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=Introduction=
=Introduction=
Schrijf een soort marketing verhaaltje ovre ons programma, misschien nog een leuke naam verzinnen met worden zoals dit
For the course Robots Everywhere from the Technical University of Eindhoven, a project about some form of robotics needed to be made. The only explanation given was that robotics has to be part of the project in some way and that a product needed to be delivered at the end. Because of the huge amount of freedom in this course, for this particular project it was decided to create a smart quizzing program for in class. The program can be used in groups 3 and 4 from schools with a traditional educational tactics, all research is focused on these schools in the Netherlands. Simple mathematics is the subject that this quiz will cover, so addition, subtraction, multiplying, and division. The purpose of the program is easily identifying students that need some extra teacher attention, while stimulating all students on an individual level. The way in which this is done is by finding the child’s knowledge boundary based on his or her answers to the previous questions. This way, the child will get questions that are still challenging enough to be interesting, but not too hard that the pupil will give up. As a quizzing program will be started at the same time for a whole class, but all pupils soon have an individual test, it is a perfect combination of individualism while working as a class so nobody feels left out. All questions in the test are multiple choice to make it easier for the children to input their answers.
slim leuk spelend intelligent educatief  leerzaam test/spel systeem
The teachers will be able to see from the results which children have mastered the subjects sufficiently and are ahead of the program, but also which pupils lack behind. Because these results will be visible very quickly, the teacher knows sooner which children will need some extra attention to catch up. This extra attention can then be given when the teacher sees fit.
To test whether or not teachers think the program could make an actual difference in their teaching programs, an questionnaire was send to '''50?''' elementary school teachers. The questionnaire focused on their opinions and whether they had tips to keep in mind while designing the program. An important question is whether or not they think the program will help them plan their time better, '''as this is our main goal?'''.
The following report is an elaborate documentation about the program, the questionnaire and the results from this.
 
'''Schrijf een soort marketing verhaaltje ovre ons programma, misschien nog een leuke naam verzinnen met worden zoals dit
slim leuk spelend intelligent educatief  leerzaam test/spel systeem. NAAM MOET SWS NOGSTEEDS'''


=Problem description=
=Problem description=
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==Didactic systems==
==Didactic systems==
In het boek, het didactische werkvormenboek
In the book, het didactische werkvormenboek <ref> Piet Hoogeveen, Jos Winkels "Het didactische werkvormenboek", from: https://books.google.nl/books?hl=nl&lr=&id=5v9peu5jRfgC&oi=fnd&pg=PA19&dq=didactische+werkvormen+basisonderwijs&ots=ARLOURzljI&sig=x_9xhZYBBVB8-cEMIeIQzRvK35I#v=onepage&q&f=false</ref>, a few important aspects of teaching are found.
<ref> Piet Hoogeveen, Jos Winkels "Het didactische werkvormenboek", from: https://books.google.nl/books?hl=nl&lr=&id=5v9peu5jRfgC&oi=fnd&pg=PA19&dq=didactische+werkvormen+basisonderwijs&ots=ARLOURzljI&sig=x_9xhZYBBVB8-cEMIeIQzRvK35I#v=onepage&q&f=false</ref>, worden de volgende belangrijke aspecten gevonden bij lesgeven:
• The best way for pupils to take in information is when they read and/or see it.
* Leerlingen nemen het beste informatie op door te lezen en te kijken.
• When asking questions, there need to be both open questions and closed questions.
* Bij het stellen van vragen moet er gelet worden dat er zowel open als gelosten vragen gesteld worden
• Make sure pupils work with the whole class, but also occasionally in smaller groups or on their own.
* Zowel klassikaal als in kleine groepjes/individueel gewerkt worden
• Switching between teaching tactics stimulates learning. An example could be switching between  a game and simple sums.
* Het wisselen tussen werkvormen werkt bevorderlijk voor het leren van informatie. Bijvoorbeeld het wisselen tussen spelletjes en sommen maken.
For our project we chose to focus on a traditional education system instead of a constructive education system. This means that we will keep in mind that
• The teacher largely decided on the curriculum and order in which subjects are taught.
• The focus lies on teaching the whole class at once.
• There is a curriculum in which some subjects are more central than others.
• Learning is an individual activity.
• Pupil’s progress is checked by means of tests.


