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EN
The present paper is aimed at sharing practical experience of organizing active interaction with Maritime English students of remote groups in conditions of permanent online teaching and learning processes. The authors explore various strategies that can be integrated into the design and development of tailored e-books and tutors’ e-courses to foster high level of Maritime English students’ online interaction. In addition, the use of modern digital tools for the successful running of e-books and e-courses is discussed as well as the role these tools play in promoting atmosphere of interaction to allow students be deeply engaged into learning activities and contribute to genuine discussion. A few aspects considered with regard to the process of designing e-books and e-courses are accessibility of learning materials, integration of design elements, and development of students’ online community, encouraging discussions and application of effective assessment methods. The study examines their experience of teaching Maritime English using Moodle and Zoom platforms. The findings of the study can be useful for educators to promote more interactive online learning.
EN
Social media are a rich source of user generated content where people express their views towards the products and services they encounter. However, sentiment analysis using machine learning models are not easy to implement in a time and cost effective manner due to the requirement of expert human annotators to label the training data. The proposed approach uses a novel method to remove the neutral statements using a combination of lexicon based approach and human effort. This is followed by using a deep active learning model to perform sentiment analysis to reduce annotation efforts. It is compared with the baseline approach representing the neutral tweets also as a part of the data. Considering brands require aspect based ratings towards their products or services, the proposed approach also categorizes predicting ratings of each aspect of mobile device.
EN
The study presents the “EREJ” project tested with students at the University of Rzeszów. The project is important for the development of the ability to search for materials for work. It improves the ability to prepare a PPT presentation and write an essay, skills in oral and written communication, the ability to work individually and in a group, the ability to discuss, transmit feedback, and present work publically. The project is also important for increasing the knowledge in the field of environmental issues.
4
Content available remote Retrieving Sound Samples of Subjective Interest With User Interaction
EN
This paper concerns the retrieval of audio samples with a high degree of user interaction, motivated by a practical use case. We consider an open set recognition scenario in which the goal is to find all occurrences of a subjectively interesting sound selected by a user within a particular audio file. We use only a single starting example and maintain interaction through yes-no answers from the user, indicating whether any new retrieved sound matches the target pattern. We present a small dataset for this task and evaluate a baseline solution based on Nonnegative Matrix Factorization and greedy feature selection.
EN
The need to match education and business goals is an endeavour and a challenge for any educational institution, especially for higher education institutions. This challenge has become an important focus over the last decades due to the claimed relationship between education and innovation as well as the potential for economic development. The biggest challenge seems to be to overcome the barriers of thought and objectives that exist between the two worlds of education and business. Indeed, although many attempts and programmes are being developed almost all over the world to bridge these two realities, many clashes and disillusions exist. For different reasons, this issue is viewed almost exclusively from the academic perspective, with the entrepreneurial perspective being completely absent. Based on the experience of both the academic and business worlds, the authors commence this contribution by analysing the causes of this mismatch of interests. They conclude by presenting some possible solutions for improving this misalignment.
6
Content available remote Active teaching and learning as a remedy for engineering education problems
EN
On examples of teaching introductory courses on digital design, the article summarizes four years of the author’s experience in using active teaching and learning methods in engineering education. The results of a number of pedagogical experiments showed that: 1) active strategies lead to higher attendance in lectures and a noticeable improvement in student performance; 2) reducing course content and slide presentations in favor of more active teaching style is greatly welcomed by students and has positive influence on learning outcomes; 3) “Concept Inventories” standards allow for defining the minimum course content and identifying gaps in conceptual understanding; and 4) a significant improvement of learning outcomes can be obtained using dedicated video mini-lectures available to students online.
PL
Na przykładzie dwóch przedmiotów podstawowych z dziedziny techniki cyfrowej artykuł podsumowuje cztery lata doświadczeń autora oraz stan obecnej wiedzy dotyczącej aktywnych metod nauczania inżynierskiego. Rezultaty przeprowadzonych eksperymentów wykazują, że: 1) strategie aktywne prowadzą do zwiększenia frekwencji wykładowej i polepszenia wyników egzaminacyjnych; 2) rezygnacja z prezentacji slajdów na rzecz form aktywnych spotyka się z bardzo dobrym przyjęciem studentów i wpływa korzystnie na osiągnięcie założonych efektów kształcenia; 3) wykorzystanie istniejących standardów „Concept Inventories” pozwala wykryć luki w zrozumieniu podstawowych koncepcji; 4) znaczną poprawę efektów uczenia się można uzyskać udostępniając studentom dedykowane przedmiotowi krótkie wykłady wideo.
