Ana R. Cano, Baltasar Fernandez-Manjon, Á. García-Tejedor
{"title":"Downtown, a Subway Adventure: Using Learning Analytics to Improve the Development of a Learning Game for People with Intellectual Disabilities","authors":"Ana R. Cano, Baltasar Fernandez-Manjon, Á. García-Tejedor","doi":"10.1109/ICALT.2016.46","DOIUrl":"https://doi.org/10.1109/ICALT.2016.46","url":null,"abstract":"In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128376677","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Case Study of the Characteristics of MOOCs Completers: Taking an Online Professional Training MOOC for Example","authors":"Qiuju Li, F. Wan","doi":"10.1109/ICALT.2016.2","DOIUrl":"https://doi.org/10.1109/ICALT.2016.2","url":null,"abstract":"MOOCs are developing rapidly with low completion rates which is questioned widely. But with its massive participation, there still are many MOOCs completers, who are what the course designers and investors want to attract and develop. What are the differences between the learners who complete the MOOCs and those who do not? How was the professional training MOOC designed to improve the completion rate? With these two questions, the researchers chose a professional training MOOC as a study case. All learners' behavior data in the learning platform was collected. Two completers and three learners who dropped out during learning were interviewed. This research found that practitioners with the purpose of self-improvement have a greater possibility to complete the course. The completers have more previous learning experience and meet little difficulties during the learning process. Learners prefer to learn as a sequence of the course order and attach great importance to support service, especially the support service provided by instructor or other authoritative scholar.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131160260","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"STEM Professional Volunteers in Secondary STEM Education: A Study Proposal to Better Understand the Practices of Educators","authors":"Cliff Zintgraff","doi":"10.1109/ICALT.2016.115","DOIUrl":"https://doi.org/10.1109/ICALT.2016.115","url":null,"abstract":"Recent years have seen major growth in the use of STEM professionals in U. S. secondary school formal and informal programs. Assuming the important perspective of educators in the classroom, this Ph.D. Candidate is studying how educators recruit and deploy STEM professional volunteers in technology-driven STEM competition programs, with a focus on which practices educators find most valuable, and how the use of STEM professional volunteers does or does not relate to pedagogical practices. Study results will shed additional light on how technologies, educators and school settings interact to impact STEM programs that strongly incorporate technology as a driver for learning.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"185 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114162385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jennifer Keshwani, Bradley S. Barker, Gwen Nugent, N. Grandgenett
{"title":"WearTec: Empowering Youth to Create Wearable Technologies","authors":"Jennifer Keshwani, Bradley S. Barker, Gwen Nugent, N. Grandgenett","doi":"10.1109/ICALT.2016.143","DOIUrl":"https://doi.org/10.1109/ICALT.2016.143","url":null,"abstract":"WearTec is an NSF funded project focused on activities related to wearable technologies. The goals of the project are to develop an intervention that focuses on solving real world problems and practicing the engineering design process while immersed in the innovative area of wearable technologies. Curriculum has been developed focused on youth in grades 4 to 6 to teach engineering design, computer programming, and basic circuitry. The curriculum and associated professional development are designed to encourage connections between in-school and out-of-school time instruction. Results of this pilot study suggest that the WearTec activities promote female participation in engineering technology activities. In addition, student attitudes towards STEM improved as a result of participating in the program.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121749671","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Software Tool to Measure the Alignment of Assessment Instrument with a Set of Learning Objectives of a Course","authors":"R. Ramesh, M. Sasikumar, Sridhar V. Iyer","doi":"10.1109/ICALT.2016.10","DOIUrl":"https://doi.org/10.1109/ICALT.2016.10","url":null,"abstract":"In this paper, we present a software tool to measure alignment of Assessment instrument (AI) with a set of learning objectives (LOs) of a course. Alignment of syllabus, LO and AI is a major parameter determining the quality of an AI. The tool helps to considerably reduce the time and effort needed by teachers to ensure this alignment. It takes syllabus, a set of LOs and domain ontology as input. An ontology based knowledge representation mechanism is designed to integrate the contents of syllabus, LOs and AI. Alignment is measured in terms of both concepts covered and cognitive level used. The Data Structures course of second year engineering curriculum is chosen as the domain. The accuracy of this tool is tested by comparing the system generated alignment measure with the expert teachers and a confusion matrix is generated. We got an average accuracy of 90% for concepts alignment and 95% agreement in cognitive level alignment.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121859539","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Deborah Cockerham, Zhengsi Chang, M. Schellen, Lin Lin
