Generative artificial intelligence (GenAI) is emerging as a transformative technology in higher education, particularly in programming instruction. However, its impact on learning, motivation, and the educational environment must still be fully understood. This study aims to determine the capacity of GenAI to generate effective computer programming learning in STEM university students, comparing it with active learning methods based on video. An experiment was conducted with 40 computer engineering students divided into two groups: one using GenAI (Google Gemini 1.5) and another employing educational videos. Pre- and post-tests of knowledge and the Intrinsic Motivation Inventory (IMI) were applied to evaluate learning, intrinsic motivation, and the learning environment. No significant differences in learning were found between the groups. However, GenAI significantly increased perceived autonomy and reduced perceived effort and pressure, while video-based learning significantly improved perceived competence. These findings suggest that both methods seem to motivate in diverse ways and that they could complement each other in an integrated teaching approach, offering new perspectives for designing programming learning environments in higher education.
11 January 2015 in Mathematical Problems in Engineering
The dial-a-ride problem with time windows (DARPTW) is a combinatorial optimization problem related to transportation, in which a set of customers must be picked up from an origin location and they have to be delivered to a destination location. A transportation schedule must be constructed for a set of available vehicles, and several constraints have to be considered, particularly time windows, which define an upper and lower time bound for each customer request in which a vehicle must arrive to perform the service. Because of the complexity of DARPTW, a number of algorithms have been proposed for solving the problem, mainly based on metaheuristics such as Genetic Algorithms and Simulated Annealing. In this work, a different approach for solving DARPTW is proposed, designed, and evaluated: hyperheuristics, which are alternative heuristic methods that operate at a higher abstraction level than metaheuristics, because rather than searching in the problem space directly, they search in a space of low-level heuristics to find the best strategy through which good solutions can be found. Although the proposed hyperheuristic uses simple and easy-to-implement operators, the experimental results demonstrate efficient and competitive performance on DARPTW when compared to other metaheuristics from the literature.
This paper presents the design of an affective algorithm for implementing autonomous decisionmaking systems that incorporate an emotional stabilizer mechanism for the use in the stock market domain. Emotions have a direct influence on human decision-making processes. Non-deterministic behavior in humans can be partially explained by emotions. In this sense, an artificial emotion can be implemented as a synthetic abstraction derived from the observation of human emotions. This paper presents studies related to emotional stability and emotional regulation. However, to the best of our knowledge, it is not possible to identify studies that define a relationship between the regulation of artificial emotions and the decision effectiveness of autonomous decision-making systems, specifically for the stock market domain. With the aim to improve investment results in the stock market domain, a mechanism based on artificial emotions is presented that was designed as a single layer of decision criteria defined by both rational and emotional perspectives. Along with the proposal of an emotional stabilizer mechanism, different values of emotional bandwidths and emotional update rates were tested, aiming to explore the degree of influence of these parameters on the effectiveness of investment decisions made by artificial investors. Our proposal considers the definition of an experimental scenario based on official data from the New York Stock Exchange. The results are promising and include a linear regression analysis. The test results suggest that the use of autonomous affective decision-making systems with emotional stabilization can improve the effectiveness of the decision made.
The number of attempts to provide students is a key instructional characteristic in computer-based learning (CBL). However, it has not been covered extensively, and there is a need to delve deeper into the factors affecting multiple-try performance and allowing its successful use, including the learner’s involved emotional processes. This study examines the effects of multiple-try on a drill-and-practice mathematical game devoted to primary school students. A total of 73 students from four courses from two schools participated in the experiment. They were randomly assigned to a 3-attempt multiple-try (MTF) and a single-try knowledge of correct response (KCR) conditions. The study covered impacts on learning performance, together with motivation, effort, pressure, and the value of students regarding the learning activity based on the self-determination theory (SDT) perspective and its cognitive evaluation sub-theory (CET). The study’s main findings were that (a) the MTF condition outperformed KCR in terms of students’ learning gains; (b) MTF presented higher levels of perceived competence and autonomy, which, according to SDT, fosters motivation and learning; (c) a cost was yielded in students’ perceived pressure under MTF; and (d) perceived effort and value was similarly high for both conditions despite learning differences. This study complements the existing literature on multiple-try, providing insights into what conditions are beneficial for multiple-try use.
5 August 2022 in Journal of Ambient Intelligence and Humanized Computing