Voor ons project hebben we gekozen voor een traditioneel onderwijs systeem, in plaats van constructivistisch onderwijs, \\\\, hier wordt het volgende mee bedoelt:
* De docent bepaalt grotendeels de inhoud en de volgorde van het onderwijs
* Nadruk ligt op klassikaal overdragen van kennis en vaardigheden
* Er is een leerplan waarbij bepaalde vakken en vakgebieden centraal staan
* Leren is een individuele activiteit
* De prestaties van een leerling worden getoetst
Hierbij willen we het aspect spelenderwijs leren benadrukken.


==The use of computer programs in education==
==The use of computer programs in education==
Uit onderzoeken van de rijksoverheid <ref> Inspectie van het Onderwijs, "De staat van het onderwijs", Onderwijsverslag 2011/2012, april, 2013, from: http://www.rijksbegroting.nl/binaries/pdfs/ocw/onderwijsverslag-2011-2012-printversie.pdf </ref> blijken de volgende dingen:  
From a government study <ref> Inspectie van het Onderwijs, "De staat van het onderwijs", Onderwijsverslag 2011/2012, april, 2013, from: http://www.rijksbegroting.nl/binaries/pdfs/ocw/onderwijsverslag-2011-2012-printversie.pdf </ref>, the following things became clear:
* Opsplitsen van de grote groep in kleinere groepen in leerjaar 3 heeft een positief effect op de prestaties van de leerlingen, doordat er meer interactie waargenomen wordt.
• Separating the class in smaller groups in year 3 has a positive effect on the pupils’ performances as it causes more interaction.
* Ruim 90 procent van de leraren in het primair onderwijs gebruikt computers bij het lesgeven. Volgens hun kan het gebruik van ICT kan bijdragen aan efficiënter, effectiever en aantrekkelijker onderwijs.
• More than 90 percent of the teachers in primary education use computers to teach. According to them using ICT can contribute to a more efficient, effective and likeable education.
The next article shows us that education often does not seem to fit the natural, experimental learning process that children have. In games it is possible to naturally lean, which is why using games can be relevant for primary education. There would have to be a good balance between playing and effectively learning, to make sure that the advantages of learning in a fun way are not lost. This means the following things need to be taken into account when asking questions:
• The information should not be presented in a way that is too abstract, make sure it speaks to the children’s imagination.
• There needs to be a lot of repetition.
• Important information should be taught in more than one way.
• Take some time, it should not be taught too fast.
• Use realistic characters.
• Use animation, childlike dialogues, interaction and direct feedback. Zegt ook al iets over feedback.
• Do not punish children for making mistakes.


Het volgende artikel <ref>Tessa van Asselt, "De toepassing van games in het basisonderwijs", from: https://dspace.library.uu.nl/bitstream/handle/1874/209813/Masterscriptie%20Tessa%20van%20Asselt%203012468.pdf?sequence=1</ref> laat ons zien dat het onderwijs niet lijkt aan te sluiten bij het natuurlijke, experimentele leerproces van kinderen. In games is het wel mogelijk op een natuurlijke manier te leren, waardoor het gebruik van games relevant kan zijn voor het basisonderwijs. Er moet een goede balans zijn tussen speelplezier en effectief leren, zodat de voordelen van spelenderwijs leren bewaard blijven. Er moet gelet worden op de volgende items bij het stellen van de vragen:
* de informatie moet niet op een (te) abstracte manier worden gepresenteerd, laat het inspreken tot de kinderen hun verbeelding,
* er moet meer herhaling plaatsvinden,
* belangrijke informatie moet op meer dan één manier worden overgebracht,
* het moet niet te snel verlopen,
* er moet gebruik worden gemaakt van realistische karakters,
* maak gebruik van animatie, kinderlijke dialogen, interactiviteit en directe feedback,
* kinderen moeten niet te snel afgestraft worden voor een fout.




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'''From these articles we can conclude that we want to focus on playful learning in a computer program. We will do this by asking simple maths questions using fun pictures of objects. This way we hope to intrinsically motivate the children to play with our program. Other things we will implement is that we want to make sure it will not go too fast and we can use child-friendly language.'''
'''From these articles we can conclude that we want to focus on learning in a likeable way, using a computer program. We will do this by asking simple maths questions using fun pictures of objects. This way we hope to intrinsically motivate the children to play with our program. Other things we will implement is that we want to make sure it will not go too fast and we can use child-friendly language.'''


