The presentation of how the TERENCE FP7 EU project met its scientific and technological goals, and worked for its beneficiaries, e.g., schools, at the final review meeting of TERENCE
This presentation was delivered at the first international conference on teaching deaf learners, held in Amsterdam, 19-21 March 2014.
The first part is by Caselli and Rinaldi and is concerned with language development of deaf children in the era of cochlear implants.
The second part is by Gennari with contributions by Melonio and is concerned with technology enhanced learning for deaf learners.
Intelligent systems and learning centred designRosella Gennari
What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.
Presentation of eQNet to LRE subcommittee october 11, 2011Elena Shulman
The document provides an update on recent tasks and results from the eQNet project. Teachers evaluated learning resources using Travel Well criteria and recommended high quality collections for inclusion in the LRE. New collections were added to the LRE covering various subjects. Criteria for resources that Travel Well and for digital learning object quality are described. Feedback from teachers identified that 41% of resources evaluated Travel Well, while 59% did not. Data from the evaluations will be reported back to resource providers.
Multicultural awareness action plan core proposition 1LesiaAlford
This document outlines a multicultural awareness action plan for undergraduate college students. The plan aims to educate a diverse group of learners using multiple intelligences, metacognition, and technology. It provides goals and objectives for helping students learn about sublime imagery. The plan details how lessons will be implemented using various teaching methods tailored to different learning styles. Students will be assessed through assignments, essays, and a final project to evaluate their understanding of sublime imagery and how the teaching approach affected their learning.
This document provides a planning and development timeline for an interactive storybook application called "The thief and Felfeli's chicken" aimed at teaching English vocabulary to Iranian children ages 7-9. It outlines objectives to help users learn vocabulary, comprehend sentences, and enjoy the story. The 12-week project timeline is divided into segments for analysis, proposal, storyline, character design, and other phases. The application will have a fun, colorful interface to engage kids in learning while reading along. It aims to be accessible for average English comprehension levels.
e-Learning for kids is a series of online educational games realized by a foundation with the goal of differentiating and complementing the didactical experience of K12 students.
GaCoCo in 30 seconds: Gamified Codesign of Products at School with Coperative...Rosella Gennari
The document describes GACOCO, a project that combines gamification, co-design, and cooperative learning to engage children, teachers, and designers in the design process. GACOCO aims to make co-design more engaging and effective for learning. It has produced game prototypes so far that will be demonstrated at a conference in Toronto.
TERENCE automated reasoning and natural language processing for generating ed...Rosella Gennari
This presentation, held a the final review meeting of the FP7 European TERENCE project, recaps the results of work package 4 (WP4) for generating textual components of educational games, designed according to learner requirements and developed starting from pre-defined frameworks.
This presentation was delivered at the first international conference on teaching deaf learners, held in Amsterdam, 19-21 March 2014.
The first part is by Caselli and Rinaldi and is concerned with language development of deaf children in the era of cochlear implants.
The second part is by Gennari with contributions by Melonio and is concerned with technology enhanced learning for deaf learners.
Intelligent systems and learning centred designRosella Gennari
What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.
Presentation of eQNet to LRE subcommittee october 11, 2011Elena Shulman
The document provides an update on recent tasks and results from the eQNet project. Teachers evaluated learning resources using Travel Well criteria and recommended high quality collections for inclusion in the LRE. New collections were added to the LRE covering various subjects. Criteria for resources that Travel Well and for digital learning object quality are described. Feedback from teachers identified that 41% of resources evaluated Travel Well, while 59% did not. Data from the evaluations will be reported back to resource providers.
Multicultural awareness action plan core proposition 1LesiaAlford
This document outlines a multicultural awareness action plan for undergraduate college students. The plan aims to educate a diverse group of learners using multiple intelligences, metacognition, and technology. It provides goals and objectives for helping students learn about sublime imagery. The plan details how lessons will be implemented using various teaching methods tailored to different learning styles. Students will be assessed through assignments, essays, and a final project to evaluate their understanding of sublime imagery and how the teaching approach affected their learning.
This document provides a planning and development timeline for an interactive storybook application called "The thief and Felfeli's chicken" aimed at teaching English vocabulary to Iranian children ages 7-9. It outlines objectives to help users learn vocabulary, comprehend sentences, and enjoy the story. The 12-week project timeline is divided into segments for analysis, proposal, storyline, character design, and other phases. The application will have a fun, colorful interface to engage kids in learning while reading along. It aims to be accessible for average English comprehension levels.
e-Learning for kids is a series of online educational games realized by a foundation with the goal of differentiating and complementing the didactical experience of K12 students.
