{"title":"Automarking Web Service","authors":"Q. Meng, Laurie Ane Cutrone, Maiga Chang, Kinshuk","doi":"10.1109/ICALT.2013.46","DOIUrl":"https://doi.org/10.1109/ICALT.2013.46","url":null,"abstract":"The research team has leveraged the research conducted in recent Natural Language Processing studies and designed a computerized marking mechanism for marking students' short-answers based on the semantic meaning of those answers. An open access Auto marking web service has been developed to provide short-answer marking service for everyone. Auto marking service is also a self-sustainable complete online exam system which schools and teachers can use it to create their own item bank and tests, to manual and to auto mark students' answer sheets, and to review the results from various perspectives such as test, item, and individual student.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114883092","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":"New Digital Challenges for Learning: Training on and by Means of Web 2.0 with Digital Natives Support","authors":"Silvia Ravazzani, Sara Mormino, Marco Amicucci","doi":"10.1109/ICALT.2013.93","DOIUrl":"https://doi.org/10.1109/ICALT.2013.93","url":null,"abstract":"This paper deals with the spreading challenges linked to web 2.0 and intergenerational differences in companies, which lead to changes also in learning and training methods. In particular, reverse coaching applied to web 2.0 and new technologies, involving digital natives, is presented -through a case study-as a valuable methodology to recognize hidden talent, improve leadership and behavioral skills, and enhance intergenerational learning processes.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123933172","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":"Learning Design and Teaching Practice: Outlining an Iterative Cycle for Professional Teachers","authors":"Alessandro Arpetti, M. Baranauskas, T. Leo","doi":"10.1109/ICALT.2013.87","DOIUrl":"https://doi.org/10.1109/ICALT.2013.87","url":null,"abstract":"In recent years, the multiplicity of educational resources and tools available have opened discussions about the role of the teacher in his/her professional practices. This paper investigates the relationship between Learning Design and teaching practice, based on research literature and on a study involving structured interview conducted with Italian language teachers from 16 countries. As a result, a new perspective to promote the diffusion of Learning Design among professional teachers is proposed inspired by the epistemology of practice. The proposed process may further inform the design of tools to support Learning Design.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126117204","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":"Building on the Case Teaching Method to Generate Learning Games Relevant to Numerous Educational Fields","authors":"Iza Marfisi-Schottman, J. Labat, T. Carron","doi":"10.1109/ICALT.2013.49","DOIUrl":"https://doi.org/10.1109/ICALT.2013.49","url":null,"abstract":"University teachers often feel the need to try innovative learning technologies such as Learning Games to motivate the new generation of students. However, the typically limited resources of universities coupled with the high cost of designing and developing Learning Games result in it rarely being feasible to meet this need. To address this challenging problem, we have designed a framework that allows teachers to create their own Learning Games with very little or no help from developers and graphic designers. This framework, tested and validated by several university teachers, is suited to a wide variety of educational fields because it generates Learning Games based on the widely-used case teaching method.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125023253","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 Inquiry Based Collaborative Learning Using in E-NOTEBOOK System","authors":"Xin Wan, Neil Rubens, Toshio Okamoto","doi":"10.1109/ICALT.2013.33","DOIUrl":"https://doi.org/10.1109/ICALT.2013.33","url":null,"abstract":"In this study, we have proposed and developed an e-NOTEBOOK system which provides an inquiry based collaborative learning web environment. Proposed system allows group learners to save the web pages of interest, to express their opinions and ideas by adding notes and comments, to record their activities, and to communicate and collaborate with others. Group learning in our system is characterized by: (1) inquiry based knowledge construction, (2) knowledge production through note-taking and comment-taking, (3) knowledge acquisition through collaboration with the recommended advanced learners and by reflective use of recommended learning resources.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"1998 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127320685","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 Architecture to Combine Activity Traces and Reporting Traces to Support Self-Regulation Processes","authors":"Min Ji, Christine Michel, É. Lavoué, S. George","doi":"10.1109/ICALT.2013.30","DOIUrl":"https://doi.org/10.1109/ICALT.2013.30","url":null,"abstract":"In this paper, we propose an architecture of Project-Based Learning Management System (PBLMS). These systems offer learners indicators to support self-regulation in PBL. Indeed, when students are engaged in learning processes with LMS, they are supposed to be autonomous to find information or to organize their activities. Indeed, most of time, few tools are proposed to help them. Our research focuses on the tools which support meta-cognition process to teach learners how to regulate their learning activities during projects. In this paper, we propose a PBLMS architecture that combines together activity traces (which are recorded automatically by the system) and reporting traces (which are reported by learners themselves). This architecture allows learners to build indicators. They can specify the data to take into account and the visualization modes. We present the details of the reporting tool, used to collect reporting traces, which can enhance learners' reflective processes on their own way to learn.