Background—The visual inspection of aircraft parts such as engine blades is crucial to ensure safe aircraft operation. There is a need to understand the reliability of such inspections and the ...factors that affect the results. In this study, the factor ‘cleanliness’ was analysed among other factors. Method—Fifty industry practitioners of three expertise levels inspected 24 images of parts with a variety of defects in clean and dirty conditions, resulting in a total of N = 1200 observations. The data were analysed statistically to evaluate the relationships between cleanliness and inspection performance. Eye tracking was applied to understand the search strategies of different levels of expertise for various part conditions. Results—The results show an inspection accuracy of 86.8% and 66.8% for clean and dirty blades, respectively. The statistical analysis showed that cleanliness and defect type influenced the inspection accuracy, while expertise was surprisingly not a significant factor. In contrast, inspection time was affected by expertise along with other factors, including cleanliness, defect type and visual acuity. Eye tracking revealed that inspectors (experts) apply a more structured and systematic search with less fixations and revisits compared to other groups. Conclusions—Cleaning prior to inspection leads to better results. Eye tracking revealed that inspectors used an underlying search strategy characterised by edge detection and differentiation between surface deposits and other types of damage, which contributed to better performance.
The practice of adding game elements to non-gaming educational environments has gained much popularity. Gamification has been shown in some studies to enhance engagement, motivation and learning ...outcomes in technology-supported learning environments. Although gamification research has matured, there are some shortcomings such as inconsistency in applying gamification theories and frameworks and evaluating multiple game mechanics simultaneously. Moreover, there is little research on applying gamification to Intelligent Tutoring Systems (ITS). This paper investigates the causal effects of gamification on learning in SQL-Tutor, a mature ITS teaching students how to phrase queries in SQL. Having conducted a study under realistic conditions, we present a quantitative analysis of the performance of 77 undergraduate students enrolled in a database course. There are three main findings of our study: (1) gamification affects student learning by mediating the time-on-task; (2) students’ background knowledge does not influence time-on-task unless students achieve badges; and (3) students’ interest in topic (motivational construct) moderates the relationship between badges and time-on-task, but does not improve learning outcomes directly.
Background—In the field of aviation, maintenance and inspections of engines are vitally important in ensuring the safe functionality of fault-free aircrafts. There is value in exploring automated ...defect detection systems that can assist in this process. Existing effort has mostly been directed at artificial intelligence, specifically neural networks. However, that approach is critically dependent on large datasets, which can be problematic to obtain. For more specialised cases where data are sparse, the image processing techniques have potential, but this is poorly represented in the literature. Aim—This research sought to develop methods (a) to automatically detect defects on the edges of engine blades (nicks, dents and tears) and (b) to support the decision-making of the inspector when providing a recommended maintenance action based on the engine manual. Findings—For a small sample test size of 60 blades, the combined system was able to detect and locate the defects with an accuracy of 83%. It quantified morphological features of defect size and location. False positive and false negative rates were 46% and 17% respectively based on ground truth. Originality—The work shows that image-processing approaches have potential value as a method for detecting defects in small data sets. The work also identifies which viewing perspectives are more favourable for automated detection, namely, those that are perpendicular to the blade surface.
Background—There are various influence factors that affect visual inspection of aircraft engine blades including type of inspection, defect type, severity level, blade perspective and background ...colour. The effect of those factors on the inspection performance was assessed. Method—The inspection accuracy of fifty industry practitioners was measured for 137 blade images, leading to N = 6850 observations. The data were statistically analysed to identify the significant factors. Subsequent evaluation of the eye tracking data provided additional insights into the inspection process. Results—Inspection accuracies in borescope inspections were significantly lower compared to piece-part inspection at 63.8% and 82.6%, respectively. Airfoil dents (19.0%), cracks (11.0%), and blockage (8.0%) were the most difficult defects to detect, while nicks (100.0%), tears (95.5%), and tip curls (89.0%) had the highest detection rates. The classification accuracy was lowest for airfoil dents (5.3%), burns (38.4%), and tears (44.9%), while coating loss (98.1%), nicks (90.0%), and blockage (87.5%) were most accurately classified. Defects of severity level S1 (72.0%) were more difficult to detect than increased severity levels S2 (92.8%) and S3 (99.0%). Moreover, visual perspectives perpendicular to the airfoil led to better inspection rates (up to 87.5%) than edge perspectives (51.0% to 66.5%). Background colour was not a significant factor. The eye tracking results of novices showed an unstructured search path, characterised by numerous fixations, leading to longer inspection times. Experts in contrast applied a systematic search strategy with focus on the edges, and showed a better defect discrimination ability. This observation was consistent across all stimuli, thus independent of the influence factors. Conclusions—Eye tracking identified the challenges of the inspection process and errors made. A revised inspection framework was proposed based on insights gained, and support the idea of an underlying mental model.
