A mathematics rendering model to support chat-based tutoring
- Authors: Haskins, Bertram Peter
- Date: 2014
- Subjects: Intelligent tutoring systems , Educational innovations , Tutors and tutoring
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:9822 , http://hdl.handle.net/10948/d1020567
- Description: Dr Math is a math tutoring service implemented on the chat application Mxit. The service allows school learners to use their mobile phones to discuss mathematicsrelated topics with human tutors. Using the broad user-base provided by Mxit, the Dr Math service has grown to consist of tens of thousands of registered school learners. The tutors on the service are all volunteers and the learners far outnumber the available tutors at any given time. School learners on the service use a shorthand language-form called microtext, to phrase their queries. Microtext is an informal form of language which consists of a variety of misspellings and symbolic representations, which emerge spontaneously as a result of the idiosyncrasies of a learner. The specific form of microtext found on the Dr Math service contains mathematical questions and example equations, pertaining to the tutoring process. Deciphering the queries, to discover their embedded mathematical content, slows down the tutoring process. This wastes time that could have been spent addressing more learner queries. The microtext language thus creates an unnecessary burden on the tutors. This study describes the development of an automated process for the translation of Dr Math microtext queries into mathematical equations. Using the design science research paradigm as a guide, three artefacts are developed. These artefacts take the form of a construct, a model and an instantiation. The construct represents the creation of new knowledge as it provides greater insight into the contents and structure of the language found on a mobile mathematics tutoring service. The construct serves as the basis for the creation of a model for the translation of microtext queries into mathematical equations, formatted for display in an electronic medium. No such technique currently exists and therefore, the model contributes new knowledge. To validate the model, an instantiation was created to serve as a proof-of-concept. The instantiation applies various concepts and techniques, such as those related to natural language processing, to the learner queries on the Dr Math service. These techniques are employed in order to translate an input microtext statement into a mathematical equation, structured by using mark-up language. The creation of the instantiation thus constitutes a knowledge contribution, as most of these techniques have never been applied to the problem of translating microtext into mathematical equations. For the automated process to have utility, it should perform on a level comparable to that of a human performing a similar translation task. To determine how closely related the results from the automated process are to those of a human, three human participants were asked to perform coding and translation tasks. The results of the human participants were compared to the results of the automated process, across a variety of metrics, including agreement, correlation, precision, recall and others. The results from the human participants served as the baseline values for comparison. The baseline results from the human participants were compared with those of the automated process. Krippendorff’s α was used to determine the level of agreement and Pearson’s correlation coefficient to determine the level of correlation between the results. The agreement between the human participants and the automated process was calculated at a level deemed satisfactory for exploratory research and the level of correlation was calculated as moderate. These values correspond with the calculations made as the human baseline. Furthermore, the automated process was able to meet or improve on all of the human baseline metrics. These results serve to validate that the automated process is able to perform the translation at a level comparable to that of a human. The automated process is available for integration into any requesting application, by means of a publicly accessible web service.
- Full Text:
- Date Issued: 2014
- Authors: Haskins, Bertram Peter
- Date: 2014
- Subjects: Intelligent tutoring systems , Educational innovations , Tutors and tutoring
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:9822 , http://hdl.handle.net/10948/d1020567
- Description: Dr Math is a math tutoring service implemented on the chat application Mxit. The service allows school learners to use their mobile phones to discuss mathematicsrelated topics with human tutors. Using the broad user-base provided by Mxit, the Dr Math service has grown to consist of tens of thousands of registered school learners. The tutors on the service are all volunteers and the learners far outnumber the available tutors at any given time. School learners on the service use a shorthand language-form called microtext, to phrase their queries. Microtext is an informal form of language which consists of a variety of misspellings and symbolic representations, which emerge spontaneously as a result of the idiosyncrasies of a learner. The specific form of microtext found on the Dr Math service contains mathematical questions and example equations, pertaining to the tutoring process. Deciphering the queries, to discover their embedded mathematical content, slows down the tutoring process. This wastes time that could have been spent addressing more learner queries. The microtext language thus creates an unnecessary burden on the tutors. This study describes the development of an automated process for the translation of Dr Math microtext queries into mathematical equations. Using the design science research paradigm as a guide, three artefacts are developed. These artefacts take the form of a construct, a model and an instantiation. The construct represents the creation of new knowledge as it provides greater insight into the contents and structure of the language found on a mobile mathematics tutoring service. The construct serves as the basis for the creation of a model for the translation of microtext queries into mathematical equations, formatted for display in an electronic medium. No such technique currently exists and therefore, the model contributes new knowledge. To validate the model, an instantiation was created to serve as a proof-of-concept. The instantiation applies various concepts and techniques, such as those related to natural language processing, to the learner queries on the Dr Math service. These techniques are employed in order to translate an input microtext statement into a mathematical equation, structured by using mark-up language. The creation of the instantiation thus constitutes a knowledge contribution, as most of these techniques have never been applied to the problem of translating microtext into mathematical equations. For the automated process to have utility, it should perform on a level comparable to that of a human performing a similar translation task. To determine how closely related the results from the automated process are to those of a human, three human participants were asked to perform coding and translation tasks. The results of the human participants were compared to the results of the automated process, across a variety of metrics, including agreement, correlation, precision, recall and others. The results from the human participants served as the baseline values for comparison. The baseline results from the human participants were compared with those of the automated process. Krippendorff’s α was used to determine the level of agreement and Pearson’s correlation coefficient to determine the level of correlation between the results. The agreement between the human participants and the automated process was calculated at a level deemed satisfactory for exploratory research and the level of correlation was calculated as moderate. These values correspond with the calculations made as the human baseline. Furthermore, the automated process was able to meet or improve on all of the human baseline metrics. These results serve to validate that the automated process is able to perform the translation at a level comparable to that of a human. The automated process is available for integration into any requesting application, by means of a publicly accessible web service.
