Posts tagged computer
Mining big data for performance clues as a study guide
Jan 21st
forgetting with personalized content review
Computer software similar to that used by online retailers to recommend products to a shopper can help students remember the content they’ve studied, according to a new study by the University of Colorado Boulder.
The software, created by computer scientists at CU-Boulder’s Institute for Cognitive Science, works by tapping a database of past student performance to suggest what material an individual student most needs to review.
For example, the software might know that a student who forgot one particular concept but remembered another three weeks after initially learning them is likely to need to review a third concept six weeks after it was taught. When a student who fits that profile uses the software, the computer can pull up the most useful review questions.
“If you have two students with similar study histories for specific material, and one student couldn’t recall the answer, it’s a reasonable predictor that the other student won’t be able to either, especially when you take into consideration the different abilities of the two students,” said CU-Boulder Professor Michael Mozer, senior author of the study published in the journal Psychological Science.
The process of combing “big data” for performance clues is similar to strategies used by e-commerce sites, Mozer said.
“They know what you browsed and didn’t buy and what you browsed and bought,” Mozer said. “They measure your similarity to other people and use purchases of similar people to predict what you might want to buy. If you substitute ‘buying’ with ‘recalling,’ it’s the same thing.”
The program is rooted in theories that psychologists have developed about the nature of forgetting. Researchers know that knowledge—whether of facts, concepts or skills—slips away without review, and that spacing the review out over time is crucial to obtaining robust and durable memories.
Still, it’s uncommon for students to do the kind of extended review that favors long-term retention. Students typically review material that was presented only in the most recent unit or chapter—often in preparation for a quiz—without reviewing previous units or chapters at the same time.
This leads to rapid forgetting, even for the most motivated learners, Mozer said. For example, a recent study found that medical students forget roughly 25 to 35 percent of basic science knowledge after one year and more than 50 percent by the next year.
Over the last decade, Mozer has worked with University of California, San Diego, psychologist Harold Pashler, also a co-author of the new study, to create a computer model that could predict how spaced review affects memory. The new computer program described in the study is an effort to make practical use of that model.
Robert Lindsey, a CU-Boulder doctoral student collaborating with Mozer, built the personalized review program and then tested it in a middle school Spanish class.
For the study, Lindsey and Mozer divided the material students were learning into three groups. For material in a “massed” group, the students were drilled only on the current chapter. For material in a “generic-spaced” group, the students were drilled on the most recent two chapters. For material in a “personalized-spaced” group, the algorithm determined what material from the entire semester each student would benefit most from reviewing.
In a cumulative test taken a month after the semester’s end, personalized-spaced review boosted remembering by 16.5 percent over massed study and by 10 percent over generic-spaced review.
In a follow-up experiment, Mozer and his colleagues compared their personalized review program to a program that randomly quizzes students on all units that have been covered so far. Preliminary results show that the personalized program also outperforms random reviews of all past material.
So far, the program has been tested only in foreign language classes, but Mozer believes the program could be helpful for improving retention in a wide range of disciplines, including math skills.
It’s not necessary to have a prior database of student behavior to implement the personalized review program. Students can begin by using the program as a traditional review tool that asks random questions, and as students answer, the computer begins to search for patterns in the answers. “It doesn’t take long to get lots and lots of data,” Mozer said.
The research was funded by the National Science Foundation and the McDonnell Foundation.
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CU: Build your own 3-D video game
Dec 5th
you build a video game, learn to code
In just one hour, school kids, teachers and any code-curious member of the public with an Internet connection can now create their own 3-D video game using a tutorial built by a team at the University of Colorado Boulder in preparation for the global “Hour of Code” event happening the second week of December.
CU-Boulder’s game-building program allows people with zero experience coding to design their own 3-D worlds by “inflating” hand-drawn 2-D icons and then programming those objects to interact in defined ways. For example, a participant could easily create a 3-D version of the classic arcade game Frogger by inflating a frog and then writing a line of code that would tell the program to squash the frog if it collides with a truck that has also been programmed to move horizontally across the screen at a set speed.
CU-Boulder’s online game-building tool is among a variety of self-guided tutorials that have been created for the Hour of Code, an event that aims to recruit 10 million schoolchildren to spend one hour during the week of Dec. 9-15, dubbed Computer Science Education Week, learning the basics of coding. The event, spearheaded by the nonprofit code.org, is designed to spark excitement about coding among youth in order to bolster a future interest in computer science, a field that’s increasingly important to a wide range of careers as well as everyday life.
“Programming should be easy and exciting,” said CU-Boulder computer science Professor Alexander Repenning, who led the project. “But that’s not where we are. The perception of the public is that it’s hard and boring. Our goal is to expose a much larger as well as broader audience to programming by reinventing computer science education in public schools.”
CU-Boulder’s Hour of Code tutorial—which can be found at http://hourofcode.com/ac—builds on two decades of Repenning’s research, which has pioneered drag-and-drop programming tools for kids called AgentSheets and AgentCubes. Repenning and his team also have developed Scalable Game Design, a curriculum teachers can implement to help their students use AgentSheets and AgentCubes to learn computer science through building their own video games.
