Abstract

Due to the popularity of smart devices, traditional one-way teaching methods might not deeply attract school students’ attention, especially for the junior high school students, elementary school students, or even younger students, which is a critical issue for educators. Therefore, we develop an intelligent interactive education system, which leverages wearable devices (smart watches) to accurately capture hand gestures of school students and respond instantly to teachers so as to increase the interaction and attraction of school students in class. In addition, through multiple physical information of school students from the smart watch, it can find out the crux points of the learning process according to the deep data analysis. In this way, it can provide teachers to make instant adjustments and suggest school students to achieve multi-learning and innovative thinking. The system is mainly composed of three components: (1) smart interactive watch; (2) teacher-side smart application (App); and (3) cloud-based analysis system. Specifically, the smart interactive watch is responsible for detecting the physical information and interaction results of school students, and then giving feedback to the teachers. The teacher-side app will provide real-time learning suggestions to adjust the teaching pace to avoid learning disability. The cloud-based analysis system provides intelligent learning advices, academic performance prediction and anomaly learning detection. Through field trials, our system has been verified that can potentially enhance teaching and learning processes for both educators and school students.

Highlights

  • Smart devices have brought tremendous changes to human life, especially for the young people.Traditional teaching skills might be unable to attract school students’ attention nowadays and a new intelligent teaching system is required for the modern society

  • We investigate a smart interactive educational learning system based on wearable devices, which integrates smart watches with a smartphone application (App) that can interact with school students and educators, and make teaching and learning processes more interesting and concentrated

  • Thethe smart watch, which is more suitable for introverted school students

Read more

Summary

Introduction

Smart devices have brought tremendous changes to human life, especially for the young people. We investigate a smart interactive educational learning system based on wearable devices, which integrates smart watches with a smartphone application (App) that can interact with school students and educators, and make teaching and learning processes more interesting and concentrated This system leverages the machine learning technique and data analysis based on school students’ interaction data, physical information, and learning performance, and models them as the learning benefit relevance. Sensing technologies and machine learning techniques so as to provide interesting interactive functions, The major contributions of this paper are three-fold This is the first work to integrate with including: (1) random grouping; (2) hand-gesture answer; (3) group competition; (4) instant questioning; smart watch, smartphone, and the could-based service to enhance the teaching and learning (5) automatic roll (6) analysis and prediction of learning performance, can make students processes forcall; bothand educators and students. (3) group competition; (4) instant questioning; (5) automatic roll call; and (6) analysis and prediction of learning performance, which

Related
Smart Interactive
Teacher-side
LATIN CROSS
System Implementation
Performance
Interactive Results
Conclusions

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.