==(willen we dit nog erin zetten en zo ja onder welk kopje)==
==(willen we dit nog erin zetten en zo ja onder welk kopje DENK DAT HET VOOR NU NIET NODIG IS, MAAR MISSCHIEN LATER)==
''' Dit is een artikel <ref>https://llk.media.mit.edu/papers/edutainment.pdf</ref> met een goed voorbeeld van spelenderwijs leren. De nadruk ligt op intrinsieke motivatie om dingen te doen waar kinderen dan van leren, en dus niet op het sugar-coaten van leren. Het is een misverstand dat mensen/kinderen niet willen leren, het moet simpelweg vanuit ze zelf komen.'''
''' Dit is een artikel <ref>https://llk.media.mit.edu/papers/edutainment.pdf</ref> met een goed voorbeeld van spelenderwijs leren. De nadruk ligt op intrinsieke motivatie om dingen te doen waar kinderen dan van leren, en dus niet op het sugar-coaten van leren. Het is een misverstand dat mensen/kinderen niet willen leren, het moet simpelweg vanuit ze zelf komen.'''


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=Program=
=Program=
==Questions==
==Questions==
We hebben 3 type vragen:
We have 3 types of questions:
* Het aantal schapen, varkens, koeien en kippen
• Flock questions, where children can add or subtract two flocks of pigs, cows, or chickens.
* Dieren met bordjes vraag
• Animals with small blackboards which have simple additions or subtractions on them.
** Vlak met x aantal random punten, plaats deze punten zodat als er een plaatje op komt deze niet overlappen.
• Timeline questions where there are animals standing next to each other with numbers on their blackboards and one number is missing.
* Tijdlijn vragen
According to this website <ref>from: https://wijzeroverdebasisschool.nl/</ref>  students from our target audience should be able to do the following things at the end of the school year:
• Group 3 can add and subtract from 0 to 20.
• Group 4 can multiply and add and subtract from 0 to 100.
For this reason exactly, we made sure the teacher can change the settings of the program to fit the needs of the current group. The teacher can choose between addition, subtraction, multiplying, and dividing on the range [x, y] or a combination of these operations. Furthermore, the teacher can input the maximal number of arguments each questions can have, how many questions there are in a session, whether the questions will be done with integers or decimals, and whether the program will go through a session automatically or manually. All questions are multiple choice to make it easier for the young children to reply.


Volgens de volgende website <ref>from: https://wijzeroverdebasisschool.nl/</ref> kunnen de leerlingen van onze doel groepen de volgende dingen aan het einde van het jaar:
* Groep 3 kan optellen en aftrekken tot 20
* Groep 4 kan de tafeltjes en optellen en aftrekken tot 100
Daarom kan de leraar zelf het programma instellen naar de behoefte van de desbetreffende groep. De leraar kan kiezen voor optellen, aftrekken, vermenigvuldigen of delen op het gebied [x,y] of een combinatie van de verschillende operaties. Tevens kan de leraar het maximaal aantal argumenten aangeven, hoeveel vragen er in een sessie zitten, of hij/zij gehele getallen of decimalen getallen wil en of hij/zij de vragen automatisch wil laten doorgaan of handmatig. Alle vragen zijn mutilple choice, zodat het voor de kinderen makkelijk is om in te voeren.


'''Voeg hier plaatjes toe van de drie type vragen die we hebben'''
'''Voeg hier plaatjes toe van de drie type vragen die we hebben'''

