scholarly journals Information Fusion and Its Intelligent Sensing for Learning Intervention Model of Educational Big Data

2021 ◽  
Vol 2021 ◽  
pp. 1-13
Author(s):  
Ying Pei ◽  
Gang Li

With the continuous development of science and technology, a large number of devices containing high technology began to appear in people’s lives. With the popularity of big data, it not only drives the development of the whole information industry in society but also leads to different degrees of innovation and development in the reform industry worldwide. The purpose of this paper is to study how to use information fusion and its intelligent sensing technology to play an active role in the education industry, to help students identify problems in the learning process, to give timely intervention and guidance, and to help students complete their learning tasks with high quality. This paper proposes to use information fusion and its intelligent sensing technology to take advantage of learning analytics to collect, organize, analyze, and guide the learning data generated by students in the learning process and then to generate interventions that can have an impact on learning and improve learning methods for students. The experimental results of this paper show that after the learning intervention, the students’ frequency in discussion and communication was 72 in the first four weeks and reached 300 after the intervention, and the learning resources changed from 95 to 370 after the learning intervention, which is very significant progress.

1995 ◽  
Vol 5 (4) ◽  
pp. 332-338
Author(s):  
Schuyler S. Korban ◽  
Cynthia A. St. Ores

“OrchardSim: Design of an Apple Orchard” is a computer simulation program that was developed as a tool for students and new apple growers to understand the process involved in designing an efficient apple orchard. This program was developed on Toolbook software. It explores key elements involved in designing an apple orchard. Users are introduced to these elements and then asked to make selections for each of the following parameters: soil type, cultivar, rootstock, and management system. The goal of the program is to find compatible selections that will result in an appropriate design of a 1-acre orchard. This full-color program uses text, graphics animation, and still pictures to provide the following: introductory and review information about each parameter, opportunities for the user to make a selection for each parameter, and a check for choices made to determine compatibility. Users receive feedback for each specific choice made for each of the parameters throughout the program. This simulation presents an alternative instructional tool, whereby the user plays an active role in the learning process by practicing and reviewing information at one's own pace. OrchardSim provides users with immediate feedback and an excellent opportunity for making high-risk decisions, with no financial loss that otherwise would have been costly if the learning process were pursued in the real orchard.


Algorithms ◽  
2021 ◽  
Vol 14 (2) ◽  
pp. 39
Author(s):  
Carlos Lassance ◽  
Vincent Gripon ◽  
Antonio Ortega

Deep Learning (DL) has attracted a lot of attention for its ability to reach state-of-the-art performance in many machine learning tasks. The core principle of DL methods consists of training composite architectures in an end-to-end fashion, where inputs are associated with outputs trained to optimize an objective function. Because of their compositional nature, DL architectures naturally exhibit several intermediate representations of the inputs, which belong to so-called latent spaces. When treated individually, these intermediate representations are most of the time unconstrained during the learning process, as it is unclear which properties should be favored. However, when processing a batch of inputs concurrently, the corresponding set of intermediate representations exhibit relations (what we call a geometry) on which desired properties can be sought. In this work, we show that it is possible to introduce constraints on these latent geometries to address various problems. In more detail, we propose to represent geometries by constructing similarity graphs from the intermediate representations obtained when processing a batch of inputs. By constraining these Latent Geometry Graphs (LGGs), we address the three following problems: (i) reproducing the behavior of a teacher architecture is achieved by mimicking its geometry, (ii) designing efficient embeddings for classification is achieved by targeting specific geometries, and (iii) robustness to deviations on inputs is achieved via enforcing smooth variation of geometry between consecutive latent spaces. Using standard vision benchmarks, we demonstrate the ability of the proposed geometry-based methods in solving the considered problems.


Author(s):  
Zongheng Yang ◽  
Badrish Chandramouli ◽  
Chi Wang ◽  
Johannes Gehrke ◽  
Yinan Li ◽  
...  

2016 ◽  
Vol 6 (2) ◽  
pp. 180
Author(s):  
Nosisana Patricia Mkonto

<strong></strong><p>Students who enter higher education have diverse learning needs, andhigher education institutions need to provide for these needs. One way of dealing with this variety of learning needs is to empower students to play an active role in their own learning, by making them aware of their learning styles.  Identifying learning styles is an important facet within the learning process. Assessing learning styles could provide students with an opportunity to be reflective, and interrogate how they learn. Students’ learning styles can be assessed by using a learning styles assessment tool. The Innovative Learning Experiences (ILE) which was developed in this study, caters for the students` voice where students reflect on their past and present learning experiences. </p><br /><strong> </strong>


2022 ◽  
Vol 2 (1) ◽  
pp. 34-43
Author(s):  
ADITYA ZULMI RAHMAWAN ◽  
ZAENURIYAH EFFENDI

