{"title":"Towards Enhancing User Experience through a Web-Based Augmented Reality Museum","authors":"Akhila Sri Manasa Venigalla, S. Chimalakonda","doi":"10.1109/ICALT.2019.00110","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00110","url":null,"abstract":"Museums act as a vehicle to collect, preserve and demonstrate historical, cultural and scientific heritage to a larger community of end users. However, there is neither increase in the number of physical visitors nor visitors to online museum, despite their availability on the web. On the other hand, Augmented Reality has emerged as a potential technology to support and enhance experience of end users in different communities especially in digital heritage. In this paper, we propose Augmented Reality Museum (ARM) as an application that can enhance online museum visitor experience. Augmented Reality can be integrated as a mobile application that provides 3D view of an artifact, along with information about its historic, artistic and/or scientific importance. We present the design and development of ARM and demonstrate it for the case study of Online British Museum. Our user experience study conducted with 21 volunteers shows that ARM is potentially a good way to enhance user experience.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"12 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":"125738551","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":"Scaffolding Structured Reflective Practices in Engineering Design Problem Solving","authors":"Aastha Patel, C. Dasgupta","doi":"10.1109/ICALT.2019.00090","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00090","url":null,"abstract":"One of the primary goals of research in engineering design education is to help students develop design thinking skills and adopt expert design practices in order to improve their design process. Research shows reflection as an effective cognitive strategy to help the progression of novice designers towards expertise. However, facilitating reflection on one's actions while performing a collaborative action has not been a prominent scholarly area of research in engineering education. In this paper, we identify various elements in the learning environment that most likely trigger reflection during the design process. Based on these triggers, we present guidelines for designing scaffolds to support such reflection. We also propose a technology-enhanced prototype as an example of realizing these guidelines and promoting computer supported structured reflective practices during the design process.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"35 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":"125427448","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 Framework for Applying Game-Based Learning to Improve Social Skills of Elementary School Students with Asperger Syndrome","authors":"Kuei‐Hui Hsiao, Jia Zhang","doi":"10.1109/ICALT.2019.00039","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00039","url":null,"abstract":"Students with Asperger Syndrome (AS) often have difficulty with social communication. With the benefits of Game-Based Learning (GBL), few researchers have started applying GBL to social skills training. However, there is a notable lack of current research on the impact of applying GBL to social skills teaching for children with AS. This study aims to propose a framework for exploring the effects of GBL intervention to improve four social skills in elementary students with AS. The expected participants will be three 4th-6th graders in Taiwan. A multiple baseline across behavior design will be used in this study. Four target behaviors of participants will be observed during the phases of baseline, intervention, and fading. The potential significance of this study is to outline the potentials of GBL intervention for students with AS.","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":"129225943","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}
A. Volungevičienė, Margarita Teresevicienè, Estela Dauksienè, Elena Trepule, U. Ehlers
{"title":"Learning Spaces and Places of Digital and Networked Society","authors":"A. Volungevičienė, Margarita Teresevicienè, Estela Dauksienè, Elena Trepule, U. Ehlers","doi":"10.1109/ICALT.2019.00012","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00012","url":null,"abstract":"The paper describes characteristics of digital and networked society and clarifies their needs for open and online learning (OOL). Empirical research in the form of online and face to face survey was implemented in order to clarify why and how digital and network society learns (if at all) while spending time online, and what are important characteristics of OOL that motivate digital and network society (NDS) for learning. These and other questions have been raised in the research that is presented in this paper.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"21 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":"134374797","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}
A. Toda, Wilk Oliveira, A. Klock, P. Palomino, M. Pimenta, I. Bittencourt, Lei Shi, Isabela Gasparini, Seiji Isotani, A. Cristea
{"title":"A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation","authors":"A. Toda, Wilk Oliveira, A. Klock, P. Palomino, M. Pimenta, I. Bittencourt, Lei Shi, Isabela Gasparini, Seiji Isotani, A. Cristea","doi":"10.1109/ICALT.2019.00028","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00028","url":null,"abstract":"Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design of gamified strategies. This paper aims to create a taxonomy for the game elements, based on gamification experts' opinions. After a brief review from existing work, we extract first the game elements from the current state of the art, and then evaluate them via a survey with 19 gamification and education experts. The resulting taxonomy taxonomy included the description of 21 game elements and their quantitative and qualitative evaluation by the experts. Overall, the proposed taxonomy was in general well accepted by most of the experts. They also suggested expanding it with the inclusion of Narrative and Storytelling game elements. Thus, the main contribution of this paper is proposing a new, confirmed taxonomy to standardise the terminology used to define the game elements as a mean to design and deploy gamification strategies in the educational domain.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"12 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":"132333922","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}