GaCoCo in 30 seconds: Gamified Codesign of Products at School with Coperative...Rosella Gennari
The document describes GACOCO, a project that combines gamification, co-design, and cooperative learning to engage children, teachers, and designers in the design process. GACOCO aims to make co-design more engaging and effective for learning. It has produced game prototypes so far that will be demonstrated at a conference in Toronto.
TERENCE automated reasoning and natural language processing for generating ed...Rosella Gennari
This presentation, held a the final review meeting of the FP7 European TERENCE project, recaps the results of work package 4 (WP4) for generating textual components of educational games, designed according to learner requirements and developed starting from pre-defined frameworks.
1) The document summarizes research into designing a vocabulary learning app called miLexicon using the Experience of Resources (EoR) framework.
2) Three cycles were used: interviews to understand individual context, an autoethnography of one participant's vocabulary learning, and participatory redesign with 6 participants testing miLexicon.
3) The research found miLexicon helped prompt vocabulary collection but participants required more scaffolding to fully integrate words into their mental lexicons and connect words to resources over time. Future versions of miLexicon need adaptive support tailored to individual learner contexts.
This document provides a rubric for evaluating the classroom environment based on 17 categories related to literacy. It focuses on the category of "Computers/Electronic Texts", which includes any texts accessed through electronic media like the internet, software programs, e-books, etc. The rubric evaluates factors like the quantity and variety of electronic texts, how engaging and accessible they are, and their appropriate challenge level for students. Examples of electronic texts that could be present are provided.
The document discusses the use of technology to support constructivist language learning. It analyzes 5 areas where technology can be used: 1) self-study exercises using multimedia, 2) authoring tools for teachers to create customized exercises, 3) electronic publications providing authentic materials, 4) tools to adapt materials for classrooms, and 5) cognitive tools like concordances. The document advocates shifting from traditional instruction to knowledge construction and argues new technologies can help achieve this shift if used as learning tools rather than just instructional systems.
Technology is important in early childhood education for several reasons: it ties into the curriculum, engages different learning styles, and supports development across domains. Specifically, technology can help with literacy and math skills, social-emotional growth through collaboration, language development, and both fine and gross motor skills. Examples of using technology include the website "Lanolin's Greenhouse" to practice manipulating phonemes, and virtual manipulatives on the MathTools site to reinforce fraction concepts.
The document provides a rubric to evaluate the classroom environment based on 6 categories related to literacy. The categories include computers/electronic texts, games/puzzles/manipulatives, instructional aids, trade books, reference materials, and student/teacher published work. Each category is rated on a scale of 1 to 5 based on quantity/variety, engaging qualities, accessibility, and challenge level. The rubric is intended to help teachers evaluate and improve their classroom's literacy environment.
This document provides a rubric to evaluate the classroom environment based on 6 categories related to literacy. The categories include computers/electronic texts, games/puzzles/manipulatives, and instructional aid charts. Each category is rated on a scale of inadequate, basic, or outstanding based on factors such as quantity/variety, engaging qualities, accessibility, and challenge level of the materials provided. The rubric is meant to help teachers self-evaluate their classroom environment and identify areas for improvement to better support student literacy.
The document discusses the role of computers in foreign language teaching and learning. It identifies the computer's main roles as a teacher, tester, tool, data source, and communication facilitator. As a teacher, the computer teaches new language to students. As a tester, it tests students on language they have learned. As a tool, it assists students with tasks like word processing. As a data source, it provides students information to complete tasks. As a communication facilitator, it allows students to communicate with others in different locations. The document also discusses computer-assisted language learning and how multimedia programs combine listening and seeing, allowing students to control the pace of interaction.
Computers can be useful tools for teaching English as a second language (ESL) reading in several ways. They allow students to complete exercises at their own pace and level, and provide explanations when students make mistakes. Some software programs facilitate ESL reading instruction and practice reading comprehension skills through games and vocabulary exercises. Reading is a complex process that requires integrating many cognitive, linguistic, and background knowledge skills from decoding text to comprehending overall meaning.