Students can use the same tools and their new computational thinking skills to build science simulations—the coding needed to lay out what should happen when a truck collides with a frog is not that different from the coding needed to outline the chemical reaction that occurs when two molecules collide, for example.
The Scalable Game Design project recently received a $2 million grant from the National Science Foundation to continue to expand nationally.
From the beginning, the purpose of Scalable Game Design was to give school kids a taste of coding that might be able to flip the often-held belief that computer programming was not something they wanted to learn.
Repenning and his team began to reach out to kids in the local Boulder Valley School District, offering video game-building workshops as an after-school activity. The participants loved it, but the kids who initially showed up were the usual suspects—boys. In subsequent years, the project was introduced into classes that were already being taught during the school day, exposing all kinds of kids who might not normally be inclined to try computer programming, especially girls and minority students, to code.
“We asked them after, ‘Did you enjoy the activity?’ And they said, ‘Yeah. We love it and we want to do more of it,’ ” Repenning said.
The program is now ubiquitous in Boulder-area middle schools, and beginning about five years ago, Repenning received a $1.5 million grant from NSF to expand the program to schools outside the local district, especially districts with widely varying demographics, from inner-city schools to extremely rural schools and Native American communities. To implement the expansion, CU-Boulder hosted trainings on campus each summer to prepare teachers to deliver the program.
During the first expansion, Repenning and his colleagues also discovered that the way the video-game curriculum was taught impacted the degree to which girls, who are vastly underrepresented in computer science, were interested in coding. Direct instruction appeared to turn girls off, while inquiry-based approaches got the girls as excited as the boys.
Repenning has since received two more NSF grants. The first, for $1.5 million, is being used to follow up on how pedagogy affects girls studying computer science. The second and most recent grant—$2 million awarded in August—recognizes the achievements of the initial expansion effort and is being used to further spread Scalable Game Design across the country.
After the initial expansion, the Scalable Game Design team measured the success of the program by gauging the interest students had in learning more about computer science after they finished designing a video game and by analyzing the games themselves to see if the design of the games demonstrated a grasp of coding concepts. With positive results in both categories, NSF gave the team a green light to further expand the program by offering some teacher-training programs online.
The Hour of Code tutorial built on the Scalable Game Design infrastructure now allows anyone who is interested to get a taste of video game programming. More information on the Hour of Code can be found at http://csedweek.org/. Anyone interested in participating in the Hour of Code or using CU-Boulder’s Hour of Code program in their classes can find information athttp://hourofcode.com/ac.
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CU: more computers for more kids
Nov 7th
Computers To Youth program
The University of Colorado Boulder Environmental Center is expanding its Computers To Youth program to include more students and more interactive activities.
Computers To Youth provides high school students from underrepresented communities with upgraded used computers and hands-on training from CU-Boulder student mentors. Its purpose is to benefit underserved youth in Colorado and protect the environment. The computer systems received by the high school students through the program are designed to enable academic achievement that will encourage students to attend college.
“Not only do the high school students but also the college student mentors see this as an inspiring learning experience,” said CU-Boulder engineering student and Computers To Youth mentor Rebecca Miller. “The fact that CU-Boulder put together this program that saves resources, prevents waste and enables future scientists and engineers is completely brilliant.”
The next Computers To Youth event will be held Saturday, Nov. 9. Fourteen high school students from the Family Learning Center in Boulder, guided by CU-Boulder student mentors, will go through surplus computer components, bundle parts, load the latest software and take their newly built computer systems with them. The day also will include a new competition in which teams will race to disassemble and reassemble a demonstration computer.
“As technology increasingly becomes a part of daily life, those without computer access risk falling behind,” said Jack DeBell, the CU Environmental Center’s recycling program development director. “This consequence, known as the digital divide, tends to affect economically disadvantaged populations, especially youth. With such a great amount of computer equipment being discarded by a technologically advanced campus, it only makes sense that some of this equipment be “upcycled” to bridge the digital divide.”
The CU-Boulder student mentors are part of the statewide MESA (Mathematics Engineering Science Achievement) program. CU-Boulder’s MESA Center is headquartered in the Department of Pre-College Outreach Services in the Office of Diversity, Equity and Community Engagement (ODECE).
MESA Colorado also refers high school students to the Computers To Youth program.
With two additional Computers To Youth events slated for the spring semester, about 55 youth will be served by the program this academic year. The Denver Area Telecommunications Educational Telecommunication Consortium (DAETC) has enabled the increase in the number of participants, up from 48 last year, according to DeBell.
The CU Environmental Center has held numerous computer-build events since it began restoring and redistributing computers in 2001. In 2005, it received the Dell Higher Education Leadership Award to fund the collection of unused personal computers from the campus community and divert the equipment from landfills.
Also part of the Computers To Youth program is CU’s Property Services department. Other contributors have included the Community Computer Connection and Microsoft Corp.
“Hopefully this project will create additional collaboration with community groups and corporate sponsors in Colorado,” said St. Vrain School District teacher Karen Hunter, whose high school participated in Computers To Youth last year. “The students’ new-found confidence as a result of the amazing folks at CU-Boulder tells it all.”
For more information about Computers To Youth visit http://www.colorado.edu/ecenter/other-programs/computers-youth.
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