{"title":"Conducting an Experiment for Validating the Combined Model of Immersion and Flow","authors":"Ehm Kannegieser, Daniel Atorf, Josua Meier","doi":"10.5220/0007688902520259","DOIUrl":"https://doi.org/10.5220/0007688902520259","url":null,"abstract":"Detecting high intrinsic motivation and Flow states is key for successful adaptation processes that may be used to improve learning outcome in Simulations and Serious Games. Until now, the method of choice to measure Flow, is the usage of questionnaires. Because of the shortcomings of this method, the ultimate goal is, to establish an alternative measuring method through correlations of physiological sensor data. Beforehand, the theoretical model of Flow is enhanced with the more fine-grained model of immersion plus the design and implementation of an experiment to validate said model is introduced. In conclusion a perspective towards preliminary test results and upcoming data analysis is given.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132890799","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":"Skill Confidence Ratings in a MOOC: Examining the Link between Skill Confidence and Learner Development","authors":"K. Schmieden, T. Staubitz, Lena Mayer, C. Meinel","doi":"10.5220/0007655405330540","DOIUrl":"https://doi.org/10.5220/0007655405330540","url":null,"abstract":"This paper explores the development of perceived learner skill confidence in a programming MOOC by applying \u0000and analyzing a new Skill Confidence Rating (SCR) survey. After cleaning datasets, we analyze a sample \u0000of n = 1689 for the first course module and n = 1147 for the second course module. Results show that on average, \u0000learners perceive their skills more confidently after taking a module. The initial confidence per module \u0000differs. We could not find a correlation between perceived learner confidence and learner performance in this \u0000course.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"32 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132707392","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}
Matěj Karolyi, Jakub Ščavnický, Vojtěch Bulhart, Petra Růžičková, M. Komenda
{"title":"Eduportfolio: Complex Platform for Curriculum Management and Mapping","authors":"Matěj Karolyi, Jakub Ščavnický, Vojtěch Bulhart, Petra Růžičková, M. Komenda","doi":"10.5220/0007722103520358","DOIUrl":"https://doi.org/10.5220/0007722103520358","url":null,"abstract":"A lot of curriculum designers, teachers and faculty managers are involved in a curriculum development at higher education institutions. It is necessary to optimise this complicated process of curriculum optimisation and mapping using modern technologies and tools. Therefore, the EDUportfolio platform, which allows users to comfortably and safely create individual building blocks of the curriculum, is created in accordance with valid international standards. Our paper presents the origin platform from methodological and technical perspective. EDUportfolio offers a content creation module, a content browsing module as well as a reporting module that provides complex overview on created building blocks.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115135018","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":"Virtual Reality in Self-regulated Learning: Example in Art Domain","authors":"J. Sakdavong, Morgane Burgues, N. Huet","doi":"10.5220/0007718500790087","DOIUrl":"https://doi.org/10.5220/0007718500790087","url":null,"abstract":"In recent decades, learning devices using virtual reality (VR) environments have evolved rapidly. The potential positive impact of VR has been attributed to two characteristics: immersion, and control of interaction with objects in the environment. However, results from the literature have not always shown the presumed benefits and few of them have assessed the effects on self-regulation. This study aims to assess the impact of immersion and control on motivation, self-regulation, and performance. Participants had to acquire knowledge about sculptures by visiting a 3D virtual museum and then recall this knowledge. The participants were divided into four independent groups. They were: #1 In strong immersion (with VR headset) and active (control of interaction); #2 In strong (VR) and passive (non-interaction control) conditions; #3 In low immersion (tablet) and active conditions; #4 In low and passive immersion conditions. Intrinsic motivation and emotion were evaluated by a questionnaire, self-regulation was identified by behavioral indicators and performance was evaluated through a gap-fill exercise. Results showed that the \"control\" feature had a positive impact on performance, unlike immersion. Also, neither immersion nor control had an impact on motivation. However, immersion and control had a partial impact on self regulation. Educational implications will be discussed.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130435692","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 Creation Tool for Serious Puzzle Games","authors":"Gaëlle Guigon, Mathieu Vermeulen, J. Humeau","doi":"10.5220/0007796405560561","DOIUrl":"https://doi.org/10.5220/0007796405560561","url":null,"abstract":"This article aims to present a tool for designing serious games with riddles, such as escape games. This multilingual tool will be available online freely and presented as a form on a website with a database to save and share one's projects. After completing the form, a graphic overview of the project is presented to the user. It is based on different Serious Escape Games and Serious Puzzle Games realized in the past three years and on several websites giving advice to create this type of activity. This tool is at its early stages and the prototype has been tested by a few Serious Escape Games designers on their previous projects. Feedback will be used to improve the tool. Following the validation of the prototype, computer development has begun: the tool meets the needs of the designers and fits to the different tested projects. Intended initially for teaching after a few requests, it is expected to be used by a wide audience and to respond to the various needs related to the creation of this type of activity.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128782991","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}
Falko Koetter, Monika Kochanowski, Maximilien Kintz, Benedikt Kersjes, Ivan Bogicevic, S. Wagner
