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This paper reflects on a project-based curriculum employing constructed languages to teach linguistics, with a focus on phonology. In a special topics linguistics course, nine students were led through the construction of a language. While students in introductory linguistics courses sometimes struggle with phonology, active engagement with a semester-long language construction project endowed these students with the practical motivation to understand (1) what phonology is, (2) how phonological rules work, and (3) why rules surface in the first place. They readily captured generalizations based on natural classes of sounds, recognizing the systematicity of their constructed phonology. Student performance and engagement in this course support the use of constructed languages as a pedagogical tool in linguistics. Because an ongoing project builds in problem-solving opportunities and processual thinking, highlighting relationships among key concepts, students achieve a more comprehensive understanding of core areas in the broader linguistic picture.
This study creates a virtual space for language learning using a user-customizable metaverse platform and explores its potential for EFL learning. To this end, a virtual learning space, grounded in constructivist learning principles – contextualized learning, active learning, and collaborative learning – was created on a 2D metaverse platform. The metaverse was designed as a simulated deserted island for enjoyable and playful learning, allowing the students to actively explore, discover, and interact as they look for clues to escape the island. For educational application, 29 Korean middle school students participated in a two-hour activity. Data included screen recordings of student activities, student surveys, and interviews with the students and teachers. The findings showed that, as an EFL learning space of playful constructivism, the metaverse had great potential to embed contextualized learning and served as a medium for active learning that positively affected student interest and motivation. The results confirmed that the team-based approach combined with a game-like metaverse fostered student collaboration. Overall, the study showcased how language instructors can make use of a customizable metaverse for L2 learning and how a virtual space may serve as an arena for learner-centered instruction.
Motion planning for high-DOF multi-arm systems operating in complex environments remains a challenging problem, with many motion planning algorithms requiring evaluation of the minimum collision distance and its derivative. Because of the computational complexity of calculating the collision distance, recent methods have attempted to leverage data-driven machine learning methods to learn the collision distance. Because of the significant training dataset requirements for high-DOF robots, existing kernel-based methods, which require $O(N^2)$ memory and computation resources, where $N$ denotes the number of dataset points, often perform poorly. This paper proposes a new active learning method for learning the collision distance function that overcomes the limitations of existing methods: (i) the size of the training dataset remains fixed, with the dataset containing more points near the collision boundary as learning proceeds, and (ii) calculating collision distances in the higher-dimensional link $SE(3)^n$ configuration space – here $n$ denotes the number of links – leads to more accurate and robust collision distance function learning. Performance evaluations with high-DOF multi-arm robot systems demonstrate the advantages of the proposed active learning-based strategy vis-$\grave{\text{a}}$-vis existing learning-based methods.
In this article, we showcase the pilot scenario of The Trojan War, an educational self-directed game that combines text inspired by ancient Greek (as well as Roman) literature with graphics based on the ‘Geometric style’, an authentic Greek style of painting contemporary with the composition of the Homeric epics. Our game uses interactive scenarios to support active learning strategies of students interested in Classical Studies in both tertiary and secondary education. Players can take on the role of key characters, making choices that can prevent, start, or stop the Trojan War, as well as determine their own personal outcomes. The learners are thus presented with the opportunity to explore alternative pathways to rewrite the history of the War. In the process, they can apply their subject knowledge and develop their intellectual and critical skills. They also become familiar with a distinctive and expressive early Greek artistic style, the so-called Geometric. Rather than focusing on winning, the game aims to give students the opportunity to engage with important ideas and values of ancient Greek culture by exploring multiple perspectives on the topic. It also provides a valuable lesson on the potentially wide-ranging consequences of individual choices, which is a core element of responsible citizenship.
Past decades have shown an increase in research into employee responses to organizational change (OC). However, little attention has been paid to the impact of the type of change. Different types of change are likely to affect change recipients’ learning and well-being in a different way. Our study aimed to identify OC types and investigate whether these are differentially associated with employee responses. Exploring OC types, two dimensions were distinguished and combined: a qualitative axis representing the prevalence of innovation; and a quantitative axis distinguishing between growth and decline. In a representative sample of private sector employees from a longitudinal survey, cluster analyses identified six OC types. We investigated whether these OC types are differentially associated with active workplace learning and emotional exhaustion. Results indicated that active learning is stimulated by OC types characterized by innovation/growth, while OC types characterized by decline and restructuring without innovation are associated with higher emotional exhaustion. In conclusion, various OC types revealed differential effects on employee personal development and well-being.