Revision as of 12:07, 18 March 2018

Return PRE2017 3 Groep14

Introduction

For the course Robots Everywhere from the Technical University of Eindhoven, a project about some form of robotics needed to be made. The only explanation given was that robotics has to be part of the project in some way and that a product needed to be delivered at the end. Because of the huge amount of freedom in this course, for this particular project it was decided to create a smart quizzing program for in class. The program can be used in groups 3 and 4 from schools with a traditional educational tactics, all research is focused on these schools in the Netherlands. Simple mathematics is the subject that this quiz will cover, so addition, subtraction, multiplying, and division. The purpose of the program is easily identifying students that need some extra teacher attention, while stimulating all students on an individual level. The way in which this is done is by finding the child’s knowledge boundary based on his or her answers to the previous questions. This way, the child will get questions that are still challenging enough to be interesting, but not too hard that the pupil will give up. As a quizzing program will be started at the same time for a whole class, but all pupils soon have an individual test, it is a perfect combination of individualism while working as a class so nobody feels left out. All questions in the test are multiple choice to make it easier for the children to input their answers. The teachers will be able to see from the results which children have mastered the subjects sufficiently and are ahead of the program, but also which pupils lack behind. Because these results will be visible very quickly, the teacher knows sooner which children will need some extra attention to catch up. This extra attention can then be given when the teacher sees fit. To test whether or not teachers think the program could make an actual difference in their teaching programs, an questionnaire was send to 50? elementary school teachers. The questionnaire focused on their opinions and whether they had tips to keep in mind while designing the program. An important question is whether or not they think the program will help them plan their time better, as this is our main goal?. The following report is an elaborate documentation about the program, the questionnaire and the results from this.

Schrijf een soort marketing verhaaltje ovre ons programma, misschien nog een leuke naam verzinnen met worden zoals dit slim leuk spelend intelligent educatief leerzaam test/spel systeem. NAAM MOET SWS NOGSTEEDS

Problem description

The purpose of our program is to quickly recognize which children need extra help on a specific topic and to customize the test to each child, such that they can train specific topics on their own level. Quickly recoginizing the children will help the teacher to immediately step in. For example at the start of the year teachers do not know the weaknesses of the children, but our program can find them immediately after 1 test. Furthermore the personalised test ensures that the children will not lose interest, due to the questions being to easy, and ensures that they will not feel left out, due to always getting the questions wrong. These personalised questions are determined on the answers of previous questions.

Our program is now focussed on children in the third and fourth grade of the elementary school in the Netherlands using a tradional education system. The test consists of mathematical questions, that are divided by subject, for example multiplication tables or adding numbers up to 20. These choices were made to ensure an easy starting point for the program.

Objective

Develop a smart quiz program for a computer that can assess knowledge levels of the pupils, to give the teacher a better view on his pupils, and ask questions to the pupils on their personal boundary, so they learn effectively.

Users

The users of the program will be the pupils of the third and fourth grade of the elementary school in the Netherlands using a tradional education system, the parents and teacher of these pupils. The users will have the following requirements:

  • The pupils want:
    • A program that stimulates their imagination
    • A test that remains interesting throughout the whole session
    • A test that does not make them feel dumb or left out
  • The parents want:
    • A test that stimulates their children to learn and to perform the best they can.
    • Their children to be happy
    • Check their children's progress
    • The privacy of their children to be guaranteed
  • The teacher wants:
    • A test that motivates the pupils to learn and to perform the best they can
    • The system to match the curriculum, meaning the teacher has to change the settings of each test
    • To check the progress of each pupil in an easy way
    • To divide his or her time in the best way over all the pupils

For the program we did not put our focus on privacy, because this is only a small part of our program. The program will not contain an interface for the parents, due to fact that the goal only incorporates the pupils and the teachers. However this could be added later on if desired. Almost all of the other the requirements will be implemented in our program by the use of the traditional didactic system.

Intelligent Quiz System

Given a set of questions, the quiz master will test the knowledge of a child, and help the child improve by asking the right questions at the right time. We will build an application that selects the next question to ask the child, based on the previous answers the child gave to previous questions. The quiz will find the knowledge level of the child and ask questions at the child's knowledge boundary so he can still learn from the question but will not be overwhelmed.

The quiz master has to:

  • Find out the level of knowledge the child has, and ask questions that are on the 'edge' of a childs knowledge in order to improve their knowledge.
  • Generate new questions.

In order to do so, we must:

  • Define distance (or question similarity) between questions, which questions are of similar difficulty. So cluster questions based on their difficulty. Note that this will vary per child.
  • Simulate the (increasing/decreasing) knowledge of different children. (To be able to train our app.)
  • Construct a (large enough) data set to use parts of it for training and validation.
  • Find out what the next right question would be. Our app should do this, based on the question similarity for a certain child.