- Full Text:
- Date Issued: 2014
Business school creativity amongst MBA students at Nelson Mandela Metropolitan University
- Authors: Von Solms, Woudi
- Date: 2014
- Subjects: Creative ability in business , Creative thinking , Educational innovations
- Language: English
- Type: Thesis , Masters , MBA
- Identifier: http://hdl.handle.net/10948/4255 , vital:20574
- Description: Innovation allows for competitive advantage. Competitive advantage and innovation lead to economic growth. For innovation to occur, creativity is necessary. All individuals are creative, but continuous practice is necessary to be creative. The process from creativity to innovation and competitive advantage and economic growth involves three stages. The first stage involves educating primary and secondary school children to be creative across different domains. Current school systems focus on mathematical and linguistic skills. Examples of domains are linguistic, performance, mechanicalscientific and artistic. These creative domains can be taught through encouraging children to use their imagination and different methods. In primary and secondary education little-c creativity and mini-c creativity are developed. Little-c creativity involves developing problem solving skills. Mini-c creativity involves the ability to recognise personal creative events, not necessarily recognised by others. Tertiary education involves students gaining knowledge in a specific domain. While studying to gain knowledge and conduct research on a specific domain, practicing creativity is still important. Upon completion of tertiary education the second stage in creating economic growth through creativity and innovation commences. This second stage involves organisations hiring creative employees that have knowledge within a domain similar to the organisation‟s industry. Creative employees develop creative ideas. The creative ideas allow for innovative products to be developed. Innovative products satisfy customer needs and lead to competitive advantage. Managers should encourage employees to be innovative. Employees that are motivated and encouraged to take risks develop a talent within the domain that they are employed in. The ability to be creative and innovative leads to pro-creativity and big-c creativity. Pro-c creativity refers to a talent being developed over approximately ten years. Big-c creativity involves creating products that benefits society positively. Upon creating products that benefit society, competitive advantage is created that allows for the third stage of creating economic growth to commence. This third stage involves economic growth that stems from innovation and creative individuals. Countries currently focus on stage two where they aim to encourage innovation amongst organisations. There is a realisation that to be innovative,creativity is necessarily and that creativity must be taught by means of education. This research study will use a questionnaire by Kaufman (2009, 2012, 2013) to determine how creative students perceive they are and whether they are capable of recognising different levels of creativity. A similar study was conducted in Germany and Mexico. Professor Alexander Brem was asked for the questionnaire. The questionnaire was translated from German to English. The objective is to determine whether students perceive themselves to be creative, thus being innovative within their organisations and indirectly allowing for competitive advantage and economic growth. Kaufmans‟ questionnaire was distributed to Nelson Mandela Metropolitan University Masters in Business Administration students. Ethics clearance was granted and answering the questionnaire was optional.To draw conclusions an Exploratory Factor Analysis was done on creative domains and the levels of creativity students are able to recognise. The first Exploratory Factor Analysis revealed performance creativity as the first factor, mechanicalscientific creativity as the second factor, scholarly creativity as the third factor and artistic creativity as the fourth factor. The second Exploratory Factor Analysis grouped pro-c creativity, big-c creativity and little-c creativity as the first factor, not being able to recognise creativity as the second factor and mini-c creativity as the third factor. The individual results from each factor were discussed. Each factor was further analysed by comparing gender, age, year‟s work experience and type of students to the type and level of creativity. The results show three trends. Firstly, results indicated that respondents perceived themselves to be predominantly scholarly and mathematical-scientific creative. This result is synonymous with secondary research that states that educational institutions focus on enhancing linguistic and mathematical skills amongst students and that developing skills in other domains are seen as less important. Secondly, the ability of students to recognise different levels of creativity decreases from big-creativity to pro-c creativity; pro-c creativity to little-c creativity and little-c creativity to mini-c creativity. Students are therefore better able to recognise large inventions than smaller inventions. Thirdly, results indicated that creativity levels do not differ when gender, age, year‟s work experience and type of students are compared. In this research study the above statements will be discussed in detail.