7
Content available remote Clash Royale Challenge: how to select training decks for win-rate prediction
EN
We summarize the sixth data mining competition organized at the Knowledge Pit platform in association with the Federated Conference on Computer Science and Information Systems series, titled Clash Royale Challenge: How to Select Training Decks for Win-rate Prediction. We outline the scope of this challenge and briefly present its results. We also discuss the problem of acquiring knowledge about new notions from video games through an active learning cycle. We explain how this task is related to the problem considered in the challenge and share results of experiments that we conducted to demonstrate usefulness of the active learning approach in practice.
8
Content available remote Zorientowane na studenta nauczanie podstaw techniki cyfrowej
PL
W artykule omówiono wyniki eksperymentu dydaktycznego przeprowadzonego w latach 2015/16 – 2017/18 i dotyczącego nauczania podstaw techniki cyfrowej. W ramach eksperymentu znacząco zmieniono sposób prowadzenia wykładów poprzez zastosowanie szeregu nowoczesnych technik nauczania o udokumentowanej efektywności, z których najważniejsze to: 1) stymulowanie pozytywnej relacji student – nauczyciel, 2) wprowadzanie nowych pojęć w sposób indukcyjny, intrygujący i przeczący intuicji, 3) stosowanie formatywnych, anonimowych quizów, 4) stymulowanie nauczania wzajemnego studentów, 5) użycie nowych technologii do zbierania informacji zwrotnej. W rezultacie uzyskano znaczną poprawę frekwencji wykładowej oraz osiągnięć studentów. Przedstawione podejście może być pomocne w nauczaniu innych przedmiotów inżynierskich.
EN
The paper presents results of an educational experiment carried out in the academic years 2015/16 – 2017/18 and concerning teaching an introductory digital design course. In the experiment, a combination of effective research-based student-centered teaching methods were applied in lectures. These included: 1) stimulation of positive student–teacher relationship; 2) introduction of new concepts in inductive, intriguing, and counterintuitive ways; 3) adopting formative, anonymous quizzes; 4) stimulating peer instruction; and 5) use of new technologies to effectively gather student feedback. The new lecturing approach resulted in significant improvement of lecture attendance and student achievements measured by exam grades. The presented approach can benefit other engineering educators in similar courses.
9
Content available Active learning in maritime education
EN
In the field of education, the importance of active learning as a more effective educational method has recently been noted. The element of active learning was introduced to the anchoring training of the training ship for third-year students of Tokyo University of Marine Science and Technology, and its effects have been verified. The learning effect of training was confirmed by the questionnaire results of the students. Moreover, the self-evaluations of student and evaluation of instructor confirmed the skill of grasping a ship's position with improved accuracy and learning effects. Self-evaluation and evaluation by the other student, which were introduced as the element of active learning, both demonstrated a positive learning effect. Furthermore, since an effective training method was examined, a result is reported.
10
Content available remote Active learning using pessimistic expectation estimators
EN
Active learning is the process in which unlabeled instances are dynamically selected for expert labelling, and then a classifier is trained on the labeled data. Active learning is particularly useful when there is a large set of unlabeled instances, and acquiring a label is costly. In business scenarios such as direct marketing, active learning can be used to indicate which customer to approach such that the potential benefit from the approached customer can cover the cost of approach. This paper presents a new algorithm for cost-sensitive active learning using a conditional expectation estimator. The new estimator focuses on acquisitions that are likely to improve the profit. Moreover, we investigate simulated annealing techniques to combine exploration with exploitation in the classifier construction. Using five evaluation metrics, we evaluated the algorithm on four benchmark datasets. The results demonstrate the superiority of the proposed method compared to other algorithms.
11
Content available remote Adaptive control of system entropy
EN
Controlling entropy of a system with unknown parameters is treated here as an adaptive control problem. Necessary conditions for optimality and an algorithm for computing extremal controls in the spirit of R. Rishel are obtained.
EN
The classical adaptive control and self-tuning problems are studied. They serve as models of active and passive learning processes. Comparison of optimal controls allows us to identify the "active" learning term in adaptive strategy. Next the entropy concept is applied to valuation of the learning processes.
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