中文题名: | 基于在线协作学习交互文本的领域知识图谱构建技术研究——以 C 语言在线协作学习活动为例 |
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保密级别: | 公开 |
论文语种: | 中文 |
学科代码: | 078401 |
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学生类型: | 硕士 |
学位: | 理学硕士 |
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学位年度: | 2021 |
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提交日期: | 2021-06-19 |
答辩日期: | 2021-06-19 |
外文题名: | THE RESEARCH ON BUILDING DOMAIN KNOWLEDGE GRAPH BASED ON INTERACTIVE TEXTS IN ONLINE COLLABORATVE LEARNING -- TAKING C PROGRAMMING LANGUAGE ONLINE COLLABORATIVE LEARNING ACTIVITY AS AN EXAMPLE |
中文关键词: | |
中文摘要: |
在线协作学习可以有效提升学生的知识建构水平、批判性思维和沟通交流能力,成为 各学段重要的学习方式之一。学生在线协作学习过程中会产生大量的交互文本,教师面临 难以实时了解学生个体、小组及班级学习情况,难以实时提供学习支持和反馈的问题。本 研究旨在依据学生在线协作学习过程中产生的交互文本,实时准确地自动构建领域知识图 谱,据此可了解学生个体、小组及班级整体的学习情况。研究内容分为两个部分:(1)领 域知识图谱构建技术研究;(2)领域知识图谱应用的个案研究。 (1) 领域知识图谱构建技术研究。本研究设计了以三人版贪吃蛇 C 语言游戏开发为 主题的在线协作学习活动,以 VSCode 为在线协作学习平台,招募 90 名学生,每 3 人为一 组共 30 个小组进行在线协作学习活动。基于 90 人在线协作学习过程中产生的 14193 条交 互文本,采用了两种实体识别方法后,进行关系识别,最后在 Neo4j 图数据库中生成了初 始知识图谱、学生已激活知识图谱、学生未激活知识图谱、小组已激活知识图谱、小组未 激活知识图谱、班级已激活知识图谱和班级未激活知识图谱共 7 张领域知识图谱。在第一 种实体识别方法中,采用结合文本分类、实体识别和关键词匹配三个模型为一体的实体识 别模型,整体准确率为 78.56%。在第二种方法中,采用序列识别、文本分类和关键词匹配 的合成模型,模型整体准确率为 87.27%。方法二在实体识别准确率和模型设计合理性上明 显优于方法一,因此,选用方法二作为本研究最终的领域知识图谱构建模型。 (2) 领域知识图谱应用的个案研究。招募 6 人分为 2 组在 VSCode 平台进行在线协 作学习活动,基于研究一中的领域知识图谱构建模型,为学生自动实时构建出 7 张知识图 谱。以在真实学习情景下检验领域知识图谱构建模型的准确率,并了解学习者对 7 张领域 知识图谱的态度和感受。通过焦点访谈可以得知:自动生成的 7 张知识图谱准确率较高, 且其对于学生在线协作学习编程基础知识的作用大于提升编程能力的作用。自动生成的 7 张知识图谱是可用、易用及友好的,不会为学生带来较高的认知负荷。同时,参与实验的 同学一致认为后续增加对 7 张知识图谱深层次的加工、配合设计合理有效的教学活动及安 排适宜的教学时长,将有利于其发挥更大的学习评价和学习支持作用。 本研究是在线协作学习领域第一次自动构建知识图谱的创新性研究,提出了符合在线 协作学习交互文本特点的领域知识图谱构建方法,具有较强的学术价值和实际应用价值。 |
外文摘要: |
Online collaborative learning can effectively improve knowledge construction level, critical thinking and communication skills of students which has become one of the important learning methods for students. A large number of interactive texts will be generated in the process of online collaborative learning, while teachers are facing with the problem that it is difficult to know the learning situation of individual students, learning groups even whole class in real time, so it is difficult to provide learning support and feedback. The research aims to automatically construct domain knowledge graphs in real time based on interactive texts, so that teachers can understand the learning situation of individual students, groups and class. The research content is divided into two parts: (1) research on domain knowledge graph construction technology; (2) the case study of domain knowledge graph application. (1) The research on construction technology of domain knowledge graph. By designing an online collaborative learning activity based on the development of a three-person version of the Snake C language game, using VSCode as the online collaborative learning platform, we recruited 90 students were divided into 30 groups for online collaborative learning activities. Based on the 14193 interactive texts generated in the online collaborative learning process of 90 students, two entity recognition methods are used to identify the knowledge entity, then we construct relationship recognition. Finally, there are 7 domain knowledge graphs includes the initial knowledge graph, the activated knowledge graph and unactivated knowledge graph of student, learning group and class are generated in the Neo4j graph database. In the first entity recognition method, an entity recognition model that combines three models of text classification, entity recognition and keyword matching is used, and the overall accuracy is 78.56%. In the second method, using a synthetic model of sequence recognition, text classification and keyword matching, the overall accuracy of the model is 87.27%. The second method is significantly better than the first in terms of accuracy of entity recognition and the rationality of model design. Therefore, the second method is selected as the final domain knowledge graph construction model of this research. (2) The case study of domain knowledge graph application. Recruiting 6 people into 2 groups to conduct online collaborative learning activities on the VSCode platform. Based on the domain knowledge graph construction model in the first research, 7 knowledge graphs are automatically constructed for students in real time. We tested the accuracy of the domain knowledge graph construction model in the real learning situation, and learned learners' attitudes and feelings towards the 7 knowledge graphs. Through the focus interview, it can be learned that the 7 automatically generated knowledge graphs have a high accuracy, and their effect on students' basic knowledge learning is greater than their programming ability improving. The 7 automatically generated knowledge graphs are usable, easy to use and friendly, they will not bring high cognitive load to students. At the same time, the students who participated in the experiment agreed that the in-depth processing of the 7 knowledge graphs, with reasonable and effective teaching activities and teaching time, will help them play a greater role in learning assessment and learning support. This research is the first innovative one in the field of online collaborative learning to automatically construct a knowledge graph. It proposes a domain knowledge graph construction method that conforms to the characteristics of online collaborative learning interactive texts, which has strong academic value and practical application value.
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参考文献总数: | 74 |
馆藏号: | 硕078401/21031 |
开放日期: | 2022-06-19 |