Note taking in lectures is one of the most problematic tasks for students with dyslexia due to processing, retention, and retrieval difficulties under time constrained conditions. As such, strategies delivered in the chapter to help with vanquishing barriers include using active learning methods, such as the Q Notes, two-column, four quarter, mind map and outline techniques, using shorthand and symbols to replace sentences, using drawing to replace words, and using coloured pens and coloured paper, using multisensory methods that utilise all the learning senses, and using technology such as a Dictaphone to record lectures supplemented by the Q Notes method to be more engaged during lectures.
This chapter explores three important topics related to management skills for global work and expatriate assignments: intercultural competence; a Skills Development Model for developing intercultural competence and global management skills; and a look at how global companies develop global management skills.
Previous chapters exclusively considered attacks against classifiers. In this chapter, we devise a backdoor attack and defense for deep regression or prediction models. Such models may be used to, for example, predict housing prices in an area given measured features, to estimate a city’s power consumption on a given day, or to price financial derivatives (where they replace complex equation solvers and vastly improve the speed of inference). The developed attack is made most effective by surrounding poisoned samples (with their mis-supervised target values) by clean samples, in order to localize the attack and thus make it evasive to detection. The developed defense involves the use of a kind of query-by-synthesis active learning which trades off depth (local error maximizers) and breadth of search. Both the developed attack and defense are evaluated for an application domain that involves the pricing of a simple (single barrier) financial option.
Environmental sensors are crucial for monitoring weather conditions and the impacts of climate change. However, it is challenging to place sensors in a way that maximises the informativeness of their measurements, particularly in remote regions like Antarctica. Probabilistic machine learning models can suggest informative sensor placements by finding sites that maximally reduce prediction uncertainty. Gaussian process (GP) models are widely used for this purpose, but they struggle with capturing complex non-stationary behaviour and scaling to large datasets. This paper proposes using a convolutional Gaussian neural process (ConvGNP) to address these issues. A ConvGNP uses neural networks to parameterise a joint Gaussian distribution at arbitrary target locations, enabling flexibility and scalability. Using simulated surface air temperature anomaly over Antarctica as training data, the ConvGNP learns spatial and seasonal non-stationarities, outperforming a non-stationary GP baseline. In a simulated sensor placement experiment, the ConvGNP better predicts the performance boost obtained from new observations than GP baselines, leading to more informative sensor placements. We contrast our approach with physics-based sensor placement methods and propose future steps towards an operational sensor placement recommendation system. Our work could help to realise environmental digital twins that actively direct measurement sampling to improve the digital representation of reality.
Named entity recognition (NER) aims to identify mentions of named entities in an unstructured text and classify them into predefined named entity classes. While deep learning-based pre-trained language models help to achieve good predictive performances in NER, many domain-specific NER applications still call for a substantial amount of labeled data. Active learning (AL), a general framework for the label acquisition problem, has been used for NER tasks to minimize the annotation cost without sacrificing model performance. However, the heavily imbalanced class distribution of tokens introduces challenges in designing effective AL querying methods for NER. We propose several AL sentence query evaluation functions that pay more attention to potential positive tokens and evaluate these proposed functions with both sentence-based and token-based cost evaluation strategies. We also propose a better data-driven normalization approach to penalize sentences that are too long or too short. Our experiments on three datasets from different domains reveal that the proposed approach reduces the number of annotated tokens while achieving better or comparable prediction performance with conventional methods.
Learner engagement is the foundation for effective training. This chapter describes two design principles for creating engaging augmented reality-based recognition skills training. The Immersion Principle describes ways in which training designers can create a sense of learner presence in the training through cognitive and physical engagement. The Hot Seat Principle describes a strategy to increase engagement by making the learner feel a sense of responsibility for training outcomes. This is particularly useful for team and small group training. The discussions of both principles include examples, theoretical links, and implications for people designing augmented reality training.
Model order reduction (MOR) can provide low-dimensional numerical models for fast simulation. Unlike intrusive methods, nonintrusive methods are attractive because they can be applied even without access to full order models (FOMs). Since nonintrusive MOR methods strongly rely on snapshots of the FOMs, constructing good snapshot sets becomes crucial. In this work, we propose a novel active-learning-based approach for use in conjunction with nonintrusive MOR methods. It is based on two crucial novelties. First, our approach uses joint space sampling to prepare a data pool of the training data. The training data are selected from the data pool using a greedy strategy supported by an error estimator based on Gaussian process regression. Second, we introduce a case-independent validation strategy based on probably approximately correct learning. While the methods proposed here can be applied to different MOR methods, we test them here with artificial neural networks and operator inference.
