{"title":"Personalizing Learning Analytics to Support Collaborative Learning Design and Community Building","authors":"Maria Tzelepi","doi":"10.1109/ICALT.2014.226","DOIUrl":"https://doi.org/10.1109/ICALT.2014.226","url":null,"abstract":"Although learning through personalized representations has been shown to be effective in various domains, little is known about the mechanisms that are effecting it. We focus on a CoI based visualisation tool design, to feature community dynamics effect in a learning design context which promotes interaction with peers and self reflection through personalization.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133764591","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":"Player Motivations in Massively Multiplayer Online Games","authors":"Iro Voulgari, V. Komis, D. Sampson","doi":"10.1109/ICALT.2014.75","DOIUrl":"https://doi.org/10.1109/ICALT.2014.75","url":null,"abstract":"In this paper we explore the motivations of players for engagement in Massively Multiplayer Online Games (MMOGs). We employ a mixed method research (qualitative and quantitative approach) and identify aspects of MMOGs that motivate players, such as the sociability, the achievement, the challenges, the competition, and elements increasing immersion. We situate the findings within a learning context and discuss how these aspects further increase the effectiveness of a learning environment.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115841954","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":"Ontological Engineering in Education: Tools for Knowledge Transfer and Knowledge Assessment","authors":"E. Strakhovich","doi":"10.1109/ICALT.2014.207","DOIUrl":"https://doi.org/10.1109/ICALT.2014.207","url":null,"abstract":"The paper presents one practical approach for usage of ontological engineering methods for education. They are considered as a tool for knowledge visualization at first. The ontologies built by the teacher for the education purpose are used for the knowledge transfer and the mind maps built by the students are used for the assessment purposes.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124112139","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":"An Experiment of a Mobile Competition Game for Investigating Students' Interests in Learning Local Culture","authors":"Shao-Chen Chang, Gwo-jen Hwang, Chin-Chung Tsai, Jyh‐Chong Liang","doi":"10.1109/ICALT.2014.53","DOIUrl":"https://doi.org/10.1109/ICALT.2014.53","url":null,"abstract":"In this paper, a mobile competition game was developed in the form of a competitive board game for engaging students in learning local cultural. The students were asked to learn with the mobile game by throwing a dice to determine their moves on a tablet computer. Each move of the mobile game was related to a real-world observation task or an online information-searching question. The former aimed to guide the students to acquire knowledge and gain experiences via observing real-world targets, while the latter aimed to help the students obtain supplementary materials from the web. An experiment was conducted to collect feedback from students. The experimental results showed that the proposed approach significantly prompted the students' interests in learning local culture.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124227787","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":"The Learning Object Triangle","authors":"R. Anane","doi":"10.1109/ICALT.2014.209","DOIUrl":"https://doi.org/10.1109/ICALT.2014.209","url":null,"abstract":"One critical factor in the effective deployment of learning objects (LOs) is the availability of relevant metadata categories. This work is motivated by the view that metadata identification is enhanced by a clear definition of a learning object. The aim of this paper is to offer a holistic approach to LOs and to introduce a definitional framework informed by the LO lifecycle. A LO is defined in terms of three main facets: mediation (potential for facilitating learning), transition (ability to be used in different learning environments) and specification (description of LO characteristics, as metadata). Unlike most evaluation instruments, the framework integrates explicitly information on learner experiences such as annotation, evaluation and attention metadata.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114463741","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":"Strategies for Supporting European Schools to Evolve into Open and Committed Learning Communities: Initial Suggestions from the Open Discovery Space Project Large-Scale Implementation","authors":"E. Chelioti","doi":"10.1109/ICALT.2014.220","DOIUrl":"https://doi.org/10.1109/ICALT.2014.220","url":null,"abstract":"This paper reports on the large-scale implementation methodology of technology supported innovation that is being conducted within the framework of the Open Discovery Space project. It describes the innovation model and approach for currently engaging 500 European schools, the processes for engaging them and the tools for supporting them to embed technology within a wider school development plan, as well as the provision of training and support in the application of innovative technology supported practices. The paper also provides some initial suggestions from the experience gained so far in terms of what works in building growing communities of practice, enhancing their sustainability potential and encouraging schools' commitment to change processes.