- Full Text:
- Date Issued: 2014
- Authors: Von Solms, Woudi
- Date: 2014
- Subjects: Creative ability in business , Creative thinking , Educational innovations
- Language: English
- Type: Thesis , Masters , MBA
- Identifier: http://hdl.handle.net/10948/4255 , vital:20574
- Description: Innovation allows for competitive advantage. Competitive advantage and innovation lead to economic growth. For innovation to occur, creativity is necessary. All individuals are creative, but continuous practice is necessary to be creative. The process from creativity to innovation and competitive advantage and economic growth involves three stages. The first stage involves educating primary and secondary school children to be creative across different domains. Current school systems focus on mathematical and linguistic skills. Examples of domains are linguistic, performance, mechanicalscientific and artistic. These creative domains can be taught through encouraging children to use their imagination and different methods. In primary and secondary education little-c creativity and mini-c creativity are developed. Little-c creativity involves developing problem solving skills. Mini-c creativity involves the ability to recognise personal creative events, not necessarily recognised by others. Tertiary education involves students gaining knowledge in a specific domain. While studying to gain knowledge and conduct research on a specific domain, practicing creativity is still important. Upon completion of tertiary education the second stage in creating economic growth through creativity and innovation commences. This second stage involves organisations hiring creative employees that have knowledge within a domain similar to the organisation‟s industry. Creative employees develop creative ideas. The creative ideas allow for innovative products to be developed. Innovative products satisfy customer needs and lead to competitive advantage. Managers should encourage employees to be innovative. Employees that are motivated and encouraged to take risks develop a talent within the domain that they are employed in. The ability to be creative and innovative leads to pro-creativity and big-c creativity. Pro-c creativity refers to a talent being developed over approximately ten years. Big-c creativity involves creating products that benefits society positively. Upon creating products that benefit society, competitive advantage is created that allows for the third stage of creating economic growth to commence. This third stage involves economic growth that stems from innovation and creative individuals. Countries currently focus on stage two where they aim to encourage innovation amongst organisations. There is a realisation that to be innovative,creativity is necessarily and that creativity must be taught by means of education. This research study will use a questionnaire by Kaufman (2009, 2012, 2013) to determine how creative students perceive they are and whether they are capable of recognising different levels of creativity. A similar study was conducted in Germany and Mexico. Professor Alexander Brem was asked for the questionnaire. The questionnaire was translated from German to English. The objective is to determine whether students perceive themselves to be creative, thus being innovative within their organisations and indirectly allowing for competitive advantage and economic growth. Kaufmans‟ questionnaire was distributed to Nelson Mandela Metropolitan University Masters in Business Administration students. Ethics clearance was granted and answering the questionnaire was optional.To draw conclusions an Exploratory Factor Analysis was done on creative domains and the levels of creativity students are able to recognise. The first Exploratory Factor Analysis revealed performance creativity as the first factor, mechanicalscientific creativity as the second factor, scholarly creativity as the third factor and artistic creativity as the fourth factor. The second Exploratory Factor Analysis grouped pro-c creativity, big-c creativity and little-c creativity as the first factor, not being able to recognise creativity as the second factor and mini-c creativity as the third factor. The individual results from each factor were discussed. Each factor was further analysed by comparing gender, age, year‟s work experience and type of students to the type and level of creativity. The results show three trends. Firstly, results indicated that respondents perceived themselves to be predominantly scholarly and mathematical-scientific creative. This result is synonymous with secondary research that states that educational institutions focus on enhancing linguistic and mathematical skills amongst students and that developing skills in other domains are seen as less important. Secondly, the ability of students to recognise different levels of creativity decreases from big-creativity to pro-c creativity; pro-c creativity to little-c creativity and little-c creativity to mini-c creativity. Students are therefore better able to recognise large inventions than smaller inventions. Thirdly, results indicated that creativity levels do not differ when gender, age, year‟s work experience and type of students are compared. In this research study the above statements will be discussed in detail.