{"title":"Cognitive Task Performance in Technology-Enhanced Learning Environments","authors":"Deborah Cockerham, Zhengsi Chang, M. Schellen, Lin Lin","doi":"10.1109/ICALT.2016.33","DOIUrl":"https://doi.org/10.1109/ICALT.2016.33","url":null,"abstract":"This study investigated the impact of technology-generated listening environments upon processing of cognitive information. The main question asked was: To what extent does background sound impact accuracy on a cognitive task? A total of 217 museum-goers (127 f, 90 m) completed a language categorization task in four different listening environments: rain sounds, fast music, calm music, and silence. Overall, task scores during the four listening conditions were similar, with male scores stronger than female in every condition. Significant differences were seen between children ages 7-12 and teenage and adult groups, and between young adults and adults over 60 years. Strong, but not significant, differences were noted between older teenagers (16 to 19 years) and the youngest adults (20 to 30 years). In addition, strong correlations were seen between the four sound conditions and personal media usage, as well as between sound conditions and years of musical training. Findings support the duplex-mechanism theory (Hughes, Vachon, & Jones, 2007), and suggest that the ability to screen out irrelevant sounds may be more controllable through greater top-down task engagement.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115538273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Vicente Nacher, Fernando Garcia-Sanjuan, J. Martínez
{"title":"Evaluating the Usability of a Tangible-Mediated Robot for Kindergarten Children Instruction","authors":"Vicente Nacher, Fernando Garcia-Sanjuan, J. Martínez","doi":"10.1109/ICALT.2016.59","DOIUrl":"https://doi.org/10.1109/ICALT.2016.59","url":null,"abstract":"The use of robots as an educational tool is particularly interesting because of their potential to support collaboration, their capability to trigger physical activity and their inherent attractiveness. However, despite their many benefits, few works have considered the use of robots with children aged under 6 years and those which are targeted at these very young children do not fully exploit the technology, since the designed robots are fixed in one spot and do not support collaborative and cooperative instruction. This paper therefore evaluates the usability of a tangible-mediated robot with eighty-six kindergarten children (2 to 6 years old) which was designed for collaborative kindergarten instruction. The results obtained proved the suitability of the proposed platform for children from the age of 3 years and lays the foundation for developing new learning activities based on this technology for early childhood instruction.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"121 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123700820","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Cost and Benefit of a Computer Supported Real Time Delphi Method on Inter-Rater Reliability Using Rubrics in Highly Subjective Evaluation Tasks","authors":"Jorge J. Villalón, A. Beghelli, Jose Merino","doi":"10.1109/ICALT.2016.36","DOIUrl":"https://doi.org/10.1109/ICALT.2016.36","url":null,"abstract":"In this paper we evaluate the impact that a Computer Supported Collaborative Marking (CSCM) system has on the marking process of a highly subjective judging task. To do so, we evaluated the inter-rater reliability of reviewers in charge of marking written essays and the time required to perform such task. We analyzed the results of two groups of markers: the experimental group first marked 5 essays in a collaborative way (using the CSCM system, aiming to reach consensus) and the control group marked the same set of essays in a cooperative manner (e.g. separately). Next, both groups corrected the remaining 20 essays in a cooperative way. Results show that the CSCM system was effective in providing a collaborative environment, with a higher inter-rater agreement as a result (3 times higher than the values obtained by the control group), but at the expense of 2.5 times higher average marking time. When the experimental group returned to mark in a cooperative way, the benefit of inter-rater agreement was practically lost but the time to mark was 65% lower than the control group, showing an immediate benefit of the first collaborative effort in the efficiency of the mechanics of marking.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130009945","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Categorization of Embodied User Interface in Immersive Virtual Environment","authors":"Jewoong Moon, Fengfeng Ke","doi":"10.1109/ICALT.2016.31","DOIUrl":"https://doi.org/10.1109/ICALT.2016.31","url":null,"abstract":"The purpose of this paper is to identify central issues regarding user interactions in a virtual environment for immersive learning. This preliminary argument explores the importance of categorization to match with cognitive domains and natural user interfaces in the immersive virtual environment. An example of applying immersive virtual environment (IVE) in cognitive domains is provided. The research idea will help practitioners in advanced learning technologies to design a virtual platform aligning with instructional goals.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121291223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploring the Effects of Discovery Learning Strategy for Location-Based Historic Retrospection Mobile Game","authors":"Shu Wei Liu, Chang-hwa Wang","doi":"10.1109/ICALT.2016.65","DOIUrl":"https://doi.org/10.1109/ICALT.2016.65","url":null,"abstract":"Studies have indicated that location-based games can attain positive learning effects. However, the importance of the instructional design has been mostly overlooked. This paper aims at exploring the effects of discovery learning for location-based historic retrospection game. An experiment was conducted to analyze the learner's achievement and motivation. Discovery learning strategy and rote learning strategy were assigned to the experimental group and the control group respectively. Subjects were randomly assigned to one of the two in small groups of three. A pretest and a posttest were given to evaluate their learning achievement. A questionnaire was also given to investigate the learning motivation resulted from the two different instructional strategies. One month later, a delayed test was given to each group to explore the degree of learning retention. Initial data analyses indicated that different instructional strategies could result in different learning outcomes. We found that although the average learning achievement of discovery learning is not statistically different than that of rote learning, the resulted learning retention is statistically significant between the two groups. We conclude that learned information retains better through discovery learning strategy in a location-based game. This finding should prove valuable for instructional designers of location-based instructional game.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122513832","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}