Author
Hao Xu
Other affiliations: University of Trento
Bio: Hao Xu is an academic researcher from Jilin University. The author has contributed to research in topics: Computer science & Artificial intelligence. The author has an hindex of 9, co-authored 29 publications receiving 221 citations. Previous affiliations of Hao Xu include University of Trento.
Papers
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TL;DR: A learning path recommendation model is designed for satisfying different learning needs based on the multidimensional knowledge graph framework, which can generate and recommend customized learning paths according to the e-learner’s target learning object.
Abstract: E-learners face a large amount of fragmented learning content during e-learning. How to extract and organize this learning content is the key to achieving the established learning target, especially for non-experts. Reasonably arranging the order of the learning objects to generate a well-defined learning path can help the e-learner complete the learning target efficiently and systematically. Currently, knowledge-graph-based learning path recommendation algorithms are attracting the attention of researchers in this field. However, these methods only connect learning objects using single relationships, which cannot generate diverse learning paths to satisfy different learning needs in practice. To overcome this challenge, this paper proposes a learning path recommendation model based on a multidimensional knowledge graph framework. The main contributions of this paper are as follows. Firstly, we have designed a multidimensional knowledge graph framework that separately stores learning objects organized in several classes. Then, we have proposed six main semantic relationships between learning objects in the knowledge graph. Secondly, a learning path recommendation model is designed for satisfying different learning needs based on the multidimensional knowledge graph framework, which can generate and recommend customized learning paths according to the e-learner’s target learning object. The experiment results indicate that the proposed model can generate and recommend qualified personalized learning paths to improve the learning experiences of e-learners.
107 citations
TL;DR: The design of a scientific publication management model to integrate scientific metadata based on the knowledge graph and data analysis technologies is presented to enhance scientific retrieval efficiency and reduce learning difficulty in the scientific domains and encourage non-researchers to utilize scientific resources in their study and work.
Abstract: In recent years, with the rapid growth of science and innovation, plenty of constantly-updated scientific achievements containing innovative knowledge can be acquired and used to solve problems. However, most undergraduate students and non-researchers cannot use them efficiently. In traditional teacher-centric education, education for sustainability is often marginalized and the interdisciplinary demand is neglected. Additionally, it fails to provide education for learners to connect abstract knowledge with actual world problems. This paper presents the design of a scientific publication management model to integrate scientific metadata based on the knowledge graph and data analysis technologies. Based on this model, an interdisciplinary transregional multiple application platform could be realized for scientific resource retrieval and analysis, the purpose of which is to enhance scientific retrieval efficiency and reduce learning difficulty in the scientific domains and encourage non-researchers to utilize scientific resources in their study and work. Finally, to evaluate this model, the use of the case of an entrepreneurship scientific publication management prototype system was implemented. This work not only favors student’s learning for sustainability through analysis and knowledge management functions, but also promotes their awareness, comprehensive thinking, and the skills to deal with the issues of sustainability in their future work.
39 citations
TL;DR: A knowledge graph to integrate healthy diet information on the internet and provides a semantic retrieval system is designed, which could be regarded as a retrieval and education tool, which can assist healthcare and national sustainable development.
Abstract: In the past 40 years, with the changes to dietary structure and the dramatic increase in the consumption of meat products in developing countries, especially in China, encouraging populations to maintain their previous healthy eating patterns will have health, environmental, and economic co-benefits. Healthy diet education plays an important role in the promotion of people’s healthy behavior. However, in the modern age, the data regarding healthy diets available on the internet is increasing rapidly and is distributed on multiple sources. It is time-consuming for users to learn about healthy diets on the internet: they need to search data on multiple platforms, choose and integrate information, and then understand what they have learned. To help people retrieve and learn healthy diet knowledge more efficiently and comprehensively, this paper designs a knowledge graph to integrate healthy diet information on the internet and provides a semantic retrieval system. In the knowledge graph, five main concepts are defined, including food material, dish, nutritional element, symptom, and crowd, as well as the relationships among them. In addition, Chinese dietary culture elements and traditional Chinese medicine (TCM) theory are also contained in the knowledge graph. The preliminary results show that by using the system, users learn healthy diet knowledge more quickly and comprehensively and they are more inclined to have balanced diets. This work could be regarded as a retrieval and education tool, which can assist healthcare and national sustainable development.
21 citations
TL;DR: This paper found that gamified designs were effective in engaging people who were bashful or distracted, and that students were engaged more easily in social circumstances through a comparison of individual and social interactions.
Abstract: Many gamification designs in education do effectively mobilize students to some extent. Yet, there is still very little research to account for the specific influence on each student. It is essential to determine whether the students can be engaged by gamification in terms of various psychological factors. In this paper, the game element point was chosen to design the experiment. The experiments were used to engage students to ask more questions in class. The results indicated that gamified designs were effective in engaging people who were bashful or distracted. In addition, students were engaged more easily in social circumstances through a comparison of individual and social interactions. This research provides fertile ground for further gamification designs in education.
17 citations
TL;DR: The results indicate that a teaching method which connects the two parts of a class with gamification and a means of interaction in AR (augmented reality) produces novel and enjoyable feelings, stimulates students' enthusiasm and improves the learning effects when they do personalised learning.