Desk research

Didactic systems

In the book, het didactische werkvormenboek [1], a few important aspects of teaching are found. • The best way for pupils to take in information is when they read and/or see it. • When asking questions, there need to be both open questions and closed questions. • Make sure pupils work with the whole class, but also occasionally in smaller groups or on their own. • Switching between teaching tactics stimulates learning. An example could be switching between a game and simple sums. For our project we chose to focus on a traditional education system instead of a constructive education system. This means that we will keep in mind that • The teacher largely decided on the curriculum and order in which subjects are taught. • The focus lies on teaching the whole class at once. • There is a curriculum in which some subjects are more central than others. • Learning is an individual activity. • Pupil’s progress is checked by means of tests.


The use of computer programs in education

From a government study [2], the following things became clear: • Separating the class in smaller groups in year 3 has a positive effect on the pupils’ performances as it causes more interaction. • More than 90 percent of the teachers in primary education use computers to teach. According to them using ICT can contribute to a more efficient, effective and likeable education. The next article shows us that education often does not seem to fit the natural, experimental learning process that children have. In games it is possible to naturally lean, which is why using games can be relevant for primary education. There would have to be a good balance between playing and effectively learning, to make sure that the advantages of learning in a fun way are not lost. This means the following things need to be taken into account when asking questions: • The information should not be presented in a way that is too abstract, make sure it speaks to the children’s imagination. • There needs to be a lot of repetition. • Important information should be taught in more than one way. • Take some time, it should not be taught too fast. • Use realistic characters. • Use animation, childlike dialogues, interaction and direct feedback. Zegt ook al iets over feedback. • Do not punish children for making mistakes.



Artikelen die er nog moeten komen:

  • Artikel over individueel of klassikaal werken
  • Artikel over papier of digitaal
  • 2 Artikelen over wat voor een feedback het kind ziet?
  • 2 Artikelen per week clusteren of per onderdeel, i.e. frequentie


From these articles we can conclude that we want to focus on learning in a likeable way, using a computer program. We will do this by asking simple maths questions using fun pictures of objects. This way we hope to intrinsically motivate the children to play with our program. Other things we will implement is that we want to make sure it will not go too fast and we can use child-friendly language.

(willen we dit nog erin zetten en zo ja onder welk kopje DENK DAT HET VOOR NU NIET NODIG IS, MAAR MISSCHIEN LATER)

Dit is een artikel [3] met een goed voorbeeld van spelenderwijs leren. De nadruk ligt op intrinsieke motivatie om dingen te doen waar kinderen dan van leren, en dus niet op het sugar-coaten van leren. Het is een misverstand dat mensen/kinderen niet willen leren, het moet simpelweg vanuit ze zelf komen.

Een uitgebreide uitleg over op welke vlakken de Montessori didactiek overeenkomt met spelenderwijs leren en op welke vlakken niet. Dit geeft dus veel inzichten in spelenderwijs leren ansich en in hoe Montessori scholen dit aanpakken. [4]

Playful learning toegepast in een mobiele game, wat praktisch is wat wij willen doen dus lijkt een handig artikel. [5] gaat over het design.

Program

Questions

We have 3 types of questions: • Flock questions, where children can add or subtract two flocks of pigs, cows, or chickens. • Animals with small blackboards which have simple additions or subtractions on them. • Timeline questions where there are animals standing next to each other with numbers on their blackboards and one number is missing. According to this website [6] students from our target audience should be able to do the following things at the end of the school year: • Group 3 can add and subtract from 0 to 20. • Group 4 can multiply and add and subtract from 0 to 100. For this reason exactly, we made sure the teacher can change the settings of the program to fit the needs of the current group. The teacher can choose between addition, subtraction, multiplying, and dividing on the range [x, y] or a combination of these operations. Furthermore, the teacher can input the maximal number of arguments each questions can have, how many questions there are in a session, whether the questions will be done with integers or decimals, and whether the program will go through a session automatically or manually. All questions are multiple choice to make it easier for the young children to reply.


Voeg hier plaatjes toe van de drie type vragen die we hebben

Teacher interface

Description with pictures of all the things the teacher can adjust and see

Child interface

Description with pictures of all the things the children can adjust and see

Results

Survey

Conclusion

Appendices

Contributions

References