Steele Vera Zaferson 2nd Grade App Review Non-Linear PowerPointamgsteele
This document provides summaries of 15 educational apps for 2nd grade students. The apps cover a variety of subjects including language arts, math, science, and writing. For each app, the summary provides the app name, targeted standard, a brief description, suggested time for use, grouping options, additional materials needed, cost, and compatible devices. Many of the apps allow for individual or small group use and aim to develop foundational skills in areas like reading comprehension, grammar, vocabulary, and writing.
This document describes research into designing interfaces for interactive tables to support cooperative language learning. It discusses three prototype applications created - for classifying words, matching words and images, and creating sentences. The researchers explored variations in feedback modality, privacy, spatial layout, and interaction visualizations to assess their impact on student participation and self-assessment. Preliminary findings from studies with students suggest that private feedback and initial spatial layout may increase participation equity, while visualizations and private feedback may improve self-assessment accuracy. Further evaluation is needed to identify the most promising design variants.
Sheltered instruction technology integration plan for kindergarten Aprilmoe82
This presentation outlines a plan for integrating technology into a kindergarten sheltered instruction classroom to support English language learners. It proposes using websites and apps to help demonstrate concepts, build vocabulary, and provide feedback. Several classroom scenarios are described where tools like Starfall, Sight Words, and Learn English Kids could be used to help students with reading assignments, spelling, and receiving feedback on quizzes. The presentation concludes that the featured technology can assist English learners and support the Sheltered Instruction Observation Protocol model.
1. The document discusses strategies for developing skills and self-employment in students, including giving students a greater role in decision making, encouraging curiosity through games, and creating personalized learning guides.
2. It proposes designing an interactive learning environment to support children's understanding of complex environmental and ecological domains. This would integrate constructionism and systems dynamics to simulate real-life phenomena.
3. The project aims to develop tools to facilitate understanding of complex topics among young learners, using cognitive apprenticeship methods. A computer-controlled greenhouse is used as a technological environment for learning about complex systems.
This an overview of ELSA's proprietary speech recognition technology. Find out how voice technology can help with language learning, and what differentiates ELSA's model from the others.
This document discusses integrating technology into reading instruction. It provides examples of how teachers can use different technologies to support phonics, the reading process, vocabulary, and student response to reading. Research suggests that technology can promote higher-level thinking and other skills needed for the 21st century when used to support literacy development. The document also describes characteristics of "digital natives" and trends influencing technology use, such as portability, collaboration, gaming, and high-stakes testing.
The document describes Project RISE, which stands for Retell, Infer, Synthesize, and Envision/Connect. It is a reading comprehension strategy that has students actively engage with texts by retelling, making inferences, synthesizing information, and relating it to their own lives. The project aims to improve student reading ability through localized stories and applying comprehension techniques. It will be implemented across grade levels and subjects. Progress will be monitored through assessments and discussions to ensure the project is effective.
Here are a few key points to ponder regarding children's vocabulary learning:
- All aspects of vocabulary are important for children to learn, including meaning, spelling, pronunciation, parts of speech, and how words are used in context. Mastering vocabulary helps with reading comprehension, writing skills, and communication abilities.
- When using internet-based sites, teachers and parents should evaluate the content for appropriateness and educational value. They should also discuss responsible internet use and monitor children's activities. Some key considerations include privacy, safety, and avoiding distractions.
- Research shows that children learn vocabulary best through active, multi-sensory engagement like games, stories, conversations, and hands-on activities. Using new words in meaningful contexts
Different types of Augumented reality applicaitonsBhaskar Reddy
The integration of digital information with the user’s environment in real time.
The real-time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real-world objects.
Morton Heilig in the year 1957 developed the first augmented reality
Development of AR began in 1968, when the first head-mounted display system was founded by Ivan Sutherland.
The term was coined in 1990 by scientist and researcher Thomas P. Caudell during the development of one of the most famous aircraft in the world: the Boeing 747
DIFFERENCE BETWEEN ar & VR
Marker-based AR
works by scanning a marker which triggers an augmented experience (whether an object, text, video or animation) to appear on the device.
The most common markers used are two-dimensional QR codes.
Short for quick response
device's camera recognizes the machine-readable barcode and responds by producing visual effects
can be used with mobile devices, such as a smartphone or tablet
Markerless AR
uses a device's camera, location software, and accelerometer to detect positional information, including the orientation of different objects and the space between them.
doesn't require image recognition to produce visual effects.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
ADVANTAGES
It helps with the learning process
Creates unique customer experiences
Removes cognitive overload
Creates user engagement
DISADVANTAGES
Expensive to develop the AR technology based projects and to maintain it. Moreover production of AR based devices is costly.
