Abstract
My technical and STS projects both explored how computer-based tools could be used in the process of learning. The overall goal was to discover how these tools could complement the established methods of learning rather than replacing them entirely.
My technical report details the process of our team building a web-based software system design simulation game for use in education. The game provides a series of worlds the player can jump into that represent potential real-world scenarios. The player then chooses between several options in response to events that occur each turn, with the outcome of each choice reflected in a set of metrics as well as a system design diagram. For example, one option might be to add an extra server to the system, which is then represented by changes in the reliability metrics and shows up visually in the system diagram. The turn-based aspect creates a sense of time passing and real-world events occurring that helps to represent how a project could feel.
The goal of this simulation is to provide a tool for those in a computer science field that they can use to practice high-level system design. This tool could be used for an engineer preparing for interviews to get an entry-level software development job, or an undergraduate student working on their first group development project. We wanted to provide an option with more interactivity than watching instructional videos or existing simulators that have no sense of a project evolving over time.
My STS research paper explores the recent developments of machine translation, another tool that has an impact on learning. The paper focuses primarily on the application of machine translation in the dissemination of media, specifically of Japanese origin. Global and online interest in Japanese culture and language has grown a staggering amount in recent years, especially through the mediums of anime and manga. Coupled with recent improvements to machine translation technology, discussion has arisen about its usage in the spread of media. My research focuses on how groups such as translators, consumers, and corporations interact with each other and with the new technologies rapidly emerging.
Based on the research conducted, I proposed that computer-aided translation tools are more effective when used by humans in conjunction with other more traditional tools, rather than relying on machine translation from start to finish. The current sentiments of the translation community generally support this idea as well, with many placing importance on the role of human translators in conveying the meaning of media. While machine translation can prove very effective in the translation of instructional signage or scientific writings, literary works often benefit from a more carefully constructed translation that relies on societal context and consistency across longer works.
While the technical project focused directly on educational methods, my STS project explored more indirectly the effects of media in the learning process. Effectively conveying cultural and societal differences through translated media is one of the primary ways to broaden someone’s understanding of the different perspectives found in other cultures. Additionally, the act of translating itself is a large part of learning a new language, which can be greatly augmented by the introduction of computer-aided translation tools. As artificial intelligence continues to develop, we must continue to explore ways it can be integrated into education effectively rather than either having students rely on it completely or ban it altogether.