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An innovative Tablet PC based System for Learning Mathematics with Gaming and more..

An innovative Tablet PC based System for Learning Mathematics with Gaming and more. Amer Hasan Ali Obeidah Ananda Gunawardena Carnegie Mellon University in Qatar ICT Presentation Doha, Qatar, April 2008. Outline. Background on Tablet PC’s The promise of tablet PC’s

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An innovative Tablet PC based System for Learning Mathematics with Gaming and more..

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  1. An innovative Tablet PC based System for Learning Mathematics with Gamingand more.. Amer Hasan Ali Obeidah Ananda Gunawardena Carnegie Mellon University in Qatar ICT Presentation Doha, Qatar, April 2008

  2. Outline • Background on Tablet PC’s • The promise of tablet PC’s • Tablet Math Whiz Program • Client application • Web application • Data collection • Other Educational Applications • Flash Cards • Collaborative Learning

  3. Tatung B12D 12.1” 1.2 GHz Centrino Today’s Tablet PC Market MotionComputing LE 1600 LS 800 Sahara i213 12.1”, 1.6GHz Centrino NEC VersaPro, 10.4”, 1.1 GHz Fujitsu 5000 10.4/12.1, Indoor/Outdoor 1.1 GHz ULV Tatung TTAB 10.4”, 1 GHz ULV

  4. Acer C1xx Gateway M275 14.1”, DVD 1.8 GHz Pentium-M C300 C250 SHARP Actius TN10W 12.1”, 1.1 GHz Today’s Market: New Convertibles Toshiba Averatec C3500 AMD 2200+ 12.1”, DVD M200, 12.1” SXGA+ 2 GHz Pentium-M Electrovaya 1.4 GHz Centrino 12.1”, Biometrics Scribbler SC-2200 Fujitsu T4000 HP tc4200 IBM ThinkPad x41 ViewSonic 12.1”, 1 GHz

  5. Concept Design: New hinge

  6. A Concept Tablet for Kids • Low power • (7W) • 8.4” display • Tethered pen • Rugged

  7. Typical Tablet PC use • Portable, mobile environment, without a keyboard • Direct interaction, • Low precision aiming

  8. Tablet PC in Education

  9. Promise • (HCI) Natural interfaces that facilitate a richer variety of communications capabilities between humans and computation. • speech, pen and gesture input • In 5 years, we will be communication with computer more using pen, touch and speech • Bill Gates at CMU on February 18th, 2008 • Pen allows natural interaction in any language • English, Arabic • Smart programs recognize handwriting and sketches and provide useful feedback to the student • What was missing in education computers that can naturally interact with the users

  10. Why Tablet PC makes sense inEducation • All student writing can be captured, archived, analyzed and shared • Students and teachers can communicate with the language of “sketching” • No keyboards, no specific templates etc. • Student’s handwritten work can be archived • Easy search and find • Teach the student a lessons of a “green” world.

  11. Tablet PC Math Whiz

  12. Our Goal • To create a natural pen-based interface for solving Math on the computer • To relieve the burden of teachers to grade handwritten work • This system recognizes the student handwriting and grade them automatically • Teachers to spend more time on finding students who needs help • System can filter scratch work by several criterias and show teachers where students are having problems • No other system provide the functionality described above

  13. Tablet Math Whiz System • Technology • A Tablet PC based client as student interface • C# application • A web application for classroom management • Asp.net • Supported by CMU servers for all pilot studies • Mt Lebanon Elementary School • Glendale Elementary • St. Agnes School

  14. Login Screen

  15. Self Study Guide

  16. Student Scratch Work

  17. Teacher Login

  18. Teacher Access

  19. Teacher Assigned Exercises Receives assignment Student login DB Student work on it

  20. Scratch Work for incorrect Problems

  21. Research Questions? • How will teachers and students react to the system? • How will teachers integrate the system into their current curriculum? • What attributes are needed in order for tablet PC software to be successful? • What characteristics of tablet technology provide learning improvements (if any)?

  22. Classroom Setup • Three classes • Each class used the tablet PCs for six weeks • There were six tablets set up in the back of the classroom • Teachers assigned an “exercise” for their students to complete each week • If students finished the exercise, they worked on their own

  23. Results • Students completed 18,992 problems • Students skipped 2,211 problems • Class A average – 74.38% • Class B average – 75.96% • Class C average – 85.59% • Teachers assigned 15 exercises over 18 weeks

  24. Student Results • Problems Completed by Students Student Data; Incorrect/Skipped Responses in (Parentheses); 2211 Problems were Skipped

  25. Student Perception • When students were asked ''On a scale of 1-5, how much fun did you have using the Tablet Math System,'' 29 of the 49 students surveyed selected 5, the highest level of fun • When students were asked “On a scale of 1-5, do you think you did better at math on the tablet pc or on paper?,'' 25 of the 49 students surveyed selected 5, indicating they did better on the tablet

  26. Students having fun

  27. Student Perception

  28. Tablet Math with Gaming • Integration of two ideas • Flash card based games • Tablet Math Whiz • Gaming and Tablet Math Source: Images.google.com Team 2 Team 1

  29. Want to use the Software? • CMU-Q is looking for schools, preferably with Tablet PC’s to be pilot participants • Problem types can be expanded to fit middle and high school curriculums • Pilot schools will have access to tablet Math Whiz as well as online management system • We will create a teacher account and teachers can then manage the class online, enter students, create exercises etc. • Teachers can examine data (including scratch work) filtered by various criteria's • Interested? contact • aobeidah@qatar.cmu.edu • guna@cs.cmu.edu • Project Website: http://srv01.pragma.cs.cmu.edu:1400

  30. Collaborative Learning Software

  31. Goal • Create software that allows students to collaborate using their own handwriting and sketching on a tablet PC • Designed for small groups of students to collaborate on a closed network • It only needs a local intranet to run effectively • Studies have shown that the system is highly effective • Can be used at any grade level for any subject

  32. User Interface

  33. Tablet PC Flash Cards

  34. Goal • Create software that allows students to create flash cards on a tablet PC • Highly effective for learning languages – Arabic to English • Flash card decks can be shared with others • Use Cases • A community of students creating electronic flash cards and sharing • Individual students using flash cards to learn concepts

  35. User Interface Learning Korean and English

  36. Conclusion • Tablet PC enhances education as no other device has done before • Studies show that students learn more when they write and sketch rather than type and use computer based tool to draw • This presentation is about showing the possibilities • Possibilities with this new technology are limitless • We welcome your participation of this revolutionary technology

  37. Thanks • Qatar-ICT Conference committee for the opportunity to present • Dr. Majd Sakr, head of computer science at CMU-Q for his encouragement • Dean Chuck Thorpe and staff at CMU-Q • Human Computer Interaction Institute, Information Systems Department, Computer Science Departments at CMU

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