7d (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / O objetivo deste trabalho é propor recomendações para o desenvolvimento de ferramentas de suporte à Educação a Distância. Essas ferramentas foram delimitadas como os ambientes virtuais de aprendizagem e sistemas tutores inteligentes, vistos a partir da ótica do design gráfico, dentro das especificações do design instrucional. A Educação a Distância é um fazer pedagógico que procura atender a sociedade da informação e do conhecimento. Para isso, ela faz uso da educação online, que se processa pela Internet, envolvendo a interação de pessoas. A terceira geração da educação a distância, baseada nas Tecnologias de Informação e Comunicação; usa os ambientes virtuais, os sistemas tutores inteligentes e as tecnologias interativas. O design instrucional é identificado como uma metodologia educacional que, por meio da tecnologia, propõe práticas e soluções para uma aprendizagem colaborativa e autônoma. Essa responsabilidade e abrangência cruzam os caminhos com o design. O designer gráfico e o webdesigner fazem parte da equipe multidisciplinar que compõe o design instrucional. Mesmo havendo vários sistemas eletrônicos de aprendizagem no mercado, várias instituições de ensino optam por desenvolvê-los internamente, privilegiando mais a generalidade do que a usabilidade. Para entender o desenvolvimento de sistemas tutores e ambientes virtuais, alguns processos, que regem a inteligência, a emoção, a percepção, a inteligência virtual, a ergonomia e a usabilidade, devem ser vistos como premissas básicas de tendências de aplicação. Assim, as recomendações deste trabalho, baseadas em uma metodologia de detalhamento do design instrucional, abordaram alguns passos, que foram o planejamento de unidades de aprendizagem, em que se verifica a aplicação do design gráfico; o desenvolvimento de roteiros e storyboards, e a definição... / The objective of this word is to propose recommendations for the development of tools supporting the Distance Education. These tools had been delimited as virtual environments of learning and intelligent tutorial systems, in the approach to graphic design, inside of the specifications of instructional design. A Distance Education is one to make pedagogical for the society of the information and the knowledge. For this, it makes use of the education online, that it processes itself for the Internet, involving the interaction of people. The third generation of the distance education, based in the Information Technologies and Communication, uses virtual environments, the intelligent tutorial systems and the interactive technologies. Instructional Design is identified as an educational methodology that, by means of the tecnology, consider practical and solutions for a collaborative and independent learning. This responsability and wide-ranging cross the ways with design. Graphical designer and webdesigner are part of multidiscipline team that composes instructional design. Even with several some electronic systems of learning in the market, some institutions of education opt to develop them internally, focusing more the generality of what the usability. To understand the development of tutorial systems and virtual environments, some processes, that conduct intelligence, the emotion, the perception, virtual intelligence, the ergonomics and the usability, they must be seen as basic premises of application trends. Thus, the recommendations of this work, based in a methology of detailing of instructional design, had approached some steps, that had been the planning of units of learning, where if verify the application of design graphical; the development of scripts and storyboards, and the definition of structures of navigation for menus; design of media contents, that... (Complete abstract, click electronic access below)
63

Assistente de resolução de problemas para o sistema MATHNET / Assistant of resolution of problems for the system mathnet

Borges, Helder Pereira 30 May 2002 (has links)
Made available in DSpace on 2016-08-17T14:52:43Z (GMT). No. of bitstreams: 1 Helder Pereira Borges.pdf: 3144348 bytes, checksum: 1b180634b5a87175511a1d7e57b2741d (MD5) 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.
64

Gamificação personalizada baseada no perfil do jogador / Personalized gamification oriented by user player types

Fernando 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.
65

Kollaborative Erstellung von intelligenten Mentoring-Bots als skalierbare Werkzeuge zur individuellen Unterstützung in der Hochschulbildung