Lack of privacy is a concern in AR based applications.
In AR, people are missing out on important moments.
Low performance level is a concern which needs to be addressed during testing process.
It requires basic learning to effectively use AR compliant devices.
An Examination Of Online Grammar Teaching Materials Available For Young LearnersAndrew Molina
This document analyzes and discusses online grammar teaching materials available for young English language learners. It finds that while many materials are accurate and appropriate, many are also quite traditional in nature and lack communicative value. Specifically, it examines materials from the British Council and finds that some directly teach grammatical rules without focus on meaning or communication, similar to traditional paper-based activities. It also finds that some "interactive games" lack true interactivity by not providing feedback. However, some materials do provide limited feedback which can be helpful for practice. Overall, the document invites teachers and learners to be aware of limitations of relying on online materials and to consider their communicative value when used for grammar teaching.
This document discusses the development and uses of a teaching robot (teachbot) using artificial intelligence and natural language processing. Some key points:
- The teachbot can be designed to teach students, academics, and others using AI to retrieve topics from its memory and natural language processing to communicate.
- It would be loaded with presentations, documents, images and videos and have the ability to draw diagrams to aid its teaching.
- Computer vision would allow the teachbot to see and identify people. Speech recognition would allow it to understand questions.
- The teachbot could replace human teachers for its limitless knowledge, patience, and ability to teach any subject using technologies like AI and natural language processing.
How can we use Artificial Intelligence (AI) for improving reading comprehension of poor comprehenders? This presentation, delivered at AI*IA 2014 for Society in Pisa (Italy), explain how natural language processing and constraint-based reasoning technologies can help in automating the generation of serious games for improving the reading comprehension of poor comprehenders. The slides also analyse the results in terms of pedagogical effectiveness of the system for improving reading comprehension and quality of the automated generation process for delivering games.
More Related Content
Similar to The TERENCE FP7 project S&T Goals and Results for Schools and Beyond
1) The document summarizes research into designing a vocabulary learning app called miLexicon using the Experience of Resources (EoR) framework.
2) Three cycles were used: interviews to understand individual context, an autoethnography of one participant's vocabulary learning, and participatory redesign with 6 participants testing miLexicon.
3) The research found miLexicon helped prompt vocabulary collection but participants required more scaffolding to fully integrate words into their mental lexicons and connect words to resources over time. Future versions of miLexicon need adaptive support tailored to individual learner contexts.
This document provides a rubric for evaluating the classroom environment based on 17 categories related to literacy. It focuses on the category of "Computers/Electronic Texts", which includes any texts accessed through electronic media like the internet, software programs, e-books, etc. The rubric evaluates factors like the quantity and variety of electronic texts, how engaging and accessible they are, and their appropriate challenge level for students. Examples of electronic texts that could be present are provided.
The document discusses the use of technology to support constructivist language learning. It analyzes 5 areas where technology can be used: 1) self-study exercises using multimedia, 2) authoring tools for teachers to create customized exercises, 3) electronic publications providing authentic materials, 4) tools to adapt materials for classrooms, and 5) cognitive tools like concordances. The document advocates shifting from traditional instruction to knowledge construction and argues new technologies can help achieve this shift if used as learning tools rather than just instructional systems.
Technology is important in early childhood education for several reasons: it ties into the curriculum, engages different learning styles, and supports development across domains. Specifically, technology can help with literacy and math skills, social-emotional growth through collaboration, language development, and both fine and gross motor skills. Examples of using technology include the website "Lanolin's Greenhouse" to practice manipulating phonemes, and virtual manipulatives on the MathTools site to reinforce fraction concepts.
The document provides a rubric to evaluate the classroom environment based on 6 categories related to literacy. The categories include computers/electronic texts, games/puzzles/manipulatives, instructional aids, trade books, reference materials, and student/teacher published work. Each category is rated on a scale of 1 to 5 based on quantity/variety, engaging qualities, accessibility, and challenge level. The rubric is intended to help teachers evaluate and improve their classroom's literacy environment.
