Effectiveness of Story-based Visual and Agile Teaching Method for Non-technical Adult Learners Who Want to Understand Artificial Intelligence

Author(s):  
Keisuke Seya ◽  
Nobuyuki Kobayashi ◽  
Seiko Shirasaka
2020 ◽  
pp. 1-11
Author(s):  
Guo Yunfeng ◽  
Li Jing

In order to improve the effect of the teaching method evaluation model, based on the grid model, this paper constructs an artificial intelligence model based on the grid model. Moreover, this paper proposes a hexahedral grid structure simplification method based on weighted sorting, which comprehensively sorts the elimination order of candidate base complexes in the grid with three sets of sorting items of width, deformation and price improvement. At the same time, for the elimination order of basic complex strings, this paper also proposes a corresponding priority sorting algorithm. In addition, this paper proposes a smoothing regularization method based on the local parameterization method of the improved SLIM algorithm, which uses the regularized unit as the reference unit in the local mapping in the SLIM algorithm. Furthermore, this paper proposes an adaptive refinement method that maintains the uniformity of the grid and reduces the surface error, which can better slow down the occurrence of geometric constraints caused by insufficient number of elements in the process of grid simplification. Finally, this paper designs experiments to study the performance of the model. The research results show that the model constructed in this paper is effective.


Author(s):  
Hyeon Woo Nam

Due to the advancement of advanced technologies such as artificial intelligence, robots, autonomous vehicles, healthcare, virtual reality, augmented reality, etc. and the popularization of smartphones, it stimulates customer interest and leads voluntary participation in order to maximize interactive communication in all industries The gamification strategy incorporating games began to emerge. A representative field that generates results by easily introducing such a gamification strategy is the education industry that seeks to improve the educational effect by utilizing the elements of corporate marketing strategies and games such as challenge, competition, achievement, and reward. Recently, gamification research is being conducted to effectively apply AI and big data, the core technologies of the 4th industrial revolution in all industries. Gamification is actively forming markets in Europe and the US, and it can increase customer loyalty and productivity by applying various roles applied to games in other industries as well as serious games. The purpose of this study is to design and implement a gamification service platform based on artificial intelligence technology and operate the implemented system to expand the area where the gamification service applied to the existing marketing and consulting fields can be used. The designed gamification service platform can be applied to education services that increase learning efficiency by analyzing the predicted learning attitudes of trainees, and through successful research cases, it will be able to provide immersion effect to trainees and teaching method research to educators.


2020 ◽  
pp. 1-12
Author(s):  
Xiaoru Gao

In order to study the role of English situational teaching in higher vocational colleges, based on information technology and artificial intelligence, this research combines with the needs of English teaching to construct a English situation teaching in higher vocational colleges with the support of 5G network technology and artificial intelligence. Moreover, this research builds a data processing model based on the system architecture diagram of cache placement, uses storage space and computing resources to save more backhaul link bandwidth, and adopts the “many to many” algorithm extended by the “one to many” algorithm, and uses the on-demand method to obtain scenario teaching data from the cloud. In addition, this research constructs the intermediate link of data processing, and uses 5G network transmission to solve the problem of data transmission speed. Finally, this study uses a controlled experiment to evaluate the effectiveness of the artificial intelligence teaching model constructed in this study. The research shows that the English situation teaching method based on 5G network technology and artificial intelligence in vocational colleges has a certain effect and can effectively improve the English scores of vocational college students.


Author(s):  
Olufunmilola Atilola ◽  
Stephanie Valentine ◽  
Hong-Hoe Kim ◽  
David Turner ◽  
Erin McTigue ◽  
...  

AbstractMassive open online courses, online tutoring systems, and other computer homework systems are rapidly changing engineering education by providing increased student feedback and capitalizing upon online systems' scalability. While online homework systems provide great benefits, a growing concern among engineering educators is that students are losing both the critical art of sketching and the ability to take a real system and reduce it to an accurate but simplified free-body diagram (FBD). For example, some online systems allow the drag and drop of forces onto FBDs, but they do not allow the user to sketch the FBDs, which is a vital part of the learning process. In this paper, we discuss Mechanix, a sketch recognition tool that provides an efficient means for engineering students to learn how to draw truss FBDs and solve truss problems. The system allows students to sketch FBDs into a tablet computer or by using a mouse and a standard computer monitor. Using artificial intelligence, Mechanix can determine not only the component shapes and features of the diagram but also the relationships between those shapes and features. Because Mechanix is domain specific, it can use those relationships to determine not only whether a student's work is correct but also why it is incorrect. Mechanix is then able to provide immediate, constructive feedback to students without providing final answers. Within this manuscript, we document the inner workings of Mechanix, including the artificial intelligence behind the scenes, and present studies of the effects on student learning. The evaluations have shown that Mechanix is as effective as paper-and-pencil-based homework for teaching method of joints truss analysis; focus groups with students who used the program have revealed that they believe Mechanix enhances their learning and that they are highly engaged while using it.


2021 ◽  
pp. 341-348
Author(s):  
Wang Xiaolong

In nursing teaching, students are required to apply the learned theoretical knowledge to practical operation, and have the ability to comprehensively analyze and solve problems. At present, the traditional teaching mode is mostly used in nursing teaching in China. "Indoctrination" with textbooks as the theoretical basis and teachers' teaching as the main teaching method " With the rise of network technology and the application of modern educational technology in teaching, the research direction and focus of PBL have gradually shifted to the integration of network environment and PBL teaching mode This paper studies the application of Internet and artificial intelligence in humanized nursing teaching. This paper focuses on PBL teaching method based on network environment (WPBL) The results show that PBL teaching mode under the network environment does have many advantages in medical nursing education. This method can effectively cultivate nursing students' problem-solving ability and critical thinking ability, which is consistent with the goal of nursing education.