Neumann, Alexander Tobias, Klamma, Ralf 31 May 2023 (has links)
aus der Einführung und Motivation: Unser Beitrag stellt eine webbasierte modellgesteuerte Umgebung für soziale Bots vor mit der wir CoPs die Möglichkeit geben, ihre eigenen Lernassistenten zu erstellen. Unser Ansatz kann verwendet werden, um soziale Bots für die eigene Organisation zu erstellen und auf Webdienste zurückgreifen kann, indem man sich auf RESTful APIs it OpenAPI-Spezifikation verlässt, um die Aktionen des sozialen Bots innerhalb der Anwendung zu definieren. Abschließend werden drei Beispiele von Mentoring Bots vorgestellt, die mit dem Framework erstellt wurden und zeigen das große Potential der Anwendung. Mit den Bots erhalten Studierenden personalisiertes Feedback, ohne dass die Lehrkräfte zusätzlich belastet werden.
66

Impact des émotions sur les performances

Ghali, 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.
67

Adaptive Personalization of Pedagogical Sequences using Machine Learning / Personalisation Adaptative de Séquences Pédagogique à l'aide d'Apprentissage Automatique

Clement, Benjamin 12 December 2018 (has links)
Les ordinateurs peuvent-ils enseigner ? Pour répondre à cette question, la recherche dans les Systèmes Tuteurs Intelligents est en pleine expansion parmi la communauté travaillant sur les Technologies de l'Information et de la Communication pour l'Enseignement (TICE). C'est un domaine qui rassemble différentes problématiques et réunit des chercheurs venant de domaines variés, tels que la psychologie, la didactique, les neurosciences et, plus particulièrement, le machine learning. Les technologies numériques deviennent de plus en plus présentes dans la vie quotidienne avec le développement des tablettes et des smartphones. Il semble naturel d'utiliser ces technologies dans un but éducatif. Cela amène de nombreuses problématiques, telles que comment faire des interfaces accessibles à tous, comment rendre des contenus pédagogiques motivants ou encore comment personnaliser les activités afin d'adapter le contenu à chacun. Au cours de cette thèse, nous avons développé des méthodes, regroupées dans un framework nommé HMABITS, afin d'adapter des séquences d'activités pédagogiques en fonction des performances et des préférences des apprenants, dans le but de maximiser leur vitesse d'apprentissage et leur motivation. Ces méthodes utilisent des modèles computationnels de motivation intrinsèque pour identifier les activités offrant les plus grands progrès d'apprentissage, et utilisent des algorithmes de Bandits Multi-Bras pour gérer le compromis exploration/exploitation à l'intérieur de l'espace d'activité. Les activités présentant un intérêt optimal sont ainsi privilégiées afin de maintenir l'apprenant dans un état de Flow ou dans sa Zone de Développement Proximal. De plus, certaines de nos méthodes permettent à l'apprenant de faire des choix sur des caractéristiques contextuelles ou le contenu pédagogique de l'application, ce qui est un vecteur d'autodétermination et de motivation. Afin d'évaluer l'efficacité et la pertinence de nos algorithmes, nous avons mené plusieurs types d'expérimentation. Nos méthodes ont d'abord été testées en simulation afin d'évaluer leur fonctionnement avant de les utiliser dans d'actuelles applications d'apprentissage. Pour ce faire, nous avons développé différents modèles d'apprenants, afin de pouvoir éprouver nos méthodes selon différentes approches, un modèle d'apprenant virtuel ne reflétant jamais le comportement d'un apprenant réel. Les résultats des simulations montrent que le framework HMABITS permet d'obtenir des résultats d'apprentissage comparables et, dans certains cas, meilleurs qu'une solution optimale ou qu'une séquence experte. Nous avons ensuite développé notre propre scénario pédagogique et notre propre serious game afin de tester nos algorithmes en situation réelle avec de vrais élèves. Nous avons donc développé un jeu sur la thématique de la décomposition des nombres, au travers de la manipulation de la monnaie, pour les enfants de 6 à 8 ans. Nous avons ensuite travaillé avec le rectorat et différentes écoles de l'académie de bordeaux. Sur l'ensemble des expérimentations, environ 1000 élèves ont travaillé sur l'application sur tablette. Les résultats des études en situation réelle montrent que le framework HMABITS permet aux élèves d'accéder à des activités plus diverses et plus difficiles, d'avoir un meilleure apprentissage et d'être plus motivés qu'avec une séquence experte. Les résultats montrent même que ces effets sont encore plus marqués lorsque les élèves ont la possibilité de faire des choix. / Can computers teach people? To answer this question, Intelligent Tutoring Systems are a rapidly expanding field of research among the Information and Communication Technologies for the Education community. This subject brings together different issues and researchers from various fields, such as psychology, didactics, neurosciences and, particularly, machine learning. Digital technologies are becoming more and more a part of everyday life with the development of tablets and smartphones. It seems natural to consider using these technologies for educational purposes. This raises several questions, such as how to make user interfaces accessible to everyone, how to make educational content motivating and how to customize it to individual learners. In this PhD, we developed methods, grouped in the aptly-named HMABITS framework, to adapt pedagogical activity sequences based on learners' performances and preferences to maximize their learning speed and motivation. These methods use computational models of intrinsic motivation and curiosity-driven learning to identify the activities providing the highest learning progress and use Multi-Armed Bandit algorithms to manage the exploration/exploitation trade-off inside the activity space. Activities of optimal interest are thus privileged with the target to keep the learner in a state of Flow or in his or her Zone of Proximal Development. Moreover, some of our methods allow the student to make choices about contextual features or pedagogical content, which is a vector of self-determination and motivation. To evaluate the effectiveness and relevance of our algorithms, we carried out several types of experiments. We first evaluated these methods with numerical simulations before applying them to real teaching conditions. To do this, we developed multiple models of learners, since a single model never exactly replicates the behavior of a real learner. The simulation results show the HMABITS framework achieves comparable, and in some cases better, learning results than an optimal solution or an expert sequence. We then developed our own pedagogical scenario and serious game to test our algorithms in classrooms with real students. We developed a game on the theme of number decomposition, through the manipulation of money, for children aged 6 to 8. We then worked with the educational institutions and several schools in the Bordeaux school district. Overall, about 1000 students participated in trial lessons using the tablet application. The results of the real-world studies show that the HMABITS framework allows the students to do more diverse and difficult activities, to achieve better learning and to be more motivated than with an Expert Sequence. The results show that this effect is even greater when the students have the possibility to make choices.
68