- Full Text:
- Date Issued: 2014
Web-based M-learning system for ad-hoc learning of mathematical concepts amongst first year students at the University of Namibia
- Authors: Ntinda, Maria Ndapewa
- Date: 2014
- Subjects: Mathematics -- Study and teaching (Higher) -- Namibia , Mathematics -- Technological innovations , Mobile communication systems in education , Teaching -- Aids and devices , Educational innovations , Open source software
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4701 , http://hdl.handle.net/10962/d1013174
- Description: In the last decade, there has been an increase in the number of web-enabled mobile devices, offering a new platform that can be targeted for the development of learning applications. Worldwide, developers have taken initiatives in developing mobile learning (M-learning) systems to provide students with access to learning materials regardless of time and location. The purpose of this study was to investigate whether it is viable for first year students enrolled at the University of Namibia (UNAM) to use mobile phones for ad-hoc learning of mathematical concepts. A system, EnjoyMath, aiming to assist students in preparing for tests, examinations, review contents and reinforce knowledge acquired during traditional classroom interactions was designed and implemented. The EnjoyMath system was designed and implemented through the use of the Human Centred Design (HCD) methodology. Two revolutions of the four-step process of the HCD cycle were completed in this study. Due to the distance between UNAM and Rhodes University (where the researcher was based), the researcher could not always work in close relation with the UNAM students. Students from the Extended Study Unit (ESU) at Rhodes University were therefore selected in the first iteration of the project due to their proximity to the researcher and their similar demographics to the first year UNAM students, while the UNAM students were targeted in the second iteration of the study. This thesis presents the outcome of the two pre-intervention studies of the first-year students' perceptions about M-learning conducted at Rhodes University and UNAM. The results of the pre-intervention studies showed that the students are enthusiastic about using an M-learning system, because it would allow them to put in more time to practice their skills whenever and wherever they are. Moreover, the thesis presents the different stages undertaken to develop the EnjoyMath system using Open Source Software (PHP and MySQL). The results of a user study (post-intervention) conducted with participants at UNAM, ascertained the participants' perception of the usability of the EnjoyMath system and are also presented in this thesis. The EnjoyMath system was perceived by the participants to be "passable"; hence an M-learning system could be used to compliment an E-learning system at UNAM.
- Full Text:
- Date Issued: 2014
- Authors: Ntinda, Maria Ndapewa
- Date: 2014
- Subjects: Mathematics -- Study and teaching (Higher) -- Namibia , Mathematics -- Technological innovations , Mobile communication systems in education , Teaching -- Aids and devices , Educational innovations , Open source software
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4701 , http://hdl.handle.net/10962/d1013174
- Description: In the last decade, there has been an increase in the number of web-enabled mobile devices, offering a new platform that can be targeted for the development of learning applications. Worldwide, developers have taken initiatives in developing mobile learning (M-learning) systems to provide students with access to learning materials regardless of time and location. The purpose of this study was to investigate whether it is viable for first year students enrolled at the University of Namibia (UNAM) to use mobile phones for ad-hoc learning of mathematical concepts. A system, EnjoyMath, aiming to assist students in preparing for tests, examinations, review contents and reinforce knowledge acquired during traditional classroom interactions was designed and implemented. The EnjoyMath system was designed and implemented through the use of the Human Centred Design (HCD) methodology. Two revolutions of the four-step process of the HCD cycle were completed in this study. Due to the distance between UNAM and Rhodes University (where the researcher was based), the researcher could not always work in close relation with the UNAM students. Students from the Extended Study Unit (ESU) at Rhodes University were therefore selected in the first iteration of the project due to their proximity to the researcher and their similar demographics to the first year UNAM students, while the UNAM students were targeted in the second iteration of the study. This thesis presents the outcome of the two pre-intervention studies of the first-year students' perceptions about M-learning conducted at Rhodes University and UNAM. The results of the pre-intervention studies showed that the students are enthusiastic about using an M-learning system, because it would allow them to put in more time to practice their skills whenever and wherever they are. Moreover, the thesis presents the different stages undertaken to develop the EnjoyMath system using Open Source Software (PHP and MySQL). The results of a user study (post-intervention) conducted with participants at UNAM, ascertained the participants' perception of the usability of the EnjoyMath system and are also presented in this thesis. The EnjoyMath system was perceived by the participants to be "passable"; hence an M-learning system could be used to compliment an E-learning system at UNAM.
- Full Text:
- Date Issued: 2014
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