This document provides a rubric to evaluate the classroom environment based on 6 categories related to literacy. The categories include computers/electronic texts, games/puzzles/manipulatives, and instructional aid charts. Each category is rated on a scale of inadequate, basic, or outstanding based on factors such as quantity/variety, engaging qualities, accessibility, and challenge level of the materials provided. The rubric is meant to help teachers self-evaluate their classroom environment and identify areas for improvement to better support student literacy.
The document discusses the role of computers in foreign language teaching and learning. It identifies the computer's main roles as a teacher, tester, tool, data source, and communication facilitator. As a teacher, the computer teaches new language to students. As a tester, it tests students on language they have learned. As a tool, it assists students with tasks like word processing. As a data source, it provides students information to complete tasks. As a communication facilitator, it allows students to communicate with others in different locations. The document also discusses computer-assisted language learning and how multimedia programs combine listening and seeing, allowing students to control the pace of interaction.
Computers can be useful tools for teaching English as a second language (ESL) reading in several ways. They allow students to complete exercises at their own pace and level, and provide explanations when students make mistakes. Some software programs facilitate ESL reading instruction and practice reading comprehension skills through games and vocabulary exercises. Reading is a complex process that requires integrating many cognitive, linguistic, and background knowledge skills from decoding text to comprehending overall meaning.
Steele Vera Zaferson 2nd Grade App Review Non-Linear PowerPointamgsteele
This document provides summaries of 15 educational apps for 2nd grade students. The apps cover a variety of subjects including language arts, math, science, and writing. For each app, the summary provides the app name, targeted standard, a brief description, suggested time for use, grouping options, additional materials needed, cost, and compatible devices. Many of the apps allow for individual or small group use and aim to develop foundational skills in areas like reading comprehension, grammar, vocabulary, and writing.
This document describes research into designing interfaces for interactive tables to support cooperative language learning. It discusses three prototype applications created - for classifying words, matching words and images, and creating sentences. The researchers explored variations in feedback modality, privacy, spatial layout, and interaction visualizations to assess their impact on student participation and self-assessment. Preliminary findings from studies with students suggest that private feedback and initial spatial layout may increase participation equity, while visualizations and private feedback may improve self-assessment accuracy. Further evaluation is needed to identify the most promising design variants.
Sheltered instruction technology integration plan for kindergarten Aprilmoe82
This presentation outlines a plan for integrating technology into a kindergarten sheltered instruction classroom to support English language learners. It proposes using websites and apps to help demonstrate concepts, build vocabulary, and provide feedback. Several classroom scenarios are described where tools like Starfall, Sight Words, and Learn English Kids could be used to help students with reading assignments, spelling, and receiving feedback on quizzes. The presentation concludes that the featured technology can assist English learners and support the Sheltered Instruction Observation Protocol model.
1. The document discusses strategies for developing skills and self-employment in students, including giving students a greater role in decision making, encouraging curiosity through games, and creating personalized learning guides.
2. It proposes designing an interactive learning environment to support children's understanding of complex environmental and ecological domains. This would integrate constructionism and systems dynamics to simulate real-life phenomena.
3. The project aims to develop tools to facilitate understanding of complex topics among young learners, using cognitive apprenticeship methods. A computer-controlled greenhouse is used as a technological environment for learning about complex systems.
This an overview of ELSA's proprietary speech recognition technology. Find out how voice technology can help with language learning, and what differentiates ELSA's model from the others.
This document discusses integrating technology into reading instruction. It provides examples of how teachers can use different technologies to support phonics, the reading process, vocabulary, and student response to reading. Research suggests that technology can promote higher-level thinking and other skills needed for the 21st century when used to support literacy development. The document also describes characteristics of "digital natives" and trends influencing technology use, such as portability, collaboration, gaming, and high-stakes testing.
The document describes Project RISE, which stands for Retell, Infer, Synthesize, and Envision/Connect. It is a reading comprehension strategy that has students actively engage with texts by retelling, making inferences, synthesizing information, and relating it to their own lives. The project aims to improve student reading ability through localized stories and applying comprehension techniques. It will be implemented across grade levels and subjects. Progress will be monitored through assessments and discussions to ensure the project is effective.
Here are a few key points to ponder regarding children's vocabulary learning:
- All aspects of vocabulary are important for children to learn, including meaning, spelling, pronunciation, parts of speech, and how words are used in context. Mastering vocabulary helps with reading comprehension, writing skills, and communication abilities.
