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Full-Text Articles in Education
Automatic Classification Of Activities In Classroom Videos, Jonathan K. Foster, Matthew Korban, Peter Youngs, Ginger S. Watson, Scott T. Acton
Automatic Classification Of Activities In Classroom Videos, Jonathan K. Foster, Matthew Korban, Peter Youngs, Ginger S. Watson, Scott T. Acton
VMASC Publications
Classroom videos are a common source of data for educational researchers studying classroom interactions as well as a resource for teacher education and professional development. Over the last several decades emerging technologies have been applied to classroom videos to record, transcribe, and analyze classroom interactions. With the rise of machine learning, we report on the development and validation of neural networks to classify instructional activities using video signals, without analyzing speech or audio features, from a large corpus of nearly 250 h of classroom videos from elementary mathematics and English language arts instruction. Results indicated that the neural networks performed …
Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean
Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean
VMASC Publications
One of the difficulties in developing educational games is maintaining player engagement. This engagement is critical for games to provide effective learning experiences. One way to increase engagement in games is to limit interruptions during game play. In educational games, this can be accomplished by incorporating learning or problem-solving elements diegetically. Diegetic elements are those that are part of the game scene. With this in mind, a series of games for Science, Technology, Engineering, and Mathematics (STEM) education has been developed focusing on content in courses that are prerequisites to the engineering curriculum. These games cover topics in pre-calculus, calculus, …