Sensibilisation à la protection de la vie privée dans un contexte d’utilisation de dispositifs portables intelligents

Fortin, Jean-François 03 1900 (has links)
No description available.
69

Increasing motivation by adapting intelligent tutoring instruction to learner achievement goals

Lockhart, Tony F. 05 April 2011 (has links)
The impact of affect on learning and performance has caused many researchers in the field of cognitive psychology to acknowledge the value of motivationally supportive instruction. Goal orientation, which refers to the perceptions and behaviors of the learner in achievement situations, has been the most predominant theory in learning motivation. However, research suggests multiple components are responsible for affecting student cognitive engagement. The traditional framework distinguishes individuals who are self-motivated to master challenging tasks from those who are motivated to earn favorable judgments of performance as intrinsic and extrinsic learners, respectively. In addition, learners may be further categorized by an eagerness to ensure a positive outcome or by their vigilance in avoiding negative outcomes. As such, my research explores how these motivational categories can be utilized to construct a more robust instructional model. The objective of this research is to evaluate the effectiveness of adaptive remediation strategies on motivation and learning performance. Research suggests the cost of integrating cognitive tasks with error analysis outweigh the benefits of sparse learning gains. However, further investigation is required to understand how feedback can improve these outcomes. The experiment presented here seeks to evaluate the adaptive instruction of two pedagogical agents embedded within two separate versions of the Virtual BNI Trainer. The basic coach uses a model of the learner's experience level to determine an appropriate level of elaboration required during remediation. In contrast, the motivationally enhanced coach uses a model of the learner's goal orientation to construct feedback that appeals to their natural disposition. A controlled experiment was conducted to evaluate the effects of adaptive instruction on student self-efficacy, engagement, and learning performance in the Virtual BNI Training Environment. The results of this experiment are used to establish guidelines for integrating goal orientation, error analysis, and feedback within a virtual coach, to improve motivation and learning performance. In addition, these findings also indicate areas for future research.
70

Impact des émotions sur les performances

Ghali, 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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