Báo cáo đề xuất và chứng minh một số tính chất của việc làm mịn, làm thô các giá trị của thuộc tính chỉ số điều kiện hoặc quyết định đối với khối thông tin và lát cắt của nó. Mỗi khi các lớp tương đương điều kiện hoặc quyết định trên khối quyết định được làm mịn, làm thô thì chúng sẽ cảm sinh một phần hoặc cảm sinh việc làm mịn, làm thô các lớp tương ứng trên lát cắt. Từ các kết quả tìm được của việc làm mịn, làm thô các lớp tương đương điều kiện hoặc quyết định được cảm sinh một phần hoặc cảm sinh trên lát cắt thì việc tính các ma trận độ hỗ trợ trên lát cắt sẽ được đơn giản hơn giống như việc tính các ma trận đó trên khối quyết định khi làm mịn, làm thô các giá trị của thuộc tính chỉ số điều kiện hoặc quyết dịnh. Từ khóa: Khối thông tin, khai phá luật quyết định, khối dữ liệu. I. CÁC KHÁI NIỆM 1. Khối, lát cắt của khối [1] Định nghĩa I.1
This paper investigates the choice of articles by L1 (first language) Vietnamese learners of L2 (second language) English under the framework proposed by Ionin, Ko and Wexler (2004). According to their Fluctuation Hypothesis and Article Choice Parameter, L2 learners of English whose L1 does not have articles have direct, universal grammar-mediated access to universal semantic features of the article system, i.e. definiteness and specificity. The dual article system of English encodes definiteness, which leads L2 learners whose L1 lacks a proper article system to fluctuate between the two values of the Article Choice Parameter, that is, definiteness and specificity. Although empirical research has been done to examine the acquisition of article system by both L1 and L2 learners as well as to validate the hypothesis, the results obtained from the research appear to be inconclusive, laying a fruitful area for further investigation. The current research was carried out with the aim to enrich L2 data with respect to the article acquisition domain and, more importantly, to examine Ionin et al. 's (2004) conclusions regarding the effect of specificity on the choice of article. The study was also motivated by the scarcity of research looking at how Vietnamese learners of L2 English acquire the target article system.
This study focuses on exploring the contribution of Kahoot! to students’ skill enhancement. We set out to determine students’ perceived judgments on how much their skills have improved as a result of using Kahoot! inside classrooms. Deviating from several related research, we not only looked at the effects of playing Kahoot! games but also of creating Kahoot! games. Using a survey that takes Bloom’s taxonomy as its theoretical foundations, we elicited judgments from 95 university freshmen, sophomores, and juniors. Students’ self-reports were analyzed using a series of one-way repeated measures ANOVA, which reveals a number of interesting results. First, students reported significant skill improvement when they played Kahoot! during class and even more so when they themselves were involved in the creation of Kahoot! games. Second, not all of the examined skills are subject to the same degree of improvements, leaving some room for educators to ponder how they can use gamification to effectively develop students’ comprehensive skill set. Thirdly, freshmen and juniors reported the highest amount of skill improvements, indicating that certain game-based applications might be helpful for only certain groups of students. Taken together, we suggest that Kahoot! games can be utilized in classrooms for both knowledge enhancement and effective skill improvement.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.