- When using internet-based sites, teachers and parents should evaluate the content for appropriateness and educational value. They should also discuss responsible internet use and monitor children's activities. Some key considerations include privacy, safety, and avoiding distractions.
- Research shows that children learn vocabulary best through active, multi-sensory engagement like games, stories, conversations, and hands-on activities. Using new words in meaningful contexts
Different types of Augumented reality applicaitonsBhaskar Reddy
The integration of digital information with the user’s environment in real time.
The real-time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real-world objects.
Morton Heilig in the year 1957 developed the first augmented reality
Development of AR began in 1968, when the first head-mounted display system was founded by Ivan Sutherland.
The term was coined in 1990 by scientist and researcher Thomas P. Caudell during the development of one of the most famous aircraft in the world: the Boeing 747
DIFFERENCE BETWEEN ar & VR
Marker-based AR
works by scanning a marker which triggers an augmented experience (whether an object, text, video or animation) to appear on the device.
The most common markers used are two-dimensional QR codes.
Short for quick response
device's camera recognizes the machine-readable barcode and responds by producing visual effects
can be used with mobile devices, such as a smartphone or tablet
Markerless AR
uses a device's camera, location software, and accelerometer to detect positional information, including the orientation of different objects and the space between them.
doesn't require image recognition to produce visual effects.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
ADVANTAGES
It helps with the learning process
Creates unique customer experiences
Removes cognitive overload
Creates user engagement
DISADVANTAGES
Expensive to develop the AR technology based projects and to maintain it. Moreover production of AR based devices is costly.
Lack of privacy is a concern in AR based applications.
In AR, people are missing out on important moments.
Low performance level is a concern which needs to be addressed during testing process.
It requires basic learning to effectively use AR compliant devices.
An Examination Of Online Grammar Teaching Materials Available For Young LearnersAndrew Molina
This document analyzes and discusses online grammar teaching materials available for young English language learners. It finds that while many materials are accurate and appropriate, many are also quite traditional in nature and lack communicative value. Specifically, it examines materials from the British Council and finds that some directly teach grammatical rules without focus on meaning or communication, similar to traditional paper-based activities. It also finds that some "interactive games" lack true interactivity by not providing feedback. However, some materials do provide limited feedback which can be helpful for practice. Overall, the document invites teachers and learners to be aware of limitations of relying on online materials and to consider their communicative value when used for grammar teaching.
This document discusses the development and uses of a teaching robot (teachbot) using artificial intelligence and natural language processing. Some key points:
- The teachbot can be designed to teach students, academics, and others using AI to retrieve topics from its memory and natural language processing to communicate.
- It would be loaded with presentations, documents, images and videos and have the ability to draw diagrams to aid its teaching.
- Computer vision would allow the teachbot to see and identify people. Speech recognition would allow it to understand questions.
- The teachbot could replace human teachers for its limitless knowledge, patience, and ability to teach any subject using technologies like AI and natural language processing.
Similar to The TERENCE FP7 project S&T Goals and Results for Schools and Beyond (20)
How can we use Artificial Intelligence (AI) for improving reading comprehension of poor comprehenders? This presentation, delivered at AI*IA 2014 for Society in Pisa (Italy), explain how natural language processing and constraint-based reasoning technologies can help in automating the generation of serious games for improving the reading comprehension of poor comprehenders. The slides also analyse the results in terms of pedagogical effectiveness of the system for improving reading comprehension and quality of the automated generation process for delivering games.
Towards Tangible Gamificaiton of Co-design Contexts: Two Studies in Primary S...Rosella Gennari
The document describes two studies that explored gamifying co-design contexts in primary schools. The 2013 study involved shorter missions over 8 weeks with challenges, cooperation, and emotions tracked. The 2014 study had longer, more tangibly gamified missions over 14 weeks involving cooperative roles, rules, and progression tracking. Data was collected on material satisfaction, challenge success, cooperation, and achievement emotions to understand the impact of gamification on engagement and learning. Results showed positive emotions increased across missions while cooperation and inclusion also improved.
How To Gamify School Contexts and Teach Computer Science ConceptsRosella Gennari
This document describes a study that used gamification and cooperative learning strategies to engage children in co-design activities. The study involved splitting children into groups and assigning them missions to work on designing games. The missions used gamification elements like progression bars, coins, badges, and expert roles. The goals were to foster engagement, inclusion, and cooperative work among the children through a gamified co-design process.