{"title":"Assessing Software Quality of Agile Student Projects by Data-mining Software Repositories","authors":"Falko Koetter, Monika Kochanowski, Maximilien Kintz, Benedikt Kersjes, Ivan Bogicevic, S. Wagner","doi":"10.5220/0007688602440251","DOIUrl":"https://doi.org/10.5220/0007688602440251","url":null,"abstract":"Group student software projects are important in computer science education. Students are encouraged to self-organize and learn technical skills, preparing them for real life software development. However, the projects contribute to multiple learning objectives, making coaching students a time consuming task. Thus, it is important to have a suitable best practice development process. For providing better insights for the students, the resulting software has to be of value and meet quality requirements, including maintainability, as in real life software development. Using source code quality metrics and by data mining repository data like commit history, we analyze six student projects, measuring their quality and identifying contributing factors to success or failure of a student project. Based on the findings, we formulate recommendations to improve future projects for students and researchers alike.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128194659","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":"Algorithmization in a Computer Graphics Environment","authors":"Z. Homanova, T. Havlaskova","doi":"10.5220/0007752704660473","DOIUrl":"https://doi.org/10.5220/0007752704660473","url":null,"abstract":"Today’s digital age makes it possible for people to communicate via video or images. Therefore, computer graphics is part of the elementary school curriculum. The paper is aimed at updating computer science education at Czech elementary schools; it shows how pupils could develop their computational thinking when creating vector graphics based on basic geometric shapes such as a circle, ellipse, square, rectangle and others. The following methods were chosen to present the proposed processes: verbal expression for an algorithm, visual projection and a flowchart.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121852319","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}
C. Zilles, Matthew West, Geoffrey L. Herman, Timothy Bretl
{"title":"Every University Should Have a Computer-Based Testing Facility","authors":"C. Zilles, Matthew West, Geoffrey L. Herman, Timothy Bretl","doi":"10.5220/0007753304140420","DOIUrl":"https://doi.org/10.5220/0007753304140420","url":null,"abstract":"For the past five years we have been operating a Computer-Based Testing Facility (CBTF) as the primary means of summative assessment in large-enrollment STEM-oriented classes. In each of the last three semesters, it has proctored over 50,000 exams for over 6,000 unique students in 25–30 classes. Our CBTF has simultaneously improved the quality of assessment, allowed the testing of computational skills, and reduced the recurring burden of performing assessment in a broad collection of STEM-oriented classes, but it does require an up-front investment to develop the digital exam content. We have found our CBTF to be secure, cost-effective, and well liked by our faculty, who choose to use it semester after semester. We believe that there are many institutions that would similarly benefit from having a Computer-Based Testing Facility.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126336113","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":"21st Century Skill Building with Web-based Games","authors":"Will Derusha, T. Hickey","doi":"10.5220/0007673201960203","DOIUrl":"https://doi.org/10.5220/0007673201960203","url":null,"abstract":"Financial knowledge has a tangible impact on an individual’s ability to make positive financial decisions in their life. It has been estimated that the difference between the 75th and 25th percentile of the financial literacy index is equivalent to approximately an 80,000 euro difference in net worth and has significant impact on financial decisions made throughout one’s working life and into retirement. The need for quality financial education is clear, but many studies show that personal finance classes offered today do not seem to have significant impact on the financial literacy of the students who take them. One hypothesis of this paper is that traditional instruction methods, which do not force students to exercise the financial tools they need to be fluent with as adults, hinder their ability to improve their financial literacy. We also argue that analysis of game interactions may be a more effective assessment mechanism than traditional academic tests. There is a growing body of evidence that the immersive elements of particular styles of games can have a significant impact on learning outcomes. This paper offers a potential starting point from which an immersive game, which leverages real world financial decision-making as its main mechanic, can be born. We will discuss the underlying design of such a game and how it lays the foundation for a game that could achieve financial literacy outcomes. Such outcomes would empower students with the skills to make positive financial choices in their lives and better achieve personal financial goals.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132993941","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}
Luca Demetrio, Giovanni Lagorio, M. Ribaudo, E. Russo, Andrea Valenza
{"title":"ZenHackAdemy: Ethical Hacking @ DIBRIS","authors":"Luca Demetrio, Giovanni Lagorio, M. Ribaudo, E. Russo, Andrea Valenza","doi":"10.5220/0007747104050413","DOIUrl":"https://doi.org/10.5220/0007747104050413","url":null,"abstract":"Cybersecurity attacks are on the rise, and the current response is not effective enough. The need for a competent workforce, able to face attackers, is increasing. At the moment, the gap between academia and real-world skills is huge and academia cannot provide students with skills that match those of an attacker. To pass on these skills, teachers have to train students in scenarios as close as possible to real-world ones. Capture the Flag (CTF) competitions are a great tool to achieve this goal, since they encourage students to think as an attacker does, thus creating more awareness on the modalities and consequences of an attack. We describe our experience in running an educational activity on ethical hacking, which we proposed to computer science and computer engineering students. We organized seminars, outside formal classes, and provided online support on the hands-on part of the training. We delivered different types of exercises and held a final CTF competition. These activities resulted in growing a community of students and researchers interested in cybersecurity, and some of them have formed ZenHack, an official CTF team.","PeriodicalId":246312,"journal":{"name":"International Conference on Computer Supported Education","volume":"453 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116410365","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}