Although an accurate reliability assessment is essential to build a resilient infrastructure, it usually requires time-consuming computation. To reduce the computational burden, machine learning-based surrogate models have been used extensively to predict the probability of failure for structural designs. Nevertheless, the surrogate model still needs to compute and assess a certain number of training samples to achieve sufficient prediction accuracy. This paper proposes a new surrogate method for reliability analysis called Adaptive Hyperball Kriging Reliability Analysis (AHKRA). The AHKRA method revolves around using a hyperball-based sampling region. The radius of the hyperball represents the precision of reliability analysis. It is iteratively adjusted based on the number of samples required to evaluate the probability of failure with a target coefficient of variation. AHKRA adopts samples in a hyperball instead of an n-sigma rule-based sampling region to avoid the curse of dimensionality. The application of AHKRA in ten mathematical and two practical cases verifies its accuracy, efficiency, and robustness as it outperforms previous Kriging-based methods.
The goal of this Element is to provide a detailed introduction to adaptive inventories, an approach to making surveys adjust to respondents' answers dynamically. This method can help survey researchers measure important latent traits or attitudes accurately while minimizing the number of questions respondents must answer. The Element provides both a theoretical overview of the method and a suite of tools and tricks for integrating it into the normal survey process. It also provides practical advice and direction on how to calibrate, evaluate, and field adaptive batteries using example batteries that measure variety of latent traits of interest to survey researchers across the social sciences.
In this chapter, we briefly discuss the higher education system in Israel, its various types, and the settings of undergraduate studies at its universities. We then explain why we focus on universities with strong emphasis on science, technology, engineering, and mathematics (STEM) teaching and learning of undergraduate students. Finally, we explore several large-scale undergraduate research studies conducted at the Technion, the Israel Institute of Technology.
To the extent that we can make education a science, we will gain some power to predict future directions for educational improvements. This chapter begins with quotations from some famous people that indicate that in the past, we have not learned from our mistakes. If we can succeed in creating a viable science of education and apply this in all educational settings, we may change the course of history in a positive way. This chapter presents a critique of some of the things we have done, and a description of more promising alternatives.
The chapter begins with a description of the first chance experience that shaped the future of my career, a meeting with a former Cornell PhD student, Bruce Dunn, who was interested in collaborating on research and invited me to do a sabbatical leave at the University of West Florida in 1987-1988. This in turn led to conversation with Dunn’s friend, Kenneth Ford, a new faculty member interested in artificial intelligence. We found that the use of concept mapping was highly facilitated for capturing expert knowledge in a fashion that rendered the knowledge easily applied in artificial intelligence settings. Ford became the director of the Institute for Human and Machine Cognition (IHMC) and he invited his friend, Alberto Cañas, to serve as associate director and to lead a team to create computer software for making concept maps electronically. We soon had available to us software that would work on almost any computer and that would not only allow the construction of concept maps, but also permit attaching digital resources to any map that could be accessed by simply clicking on icons on individual concepts. The software suite created became known as CmapTools, and this software suite is now used all over the world in virtually every field where organized knowledge is important.
In part to illustrate the slow progress in secondary school facilities and programs, I introduce findings from a study done some 50 years ago. Most of the positive changes that occurred in the last 100 years are the result of an occasional creative administrator or school leader. To the best of my knowledge, none of these innovations were introduced on the basis of a comprehensive theory of education. I present evidence to suggest that this situation is changing.
The chapter begins by addressing the question: Why do young children learn so quickly? The short answer is that they are learning names for objects and events they are experiencing directly. These words are concept labels and they are engaged in what we call meaningful learning. In contrast, school learning is too often rote learning where the concepts and principles children are learning are not related to direct experiences with objects and events. David Ausubel’s cognitive psychology was introduced in 1963 and we immediately applied this new psychology as the foundation for all of our future work. We rejected totally the behavioral psychology that had dominated the field of education for some one hundred years. We also rejected positivist epistemology in favor of the emerging constructivist epistemology. It was not until the late 1980s that cognitive psychology and constructivist epistemology became widely adopted.
This chapter opens with the question: Can education become a science? I seek to answer to answer this question by asserting that education is a human activity and like any other human activity, it can be studied scientifically. This means that we can construct concepts, principles, and theories that explain how human beings acquire, use, and construct new knowledge. A comprehensive theory of education must address the question of the nature of knowledge and how human beings build new knowledge, and how to organize education to facilitate these processes. I argue that the major problem with education in the past has been the use of faulty theories of learning and invalid theories of knowledge and knowledge creation, resulting in inadequate instructional practices.