Learning beyond books: A hybrid model to learn real‐world problems

Abstract There are several initiatives underway to improve the learning of software developers. These attempts include the integration of GitHub into software engineering classes, the creation of learning management systems, gamification approaches, and collaborative learning platforms. These initiatives have demonstrated promise in boosting students' collaborative growth and cooperation abilities, emphasizing their potential influence on improving learning experiences in practical areas. Books, on the other hand, remain basic in education, but their physical size limits their ability to explore all practical elements of a topic in depth. This limitation requires more research and application of theoretical information in real‐world circumstances. In this work, we address the issue of limited space in traditional books that frequently prevents complete presentation of practical elements of a topic. To address this issue, we propose an application that improves the reading experience and accelerates the learning process. To anticipate themes, we use a combination of latent Dirichlet allocation (LDA) algorithms and a generative pre‐trained transformer. First, utilizing LDA to find potential topic keywords inside the text and then leveraging generative pretrained transformer to predict topic names based on the LDA produced keywords. In addition, a query builder module produces and executes queries depending on the current page's topic, obtaining real‐world issues from Stack Overflow. The system classifies results by query‐title similarity, question‐answer ranking, and content quality before displaying them to users. This bridges the gap between theoretical knowledge and practical application. We illustrate the usefulness of suggested tool using simulations, comparison with existing tools and user studies. The majority of users provide favorable comments and find it interesting and helpful for improving the learning process.

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Institutions

Publication Details

Journal
Computer Applications in Engineering Education
Published
2024-08-21
DOI
https://doi.org/10.1002/cae.22792
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
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article

Learning beyond books: A hybrid model to learn real‐world problems

Hammad Afzal, Zeeshan Anwar, Naima Iltaf
2 citations
Computer Applications in Engineering Education
Educational Games and Gamification
1.58
article

Learning beyond books: A hybrid model to learn real‐world problems

Hammad Afzal, Zeeshan Anwar, Naima Iltaf
article en
2 citations

Abstract

Abstract There are several initiatives underway to improve the learning of software developers. These attempts include the integration of GitHub into software engineering classes, the creation of learning management systems, gamification approaches, and collaborative learning platforms. These initiatives have demonstrated promise in boosting students' collaborative growth and cooperation abilities, emphasizing their potential influence on improving learning experiences in practical areas. Books, on the other hand, remain basic in education, but their physical size limits their ability to explore all practical elements of a topic in depth. This limitation requires more research and application of theoretical information in real‐world circumstances. In this work, we address the issue of limited space in traditional books that frequently prevents complete presentation of practical elements of a topic. To address this issue, we propose an application that improves the reading experience and accelerates the learning process. To anticipate themes, we use a combination of latent Dirichlet allocation (LDA) algorithms and a generative pre‐trained transformer. First, utilizing LDA to find potential topic keywords inside the text and then leveraging generative pretrained transformer to predict topic names based on the LDA produced keywords. In addition, a query builder module produces and executes queries depending on the current page's topic, obtaining real‐world issues from Stack Overflow. The system classifies results by query‐title similarity, question‐answer ranking, and content quality before displaying them to users. This bridges the gap between theoretical knowledge and practical application. We illustrate the usefulness of suggested tool using simulations, comparison with existing tools and user studies. The majority of users provide favorable comments and find it interesting and helpful for improving the learning process.

Computer Applications in Engineering EducationVol. 32(6)
National University of Sciences and Technology (PK)
Openalex Percentile: Top 16%
Educational Games and Gamification
1.58
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