Thomas Kobber Panum, Kaspar Hageman, J. Pedersen, René Rydhof Hansen
{"title":"Haaukins: A Highly Accessible and Automated Virtualization Platform for Security Education","authors":"Thomas Kobber Panum, Kaspar Hageman, J. Pedersen, René Rydhof Hansen","doi":"10.1109/ICALT.2019.00073","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00073","url":null,"abstract":"Education of IT security can include a tedious and frustrating experience for novice students and organizers. We have sought out to create an education platform that improves upon this experience, through automation, and individualized learning labs. These learning labs hosts are isolated clusters of virtual computer instances, representing real and insecure computer networks. The platform, named Haaukins, improves upon typical accessibility issues of students and cumbersome configuration management for organizers. In order make the platform accessible for other organizations, it has been open sourced.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121752616","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}
V. Rolim, R. F. Mello, Vitomir Kovanovíc, D. Gašević
{"title":"Analysing Social Presence in Online Discussions Through Network and Text Analytics","authors":"V. Rolim, R. F. Mello, Vitomir Kovanovíc, D. Gašević","doi":"10.1109/ICALT.2019.00058","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00058","url":null,"abstract":"This paper presents an approach to studying relationships between students' social presence and course topics from transcripts of asynchronous discussions in online learning environments. Specifically, the paper uses topic modeling and epistemic network analysis to investigate how students' social presence is expressed across different course topics. Finally, we show how this method can be adopted to examine how students' social presence changed due to an instructional intervention. The results of this study and its implications are further discussed.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"399 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130556199","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}
Gabriel Guebarra Conejo, Isabela Gasparini, M. Hounsell
{"title":"Detailing Motivation in a Gamification Process","authors":"Gabriel Guebarra Conejo, Isabela Gasparini, M. Hounsell","doi":"10.1109/ICALT.2019.00031","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00031","url":null,"abstract":"Gamification has been increasingly implemented in systems to motivate users. To assist designers in the gamification process there are several frameworks which are generic structures that serve as a basis to the gamification. Some frameworks address motivation superficially while others focus exclusively on motivation and are not broad enough for the entire process. This work presents 5W2H+M emphasized, an extension of the 5W2H framework with its motivational aspects, based on Self-Determination Theory.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"169 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115539630","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}
Matheus Vinicius Valenza, M. Hounsell, Isabela Gasparini
{"title":"Serious Game Design for Children: Validating a Set of Guidelines","authors":"Matheus Vinicius Valenza, M. Hounsell, Isabela Gasparini","doi":"10.1109/ICALT.2019.00034","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00034","url":null,"abstract":"Many academic works focus their studies in the socalled Serious Games (SG). Many of these games ended up being far from children's expectations, particularly when compared to conventional games. This work assesses a set of 40 guidelines for designing SG for children. Fifth nine experts concluded that most of the guidelines are of high relevance (scored above 9.0) but all of them are worth attention (scored above the middle of the scale) when designing SG for children.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123480939","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}
P. Palomino, A. Toda, Wilk Oliveira, A. Cristea, Seiji Isotani
{"title":"Narrative for Gamification in Education: Why Should you Care?","authors":"P. Palomino, A. Toda, Wilk Oliveira, A. Cristea, Seiji Isotani","doi":"10.1109/ICALT.2019.00035","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00035","url":null,"abstract":"Gamification applied to education studies are focusing to encourage students to perform specific tasks, however many of these studies are still inconclusive about how much gamification can influence engagement. Also, the frameworks used to apply gamification in those systems are mainly structural (e.g. scoring and ranking systems) rather than content frameworks (where the game elements are applied to the content). Therefore, this paper aims at creating a narrative definition exclusively for gamification purposes. First, we developed an empirical research starting with a literature review of the narrative concept in other medias, such as games. Then, we mapped these definitions into features and crossed the similarities and differences across them, to find a common ground that could be applied in gamification contexts. Our results show that the narrative element definition to use in gamification contexts best drifts from the games ones, however its definition is unique to the point it could be isolated and used in future frameworks. We also found that the characteristics of this concept resembles some of User Experience.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"2161-377X 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131291004","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}
Simone Erbs da Costa, C. Berkenbrock, Lucas Eduardo Rosa de Freitas, Fabiola Ferreira Sucupira Sell
{"title":"Development and Evaluation of an Assistive Collaborative Resource","authors":"Simone Erbs da Costa, C. Berkenbrock, Lucas Eduardo Rosa de Freitas, Fabiola Ferreira Sucupira Sell","doi":"10.1109/ICALT.2019.00047","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00047","url":null,"abstract":"Communication is the way to share information, develop culture and interact in society. Computational technologies and Collaborative Systems have increasingly contributed in communicational accessibility and in the inclusive process. This paper presents an approach to support the communication of deaf people and speakers of Libras (Brazilian Sign Language) through mobile and collaborative computing tool.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131826811","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}