Abstract: Background:Many attempts at personalisation have been made in education They all collect learning data and analyse learning behaviours, and ultimately achieve personalised learning dynamically However, further research is needed on the ways to effectively access and analyse information about learning within an enjoyable environment and with positive results when realising personalised learningMaterial and methods:In order to solve this problem, we connect the time in class and after class with semantic knowledge and combine these elements with gamification and a better interaction experience We explore whether this teaching method can offer students a better learning experience and positive learning outcomesResults:Our approach plays an obvious role in personalised learningConclusions:Our results indicate that a teaching method which connects the two parts of a class with gamification and a means of interaction in AR (augmented reality) produces novel and enjoyable feelings, stimulates students' enthusiasm and improves the learning effects when they do personalised learning
17 citations
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TL;DR: A systematic literature review of game-based learning systems, frameworks that integrate game design elements, and various implementations of gamification in higher education to identify how gamified learning systems can be used and categorize its usefulness inHigher education.
Abstract: The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom lectures to integrated digital learning environments. These interactive learning environments present the opportunity to evolve the teaching process through the incorporation of game elements that have been shown to capture user attention, motivate towards goals, and promote competition, effective teamwork, and communication. Gamification and game-based learning systems aim to bring these benefits into the learning and teaching process. This paper presents a systematic literature review of game-based learning systems, frameworks that integrate game design elements, and various implementations of gamification in higher education. A systematic search of databases was conducted to select articles related to gamification in education for this review. The objective is to identify how gamified learning systems can be used and categorize its usefulness in higher education. The findings of this literature review allow higher education universities to employ and explore efficient gamified learning and teaching systems to improve student engagement, motivation, and performance.
346 citations
01 Jan 2011
TL;DR: In the summer of 2008, the Jonkoping International Business School invited a selection of prominent (and not yet past-zenith) scholars of our field to a workshop at which they were asked to present their visions about where the future of entrepreneurship research is headed as mentioned in this paper.
Abstract: In the summer of 2008, the Jonkoping International Business School invited a selection of prominent (and not yet past-zenith) scholars of our field to a workshop at which they were asked to present their visions about where the future of entrepreneurship research is headed. An important inspiration for this initiative was a similar gathering in Jonkoping 10 years earlier, which led to a special issue of Entrepreneurship Theory and Practice that has become one of the most cited in the history of the journal (see Davidsson, Low, &Wright, 2001). Similarly, the current special issue is based on the ideas that were first presented at the 2008 workshop, although they have since been thoroughly discussed and developed through extensive commentary and revisions.
320 citations
01 Jan 2020
TL;DR: The definition and roles of AIED studies from the perspective of educational needs are presented and a framework to show the considerations of implementing AIED in different learning and teaching settings is proposed.
Abstract: The rapid advancement of computing technologies has facilitated the implementation of AIED (Artificial Intelligence in Education) applications. AIED refers to the use of AI (Artificial Intelligence) technologies or application programs in educational settings to facilitate teaching, learning, or decision making. With the help of AI technologies, which simulate human intelligence to make inferences, judgments, or predictions, computer systems can provide personalized guidance, supports, or feedback to students as well as assisting teachers or policymakers in making decisions. Although AIED has been identified as the primary research focus in the field of computers and education, the interdisciplinary nature of AIED presents a unique challenge for researchers with different disciplinary backgrounds. In this paper, we present the definition and roles of AIED studies from the perspective of educational needs. We propose a framework to show the considerations of implementing AIED in different learning and teaching settings. The structure can help guide researchers with both computers and education backgrounds in conducting AIED studies. We outline 10 potential research topics in AIED that are of particular interest to this journal. Finally, we describe the type of articles we like to solicit and the management of the submissions.
188 citations
TL;DR: The TAM-based proposed scale has been successfully explained factors predicting the use of e-learning among Indonesian sport science students during the pandemic and the finding of significant relationships between facilitating condition and perceived ease of use and between facilitatingcondition and perceived usefulness was reported.
Abstract: This study was to explore factors predicting the use of e-learning during Corona Virus Disease 2019 (Covid-19) among sport science education students In Indonesia Higher Education Institutions (HEIs). The study was conducted through survey with 974 participating students from five Indonesian HEIs. An extended Technology Acceptance Model (TAM) with facilitating condition as the external factor was implemented to be the theoretical framework of this study. An analysis method through Partial Least Squares Structural Equation Modeling (PLS-SEM) was employed to measure and assess the proposed model. The findings informed that: (1) the TAM-based proposed scale has been successfully explained factors predicting the use of e-learning among Indonesian sport science students during the pandemic; (2) the finding of significant relationships between facilitating condition and perceived ease of use and between facilitating condition and perceived usefulness was reported; and (3) the significant relationships among core components of TAM were found except for one, relationship between perceived usefulness and attitude.
180 citations
TL;DR: In this article, the authors performed a systematic review of the literature and identified plausible gaps to be explored in the development of future research, in relation to the themes, strategies, objectives and research approach.
Abstract: The use of knowledge management in the context of sustainability has been increasingly important over the years. Despite this importance, it is observed that this area is still little explored and there are many possibilities of academic research. Following a structured research protocol, the authors of this article performed a systematic review of the literature and identified plausible gaps to be explored in the development of future research. These gaps are presented in relation to the themes, strategies, objectives and research approach. From the point of view of the themes, there are opportunities related to the study of sustainability in small and medium enterprises, in relation to the potential of universities as engines for the generation of knowledge and in concerning the insertion of knowledge management to propose guidelines for obtaining productive systems. Regarding research strategies, the lack of studies that use action research as central focus stands out. Focusing on the objectives, there are many research approaches used with the goal of developing models and specific tools directed to the sharing of information. Finally, regarding the approach, there are few studies with a quantitative approach. We believe that the information presented here can contribute to the evolution of knowledge management focused on sustainability. No similar studies were found in the literature.
165 citations