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127465863","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 Cloud Computing and Mobile Devices to Facilitate Students' Learning through E-Learning Games","authors":"V. Tam, Alex Yi, E. Lam, C. Chan, A. Yuen","doi":"10.1109/ICALT.2013.147","DOIUrl":"https://doi.org/10.1109/ICALT.2013.147","url":null,"abstract":"The recent advance in cloud computing and mobile devices empowers many innovative e-learning systems or games with increased interactivity and improved features. In this paper, we consider an innovative framework of cloud-based e-learning games that can be assessed through mobile devices to enhance students' learning anytime and anywhere. Being model-based, our proposal is adaptive and highly portable that can be easily customized to any existing cloud platform. Besides, our proposed framework allows course instructors or game designers to flexibly modify any part of an e-learning game, and continuously monitor the performance of individuals who try to compete with each other to attain better results. It is worth noting that this paper reports an on-going work, namely the iGame@Cloud system, for which a thorough evaluation will be conducted later. After all, our proposal stimulates many interesting directions for further exploration.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129164613","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":"Developing Multi-player Digital Adventure Education Game with Motion Sensing Technologies","authors":"Yu-Jen Hsu, Chang-Hsin Lin, Ju-Ling Shih","doi":"10.1109/ICALT.2013.63","DOIUrl":"https://doi.org/10.1109/ICALT.2013.63","url":null,"abstract":"Adventure education activities are courses that emphasize on first hand experience learning in situated environment with cooperative groups. In this research, Xbox Kinect and Unity 3D game engine are used to develop the two adventure education games. Digital games can solve some of the problems physical adventure education activities face, such as space limitations and dangers. With the simulations, players can experience the unattainable activities in real life, immerse in the collaborative activities, and explore the value of adventure education. From the post-game reflections, players can perceive their roles in the group, understand the mechanism of leadership, and solve problems. Participants' collaborative gaming process will be recorded by computers and observations conducted by researchers to understand participants' social behaviors. Questionnaires and tests will be used to analyze participants' collaboration patterns. It is hoped that the analysis results offer some in-depth perspectives to the field for the future research.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131245430","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":"Service-Oriented Approach to Improve Interoperability of E-Learning Systems","authors":"V. Karavirta, Petri Ihantola, Teemu Koskinen","doi":"10.1109/ICALT.2013.105","DOIUrl":"https://doi.org/10.1109/ICALT.2013.105","url":null,"abstract":"We present a design and open source implementation for a service oriented e-learning system, which utilizes external services for supporting a wide range of learning content and also offers a REST API for external clients to fetch information stored in the system. The design will separate different concerns, such as user authentication and exercise assessment, into separate services, which together form a complete e-learning environment. A key component of the design is identifying a general set of characteristics among existing exercise assessment systems, by which the assessment methods are grouped into three types: synchronous, asynchronous and static exercises.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"359 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126693197","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":"Models and Tools for a Contextualized Observation Strategy in a TEL Environment","authors":"Mohand Akli Ouali, S. Iksal, P. Laforcade","doi":"10.1109/ICALT.2013.89","DOIUrl":"https://doi.org/10.1109/ICALT.2013.89","url":null,"abstract":"Many researches are interested in the observation of learners' activities within a Technology-Enhanced Learning environment. This work is about how observation can be improved. We originally propose the concept of observation strategy. Such approach leads teachers-designers to design and specify the targeted observation, and all its components, as a dedicated artifact in relation with a learning scenario. We present and discuss in this paper the issues and challenges of the research work we are conducting.","PeriodicalId":301310,"journal":{"name":"2013 IEEE 13th International Conference on Advanced Learning Technologies","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122262295","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}