Extreme Apprenticeship Meets Playful Design at Operating System Labs: A Case ...Rosella Gennari
The extreme apprenticeship instructional methodology, recently born in Scandinavia, serves to organise education in formal contexts, such as university courses. The fundamental idea is that a new task is learned by apprentices, looking at the master who is performing it, and then repeating the task under his or her guidance. Continuous feedback and learning by doing are key principles of extreme apprenticeship. However, in e-learning contexts, the direct contact with the master may be missing. Then engagement of students with learning material becomes a challenging goal to achieve when designing the material. In this paper, we see how extreme apprenticeship and playful design were combined for designing the learning material of the laboratories of a traditionally `boring' university course, namely, operating systems. A preliminary analytic evaluation concludes the paper showing the viability of the blended approach.
GaCoCo in 30 minutes: Gamified Co-design of Products at School with Cooperati...Rosella Gennari
A long presentation of GAmified COdesign with COperative Learning for alt-CHI 2014. Co-design is an ideal approach to design with mixed teams that include learners and teachers. However, in modern learning contexts, learning and playful engagement are both key goals, and that poses several challenges to co-design. This work investigates such challenges after outlining co-design and situating it in current user experience
design trends. Then it uses the challenges to derive requirements for co-design, and shows how to meet requirements, fostering playful (fun) engagement as well as social learning, by blending co-design with gamication and cooperative learning--GaCoCo.
A small-scale lab within Junior Uni activities at the Free University of Bozen-Bolzano for engaging a mixed group of children, from 5 to 8 year olds, in co-designing together an educational game
Play and Learn with Learners to Early Form your Design DecisionsRosella Gennari
1. The document discusses the design methodology for the TERENCE adaptive learning system (ALS) which combines user-centered design and evidence-based design.
2. User data was gathered through gamified field studies and enriched with expert input to define learner classes and personas to depict user requirements.
3. These informed the design of adaptive learning material, games, and feedback tailored to learner characteristics like age, gender, and reading level.
4. An example walkthrough of the ALS is provided, from logging in to choosing an avatar, reading material, and playing games.
The document discusses gamifying field studies to collect data from children for a technology-enhanced learning (TEL) project called TERENCE. TERENCE aims to develop an adaptive learning system with digital books and games to help children with text comprehension difficulties. Field studies need to gather data from over 500 children and educators across Italy and the UK on how to design TERENCE's materials and system to be effective and usable. However, directly collecting data from children faces challenges regarding reliability, engagement, and school time constraints. The document proposes gamifying field studies to address these challenges and effectively inform TERENCE's design decisions based on its intended users' context of use.
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/how-axelera-ai-uses-digital-compute-in-memory-to-deliver-fast-and-energy-efficient-computer-vision-a-presentation-from-axelera-ai/
Bram Verhoef, Head of Machine Learning at Axelera AI, presents the “How Axelera AI Uses Digital Compute-in-memory to Deliver Fast and Energy-efficient Computer Vision” tutorial at the May 2024 Embedded Vision Summit.
As artificial intelligence inference transitions from cloud environments to edge locations, computer vision applications achieve heightened responsiveness, reliability and privacy. This migration, however, introduces the challenge of operating within the stringent confines of resource constraints typical at the edge, including small form factors, low energy budgets and diminished memory and computational capacities. Axelera AI addresses these challenges through an innovative approach of performing digital computations within memory itself. This technique facilitates the realization of high-performance, energy-efficient and cost-effective computer vision capabilities at the thin and thick edge, extending the frontier of what is achievable with current technologies.
In this presentation, Verhoef unveils his company’s pioneering chip technology and demonstrates its capacity to deliver exceptional frames-per-second performance across a range of standard computer vision networks typical of applications in security, surveillance and the industrial sector. This shows that advanced computer vision can be accessible and efficient, even at the very edge of our technological ecosystem.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Digital Banking in the Cloud: How Citizens Bank Unlocked Their MainframePrecisely
Inconsistent user experience and siloed data, high costs, and changing customer expectations – Citizens Bank was experiencing these challenges while it was attempting to deliver a superior digital banking experience for its clients. Its core banking applications run on the mainframe and Citizens was using legacy utilities to get the critical mainframe data to feed customer-facing channels, like call centers, web, and mobile. Ultimately, this led to higher operating costs (MIPS), delayed response times, and longer time to market.
Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
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