2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Li Ma

With the development of language research and language teaching, people realize that grammatical competence is an important part of communicative competence. In foreign language teaching, grammar teaching is not only necessary but also the main way to achieve the goal of communicative competence. This article mainly studies the virtual reality technology college English immersive context teaching method based on artificial intelligence and machine learning. The purpose is to improve students’ English learning ability. Through the comparative teaching experiment of two classes of freshmen in a university, the experimental class conducted VR technology-based immersive virtual context teaching from the perspective of constructivism, while the control class adopted common multimedia equipment and traditional teaching methods. In the classroom, teachers occupy most of the time, students only passively receive a lot of information from teachers, they have little chance to participate in the exchange of information and express ideas in the target language, and most of the time they are “immersed” in the Chinese environment. The overall English level was also better than that of the control class, with an average score of 2.8 points higher. This shows that college English immersive context teaching combining constructivism theory and VR technology can indeed improve students’ English level.


Author(s):  
Liu Kanglang

The majority of the universities and private institutions have initiated the use of artificial intelligence (AI) and machine translation (MT) in teaching translation. Translators have been trained by a systematic teaching method with newly designed curriculum with the addition of computer-assisted technology. However, the learner’s face-to-face experience is relating them to advance self-learning of languages through AI machine, which lack the motivational mechanism. This review paper presents the recent advancement in the use of AI and MT in the teaching translations to translators. The aim of the study is to investigate the pedagogical implications of AI for teaching translation studies. The study concludes that there is lack of critical reflection of challenges and jeopardies of AI in translation teaching, there is a weak connection to academic instructive perceptions, and that there is a need for further exploration of principled and enlightening approaches in the application of AI in translation teaching in higher education.


2021 ◽  
Vol 12 ◽  
Author(s):  
Zewen Wang ◽  
Lin Cai ◽  
Yahan Chen ◽  
Hongming Li ◽  
Hanze Jia

This study aims to evaluate the practical application value of the teaching method under the guidance of educational psychology and artificial intelligence (AI) design, taking the deep learning theory as the basis of teaching design. The research objects of this study involve all the teachers, students, and students' parents of Ningbo Middle School. The questionnaires are developed to survey the changes in the performance of students before and after the implementation of the teaching design and the satisfaction of all teachers, students, and parents to different teaching methods by comparing the two results and the satisfaction ratings. All objects in this study volunteer to participate in the questionnaire survey. The results suggest the following: (1) the effective return rates of the questionnaires to teachers, students, and parents are 97, 99, and 95%, respectively, before implementation; whereas those after implementation are 98, 99, and 99%, respectively. Comparison of the two return results suggests that there was no significant difference statistically (P > 0.05). (2) Proportion of scoring results before and after implementation is given as follows: the proportions of levels A, B, C, and D are 35, 40, 15, and 10% before implementation, respectively; while those after implementation are 47, 36, 12, and 5%, respectively. After the implementation, the proportion of level A is obviously higher than that before the implementation, and the proportions of other levels decreased in contrast to those before the implementation, showing statistically obvious differences (P < 0.05). (3) The change in the performance of each subject after 1 year implementation is significantly higher than that before the implementation, and the change in the average performance of each subject shows an upward trend. In summary, (1) the comparison on the effective return rate of the satisfaction survey questionnaire proves the feasibility of its scoring results. (2) The comparison of the survey scoring results shows that people are more satisfied with the new educational design teaching method. (3) The comparison of the change in the performance of each subject before and after the implementation indirectly reflects the drawbacks of partial subject education, indicating that the school should pay the same equal attention to every subject. (4) Due to various objective and subjective factors, the results of this study may be different from the actual situation slightly, and its accuracy has to be further explored in the future.


2020 ◽  
pp. 1-10
Author(s):  
Gaobin ◽  
Cao Huan Nan ◽  
Liu Zhen Zhong

There are certain disadvantages in the traditional physical education teaching model. In order to improve the advanced nature of physical education teaching methods, this paper builds a physical education evaluation system based on artificial intelligence fuzzy algorithm. The system uses fuzzy control instructions as the basis to combine human language and mechanical language, so that the machine can recognize human working language habits and execute commands according to the instructions. Moreover, in this study, the trapezoid function is selected as the membership function, and the improved particle optimization algorithm is used to capture the student’s motion process and the motion vector decomposition, and the system structure model is constructed based on the functional requirements analysis. In addition, this study conducts system performance analysis through experimental teaching methods. The research results show that this system can effectively promote the reform of teaching methods in physical education and has a certain practical effect.


Author(s):  
Keisuke Seya ◽  
Nobuyuki Kobayashi ◽  
Seiko Shirasaka

The need to learn emerging technologies such as artificial intelligence is increasingly important not only for technical people but also for non-technical people. Previous studies showed the effectiveness of a story-based teaching method for both technical and non-technical people who want to learn emerging technologies. However, the difference between the story-building methods for technical people and non-technical people is not revealed. The purpose of this research is to pro-pose perspectives that reveal the differences in the stories used for emerging technology education and identify the effective story features suited for non-technical adult learners by comparing the different story-building methods used for technical people and non-technical people. In this study, we classified the story types into two perspectives: "past to present" and "present to future" and compared the two story-building methods in these perspectives. The novelty of this research is that the proposal of perspectives that reveal the differences in the stories used for emerging technology education and that we have identified the features of one of the effective stories suited for non-technical adult learners. We al-so examined the possibility of leveraging such differences in solving the issues that a class of non-technical people called conversational programmers is facing.


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