Background—In aircraft engine maintenance, the majority of parts, including engine blades, are inspected visually for any damage to ensure a safe operation. While this process is called visual ...inspection, there are other human senses encompassed in this process such as tactile perception. Thus, there is a need to better understand the effect of the tactile component on visual inspection performance and whether this effect is consistent for different defect types and expertise groups. Method—This study comprised three experiments, each designed to test different levels of visual and tactile abilities. In each experiment, six industry practitioners of three expertise groups inspected the same sample of N = 26 blades. A two-week interval was allowed between the experiments. Inspection performance was measured in terms of inspection accuracy, inspection time, and defect classification accuracy. Results—The results showed that unrestrained vision and the addition of tactile perception led to higher inspection accuracies of 76.9% and 84.0%, respectively, compared to screen-based inspection with 70.5% accuracy. An improvement was also noted in classification accuracy, as 39.1%, 67.5%, and 79.4% of defects were correctly classified in screen-based, full vision and visual–tactile inspection, respectively. The shortest inspection time was measured for screen-based inspection (18.134 s) followed by visual–tactile (22.140 s) and full vision (25.064 s). Dents benefited the most from the tactile sense, while the false positive rate remained unchanged across all experiments. Nicks and dents were the most difficult to detect and classify and were often confused by operators. Conclusions—Visual inspection in combination with tactile perception led to better performance in inspecting engine blades than visual inspection alone. This has implications for industrial training programmes for fault detection.
In forecasting research, the focus has largely been on decision support systems for enhancing performance, with fewer studies in learning support systems. As a remedy, Intelligent Tutoring Systems ...(ITSs) offer an innovative solution in that they provide one-on-one online computer-based learning support affording student modelling, adaptive pedagogical response, and performance tracking. This study provides a detailed description of the design and development of the first Forecasting Intelligent Tutoring System, aptly coined FITS, designed to assist students in developing an understanding of time series forecasting using classical time series decomposition. The system’s impact on learning is assessed through a pilot evaluation study, and its usefulness in understanding how students learn is illustrated through the exploration and statistical analysis of a small sample of student models. Practical reflections on the system’s development are also provided to better understand how such systems can facilitate and improve forecasting performance through training.
Fifteen years ago, research started on SQL-Tutor, the first constraint-based tutor. The initial efforts were focused on evaluating Constraint-Based Modeling (CBM), its effectiveness and applicability ...to various instructional domains. Since then, we extended CBM in a number of ways, and developed many constraint-based tutors. Our tutors teach both well- and ill-defined domains and tasks, and deal with domain- and meta-level skills. We have supported mainly individual learning, but also the acquisition of collaborative skills. Authoring support for constraint-based tutors is now available, as well as mature, well-tested deployment environments. Our current research focuses on building affect-sensitive and motivational tutors. Over the period of fifteen years, CBM has progressed from a theoretical idea to a mature, reliable and effective methodology for developing effective tutors.
Video-based learning is widely used today in both formal education and informal learning in a variety of contexts. Videos are especially powerful for transferable skills learning (e.g. communicating, ...negotiating, collaborating), where contextualization in personal experience and ability to see different perspectives are crucial. With the ubiquity of widely available video content, video-based learning is seen as one of the main strategies to provide engaging learning environments. However, numerous studies show that to learn effectively while watching videos, students need to engage actively with video content. We have developed an active video watching platform (AVW-Space) to facilitate engagement with video content by providing means for constructive learning. The initial studies with AVW-Space on presentation skills show that only students who commented on videos and who rated comments written by their peers have improved their understanding of the target transferable skill. In order to foster deeper engagement, we designed a choice architecture and a set of nudges to encourage students to engage deeper. We conducted two studies investigating the effect of nudges. The results provide evidence that the initial set of implemented nudges is effective: the students who received nudges wrote more comments, used different aspects, and there were more students who wrote comments. The nudges were particularly helpful for undergraduate students who were less experienced in self-regulated learning. Future work includes designing additional nudges to enhance student engagement by improving the quality of comments and by encouraging participation in collaborative activities.
Mobile devices are increasingly being utilized for learning due to their unique features including portability for providing ubiquitous experiences. In this paper, we present PyKinetic, a mobile ...tutor we developed for Python programming, aimed to serve as a supplement to traditional courses. The overarching goal of our work is to design coding activities that maximize learning. As we work towards our goal, we first focus on the learning effectiveness of the activities within PyKinetic, rather than evaluating the effectiveness of PyKinetic as a supplement resource for an introductory programming course. The version of PyKinetic (PyKinetic_DbgOut) used in the study contains five types of learning activities aimed at supporting debugging, code-tracing, and code writing skills. We evaluated PyKinetic in a controlled lab study with quantitative and qualitative results to address the following research questions: (R1) Is the combination of coding activities effective for learning programming? (R2) How do the activities affect the skills of students with lower prior knowledge (novices) compared to those who had higher prior knowledge (advanced)? (R3) How can we improve the usability of PyKinetic? Results revealed that PyKinetic_DbgOut was more beneficial for advanced students. Furthermore, we found how coding skills are interrelated differently for novices compared to advanced learners. Lastly, we acquired sufficient feedback from the participants to improve the tutor.