B. Penteado, Seiji Isotani, Paula Maria Pereira Paiva, Marina Morettin-Zupelari, D. Ferrari
{"title":"Detecting Behavioral Trajectories in Continued Education Online Courses","authors":"B. Penteado, Seiji Isotani, Paula Maria Pereira Paiva, Marina Morettin-Zupelari, D. Ferrari","doi":"10.1109/ICALT.2019.00069","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00069","url":null,"abstract":"Continuing education online has been steadily increasing worldwide and its students' profiles tend to be different from those in other formal modalities. Hence, it is relevant to understand the behavior of these students along their course trajectories. In this work, we investigate a specialization online course involving hearing healthcare professionals (n=96), to discover different navigation strategies and the factors which may influence it. To that end, we applied sequence analysis techniques to interpret different navigation patterns and selected demographic covariables which may influence these behavioral trajectories. Three clusters were found, with subtle differences among them and three variables with greater predictive power: age, professional experience and region.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"297 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131955298","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}
Olga De Troyer, Renny S. N. Lindberg, J. Maushagen, Pejman Sajjadi
{"title":"Development and Evaluation of an Educational Game to Practice the Truth Tables of Logic","authors":"Olga De Troyer, Renny S. N. Lindberg, J. Maushagen, Pejman Sajjadi","doi":"10.1109/ICALT.2019.00032","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00032","url":null,"abstract":"Already for years, the logic course in the first year of our Bachelor program in Computer Science has been a serious stumbling block for many students. They find the formal and abstract mechanisms of logic difficult and awkward to deal with. Many procrastinate, which results in poor understanding of the basic principles, which in turn causes them to fall even more behind. Previous attempts to remedy this have had little effect. Since educational games are deemed as an enjoyable way to foster learning, we decided to develop an educational game for the course. The game is a two-player competitive game inspired by an existing card game. We adapted this card game to proposition logic and digitized it as an app. The development was done in an iterative way. Each version was evaluated and based on the received feedback the software was improved and reevaluated. Based on the results of the evaluations we can conclude that the game is well suited for its target audience and is a good complement, and even replacement for some of the traditional face-to-face exercise sessions. However, we also noticed that making the game available without obligation to use was not the best approach. A good embedding into the course is needed to ensure that all students use the game. In this paper we present the game, explain and motivate its evolution, and present lessons learned.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134414364","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 Socratic Questioning Strategy to Enhance Critical Thinking Skill of Elementary School Students","authors":"S. Chew, I-Hsiu Lin, N. Chen","doi":"10.1109/ICALT.2019.00088","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00088","url":null,"abstract":"Critical thinking is one of the core 21st century skills, and it is vital for individuals to start mastering this skill from a young age. Socratic questioning is a systematic and disciplined string of questioning that is used to support the enhancement of critical thinking skill through the exploration of complex ideas, understanding the facts, identifying issues, examine assumptions and more. This study proposed to design critical thinking enhancement exercises for elementary school students using Socratic questioning strategy. Throughout the enhancement exercise, the study introduced Socratic questioning strategy was designed as hints to support students in completing the exercise and have deeper thoughts prior to sharing their thoughts regarding a given issue or problem. The results of the study indicated that the designed critical thinking learning sessions were effective in enhancing students' critical thinking skill. More importantly, the results also indicated that Socratic questioning strategy had provided students with a positive and significant support in the enhancement of their critical thinking skill.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115704416","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}
E. Carneiro, Patrícia Drapal, Roberta Fagundes, A. M. A. Maciel, R. Rodrigues
{"title":"Anomaly Detection on Student Assessment in E-Learning Environments","authors":"E. Carneiro, Patrícia Drapal, Roberta Fagundes, A. M. A. Maciel, R. Rodrigues","doi":"10.1109/ICALT.2019.00062","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00062","url":null,"abstract":"According to the legislation of Brazil's Ministry of Education (MEC), the student assessment in distance learning programs (e-learning) is based on face-to-face exams at an educational center and online activities. The legislation also requires that the face-to-face exams must have the heaviest weight in the final performance. Given this, the present article seeks to question whether this requirement is generating students who make minimal use of the resources offered by the e-learning platforms but still achieve passing grades because of the face-to-face exams weight, thus affecting the effectiveness of distance learning. For such purpose, a model has been defined and validated using the Isolation Forest algorithm to identify these anomalies, after which, the behavior of the students regarding use of the online platform was analyzed.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125364354","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}