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116392596","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":"Using High Level Activities Net for Learning Analytics of Instructional Design","authors":"I. Nunes, U. Schiel","doi":"10.1109/ICALT.2014.114","DOIUrl":"https://doi.org/10.1109/ICALT.2014.114","url":null,"abstract":"Instructional Design (ID), essential in distance learning, is the planning and sequencing of activities in a course. The High Level Activities Net (HLAN) is a net structure for designing and controlling the learning process. From the net formed it is possible to monitor students in run-time and to obtain information that helps both the improvement of the Instructional Design and students learning by means of Learning Analytics. This paper briefly introduces the HLAN and presents an investigation with 17 classes of a distance course, with a total of 673 students. Based on the information obtained by means of Learning Analytics, we observed the relationship between the students performance (with respect to his/her scores), the identification of modules of the course that must be analyzed and adapted regarding the degree of quality and difficulty demanded, and also a weak relationship between the number of accesses to a course and the student's performance.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116393904","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 Domain-Specific Modeling Language Approach to Support Various Forms of Online PBL","authors":"Disi Wang, Yongwu Miao, H. Hoppe, M. Samaka","doi":"10.1109/ICALT.2014.178","DOIUrl":"https://doi.org/10.1109/ICALT.2014.178","url":null,"abstract":"Problem-based learning (PBL) can be organized and conducted in a variety of forms. By adopting a Domain-Specific Modeling Language (DSML) approach we have developed a PBL scripting language, which provides natural concepts that teachers can understand and use in practical PBL. Based on this PBL scripting language, a web-based PBL authoring tool has been developed, which enables teachers to develop their own PBL strategies as PBL scripts.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123684388","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}
W. Fok, I. Wong, V. Tam, Jiaqu Yi, H. Auyeung, K. Law
{"title":"Multidimensional Discussions on an Interactive Mobile Platform for Language Education -- A Case at the University of Hong Kong","authors":"W. Fok, I. Wong, V. Tam, Jiaqu Yi, H. Auyeung, K. Law","doi":"10.1109/ICALT.2014.130","DOIUrl":"https://doi.org/10.1109/ICALT.2014.130","url":null,"abstract":"Many lecturers in universities are held in big lecture theater which may not be the most desirable environment to carry out effective class discussions. Class, an interactive mobile learning platform developed and adopted in the University of Hong Kong, enables real-time interactive discussion among students and lecturer through their tablet PCs and smartphones and facilitates classroom discussion of various sizes and styles, gathering opinions from all classmates in an organized manner that is conducive to effective and fruitful discussions. It is a useful tool in facilitating multidimensional discussions that accommodate various types of discussion and teaching styles required in language learning. Learning no longer stresses on the one-way knowledge transmission from teachers to students, but in enhancing the capacity of the student to develop critical thinking ability to analyze issues from multiple angles in an organized and logical way. Discussions have hence become an increasingly important part of interactive learning. This system encourages more active participation from students to foster a more interactive class environment that is optimal for effective language learning and teaching.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123716402","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":"Automated Indicators to Assess the Creativity of Solutions to Programming Exercises","authors":"Sven Manske, H. Hoppe","doi":"10.1109/ICALT.2014.147","DOIUrl":"https://doi.org/10.1109/ICALT.2014.147","url":null,"abstract":"Computer programs are a specific type of knowledge artefacts that result from a creative process under strong formal restrictions. From an educational perspective, it has been argued that programming supports intellectual development and knowledge building. In this paper, we give a short overview of a system created to automatically detect the creativity of solutions to programming exercises that address general mathematical and algorithmic skills. A first step to make these artefacts susceptible to automatic analysis was the definition a descriptive feature set that captures both structural and procedural aspects of each solution. Secondly, machine learning techniques have been used to form higher-level metrics simulating expert judgments on a given set of solutions. It turned out that expert judgments of program creativity differ considerably and systematically. This also led to a classification of the experts.","PeriodicalId":268431,"journal":{"name":"2014 IEEE 14th International Conference on Advanced Learning Technologies","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121969035","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}