The COVID-19 pandemic poses problems in various sectors. The most vulnerable sector in this situation is the social sector, especially education. Problems such as the learning process make the continuity of education a concern. This is a challenge for the community in the era of society 5.0 in the hope of overcoming the problems that arise due to the Covid-19 pandemic. The use of big data, artificial intelligence, and the internet of things is an alternative effort to help deal with the impact of the pandemic in accordance with the conditions in this disruptive era. This study aims to determine the policies and strategies of society 5.0 in the learning process as an effort to handle the impact of the pandemic. This study uses a systematic review research method of literature published by scientific journals in the period January 2010 to December 2021. The data used comes from published journals related to the topics studied and from various electronic media. The results of the study can find out strategies in the learning process in the implementation of society 5.0 in policies in the field of education as an effort to deal with the impact of the covid-19 pandemic. ABSTRAKPandemi covid-19 memberikan permasalahan di berbagai sektor. Sektor yang paling rentan dalam situasi ini adalah sektor sosial terutama pada pendidikan. Permasalahan seperti proses pembelajaran membuat keberlangsungan pendidikan menuai kekhawatiran. Hal ini menjadi sebuah tantangan bagi masyarakat di era society 5.0 dengan harapan dapat mengatasi permasalahan yang timbul akibat pandemi Covid-19. Pemanfaatan big data, artificial intelligent, dan internet of things menjadi upaya alternatif dalam membantu menangani dampak pandemi yang sesuai dengan keadaan di era disruptif ini. Penelitian ini bertujuan untuk mengetahui kebijakan dan strategi society 5.0 dalam proses pembelajaran sebagai upaya penanganan dampak pandemi. Penelitian ini menggunakan metode penelitian tinjauan sistematis terhadap literatur yang diterbitkan oleh jurnal ilmiah pada periode Januari tahun 2010 hingga Desember 2021. Sumber yang digunakan berasal dari jurnal-jurnal yang sudah dipublikasikan terkait dengan topik yang dikaji dan dari berbagai media elektronik. Hasil penelitian dapat mengetahui strategi dalam proses pembelajaran dalam implementasi society 5.0 pada kebijakan di bidang pendidikan sebagai upaya menghadapi dampak pandemi covid-19.


2019 ◽  
Vol 4 (2) ◽  
pp. 139
Author(s):  
Reni Rahayu ◽  
Helendra Helendra ◽  
Ganda Hijrah Selaras ◽  
Ardi Ardi

ABSTRACT The low learning competency of students is caused by several problems encountered during the learning process, including the learning process centered on teacher (teacher centered). This will cause students to play an less active role, causing students learning competencies to be low. One effort was made to improve learning competencies by applying cooperative learning models with talking stick method assisted by problem question. Learning with this model requires students to play more active roles during the learning process. This study aims to reveal the effect of the use of cooperative learning models with talking stick method assisted by problem question on students learning learning competencies. This research was conducted at SMPN 23 Padang on global warming material. This research is an experimental study with the design of the Randomized Control Group Posttest Only Design. The population of this study was all students of class VII of SMPN 23 Padang. Sampling using purposive sampling technique. The research instrument used was a learning outcome test with multiple choice questions, and an attitude and skills assessment in the form of an observation sheet. Knowledge and attitude competency data use t test, while skill competency uses t’ test. The result showed that the science learning competencies of axperimental class students were higher than the control class. It can be concluded that the cooperative learning models with talking stick method assisted by questions card has a positive effect on students’ learning competencies.Keywords: (Cooperative Learning, Talking Stick Method, Learning Competencies)


PEDAGOGIKA ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 1-11
Author(s):  
Wahyuni Nadar

This research was conducted to describe the results of the analysis of the implementation of IT-based learning at the Bunga Bangsa Kindergarten Islamic School Bekasi. This analysis includes understanding the concept of IT-based learning implemented at the Bunga Bangsa Islamic School Kindergarten, knowing the obstacles in the implementation of IT-based learning at the Bunga Bangsa Kindergarten Islamic School Bekasi and describing the strategies carried out in implementing IT learning at the Bunga Bangsa Islamic School Kindergarten. This research was conducted for 3 months with a qualitative descriptive approach. Data collection is done by interviews, observation and analysis of documents in the form of curriculum documents, RPPH learning planning and assessment of children's learning outcomes and documentation of the use of IT tools used in learning. Data analysis begins by describing the findings of the study and then conducts an objective discussion with a theoretical approach. In this study, the learning process was described in the Bunga Bangsa Islamic School Kindergarten and the use of technological tools in various aspects of learning components such as media, learning resources and also as learning support. The learning process is more interesting and not monotonous, thus creating a fun and interactive atmosphere. The constraints found were that there was still a lack of teacher references to using IT tools in learning associated with activities in the theme and the lack of teachers' skills in using existing IT tools. Current efforts to overcome these obstacles are by providing various references in the form of videos, books and workshops on the use of IT in learning.


Author(s):  
Vivek Parashar

Augmented Reality is the technology using which we can integrate 3D virtual objects in our physical environment in real time. Augmented Reality helps us in bring the virtual world closer to our physical worlds and gives us the ability to interact with the surrounding. This paper will give you an idea that how Augmented Reality can transform Education Industry. In this paper we have used Augmented Reality to simplify the learning process and allow people to interact with 3D models with the help of gestures. This advancement in the technology is changing the way we interact with our surrounding, rather than watching videos or looking at a static diagram in your text book, Augmented Reality enables you to do more. So rather than putting someone in the animated world, the goal of augmented reality is to blend the virtual objects in the real world.


2007 ◽  
Vol 1 (2) ◽  
pp. 105
Author(s):  
Endang Fauziati

Article basically tries to explore the concept of individualized learning applicable in teaching learning process which can enhance learners’ autonomy and provides a brief practical guidance on how to put this concept into classroom practices. There are at least five underlying assumptions of learning based on this concept, namely: different learning styles, a variety of sources, teacher as facilitator, integrated learning tasks, and different learning goals. It can be concluded that classroom practices designed based on these concepts can improve learners’ autonomy, such as grouping, projects or tasks, and discussion.


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