M. Macedo, Clodomir J. Santana, H. Siqueira, R. Rodrigues, J. L. C. Ramos, J. S. Silva, A. M. A. Maciel, C. J. A. B. Filho
{"title":"Investigation of College Dropout with the Fuzzy C-Means Algorithm","authors":"M. Macedo, Clodomir J. Santana, H. Siqueira, R. Rodrigues, J. L. C. Ramos, J. S. Silva, A. M. A. Maciel, C. J. A. B. Filho","doi":"10.1109/ICALT.2019.00055","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00055","url":null,"abstract":"Up to 50% of the students drop out of school in Brazilian universities. Because of the heterogeneity of individuals, it is difficult to determine which are the main causes of this high percentage of students not finishing their degree. In this paper, we employed the Fuzzy C-Means algorithm on a dataset composed of real-world registers of the Biology Undergraduate course from Brazilian universities. We applied the transactional distance theory to select the set of variables which were utilized in the clustering process. The results indicate that the data is better divided into five groups. We observed that the Fuzzy C-Means generated groups based on how engaged the students are, and, in each group, there are two subgroups: students that drop out and do not drop out the course. The type of analysis presented in this work can generate inputs for the institutions to establish new policies to reduce the dropout rate.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"24 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":"128831283","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}
Lachlan Hardy, Meredith Castles, Soonja Yeom, B. Kang
{"title":"Challenges and Prospects of a Robotics Course to Supplement Australia's Digital Technology Curriculum","authors":"Lachlan Hardy, Meredith Castles, Soonja Yeom, B. Kang","doi":"10.1109/ICALT.2019.00074","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00074","url":null,"abstract":"Challenges arise when extracurricular programs aren't aligned to the local curriculum and when courses are inflexible regarding the students learning pace. Modification of pre-existing programs can be achieved with enough domain knowledge, which can solve relevant gaps for digital technology Curriculums. The process of modifying such programs can bring to light other challenges like mixing very different technology, encouraging self-efficacy and engagement, and pacing learning to individual needs. This pilot-study highlights some of the challenges faced in using a program not designed for the local audience; the steps taken to change the program for the Australian digital technology curriculum; and identifies some areas of further research in extracurricular activity development for a digital technology curriculum.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"284 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":"116101183","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}
Andrés-Marcelo Calle-Bustos, M. C. J. Lizandra, F. Abad, R. Mollá
{"title":"An Augmented Reality App for Therapeutic Education and Suitable for Mobile Devices with Different Features","authors":"Andrés-Marcelo Calle-Bustos, M. C. J. Lizandra, F. Abad, R. Mollá","doi":"10.1109/ICALT.2019.00106","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00106","url":null,"abstract":"Patients with chronic diseases can improve their quality of life with therapeutic education. Augmented Reality (AR) can be used to develop therapeutic tools. This paper presents a study in which an AR app to support therapeutic education in diabetes was used. The app supports the learning about carbohydrate portions contained in different foods. The virtual food is shown on a real dish. Sixty-six children with diabetes participated in our study. The children were divided into three groups that used three different mobile devices. The main differences between the three devices were camera resolution and display size. We used two tablets with similar display size and different camera resolution (2-megapixel and 8-megapixel), and a smartphone with about half of the diagonal display size of the tablets and with an 8-megapixel camera. The results indicated that the children learned about carbohydrate estimation by using our app. There were no statistically significant differences for the knowledge acquired, or for the perceived usability and satisfaction among the three groups. This result points out that our AR app is effective as a therapeutic education tool independently of the features of the device used.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"22 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":"116706326","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 Platform Affordances for Encouraging Social Interaction in MOOCs: The \"Comment Discovery Tool\" Interactive Visualisation Plugin","authors":"Philip Tubman, Murat Öztok, Phillip Benachour","doi":"10.1109/ICALT.2019.00014","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00014","url":null,"abstract":"This paper describes the development of a tool which aggregates learner MOOC contributions into a wordcloud. It is designed to serve either as a concept filter or a way to discover new conversations. This is analysed using a measure developed as a heuristic for sociocultural learning in conversations and by a survey. A new pedagogical approach is suggested which adds to the theories behind MOOC pedagogy, by using novel platform affordances to increase active participation.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"3 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":"126816521","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}
Oussema Mahdi, Lahcen Oubahssi, Claudine Toffolon, S. Iksal
{"title":"Assistance to Scenarisation of VR-Oriented Pedagogical Activities: Models and Tools","authors":"Oussema Mahdi, Lahcen Oubahssi, Claudine Toffolon, S. Iksal","doi":"10.1109/ICALT.2019.00107","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00107","url":null,"abstract":"Although VRLEs (virtual reality learning environments) place the learner of a pedagogical situation in a virtual reality environment, they are dependent on a particular field or context and do not allow teachers to define or adapt their models of scenario. To help teachers in designing and generating VRLE adapted to their needs, we aim at defining a process for the design and production of VRLE and a scenario's model. We develop an editor allowing the specification of scenarios and pedagogical activities based on VR-oriented pedagogical objects.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"75 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":"130132208","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}