2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)最新文献

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StackDoc - A Stack Overflow Plug-in for Novice Programmers that Integrates Q&A with API Examples 一个堆栈溢出插件,为新手程序员集成了问答和API示例
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00077
Akhila Sri Manasa Venigalla, Chaitanya S. Lakkundi, Vartika Agrahari, S. Chimalakonda
{"title":"StackDoc - A Stack Overflow Plug-in for Novice Programmers that Integrates Q&A with API Examples","authors":"Akhila Sri Manasa Venigalla, Chaitanya S. Lakkundi, Vartika Agrahari, S. Chimalakonda","doi":"10.1109/ICALT.2019.00077","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00077","url":null,"abstract":"There is a tremendous increase in the use of online coding platforms, courses and walkthrough tutorials to learn programming today. Stack Overflow, a Q&A website of crowd-sourced knowledge on programming is one of the popular platforms that developers and learners use to ask and answer Q&As related to programming. However, novice programmers often face difficulties in understanding the answers as they may contain new terminologies, function calls and attributes of certain technology or programming language. Researchers have proposed different ways to augment Stack Overflow in the literature, but to the best of our knowledge, there is no work that exists to augment Stack Overflow posts with definitions of API calls and relevant examples. To this end, we propose StackDoc, a prototype plug-in that augments Stack Overflow with definitions and examples of API calls in the questions and answers with the goal of helping novice programmers. We did a preliminary survey with 20 students of various universities, novice to Java and 85% of the users reported positive experience with the plugin.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129129066","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}
引用次数: 4
A Playful Mobile Digital Environment to Tackle School Burnout using Micro Learning, Persuasion & Gamification 一个有趣的移动数字环境,利用微学习、说服和游戏化解决学校倦怠问题
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00027
Olga De Troyer, J. Maushagen, Renny S. N. Lindberg, Jaël Muls, B. Signer, Koen Lombaerts
{"title":"A Playful Mobile Digital Environment to Tackle School Burnout using Micro Learning, Persuasion & Gamification","authors":"Olga De Troyer, J. Maushagen, Renny S. N. Lindberg, Jaël Muls, B. Signer, Koen Lombaerts","doi":"10.1109/ICALT.2019.00027","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00027","url":null,"abstract":"School burnout refers to exhaustion at school combined with a cynical and detached attitude towards school. It often precedes Early School Leave (ESL), which has great impact on the socioeconomic situation of a person. Numerous local programs exist to deal with school burnout and prevent ESL, but they are all very labor-intensive. To come to a less labor-intensive solution, we proposed an ICT solution. The goal was to create an engaging software environment that youngsters would use voluntarily and that could re-engage them in learning. We developed a so-called playful digital environment, called TICKLE. It allows youngsters to collect digital cards by performing associated challenges in their surroundings. The challenges are small activities intended to reactivate the youngster for learning. Persuasive principles and gamification are used to motivate the youngsters to use the tool. In this paper, we discuss the design decisions that have been taken as well as the main components of the tool.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128591433","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}
引用次数: 6
Studying the Impact of Gamification on Learning and Engagement of Introverted and Extroverted Students 研究游戏化对内向型和外向型学生学习和投入的影响
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00023
Rodrigo Smiderle, L. Marques, J. A. P. M. Coelho, S. Rigo, P. Jaques
{"title":"Studying the Impact of Gamification on Learning and Engagement of Introverted and Extroverted Students","authors":"Rodrigo Smiderle, L. Marques, J. A. P. M. Coelho, S. Rigo, P. Jaques","doi":"10.1109/ICALT.2019.00023","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00023","url":null,"abstract":"The gamification of education can help generate levels of involvement and dedication similar to games, enhancing specific skills, engaging students, and maximizing learning. However, some studies have shown detrimental results depending on the user's characteristics. It is still necessary to study the relationship between the user's profile, activity performed and the gamification elements applied. With this goal, this work incorporated gamification with points, ranking and badges into a programming learning environment to study the effects of these gamification elements on students' learning, behavior and en-gagement according to their personality trait of extroversion. An experimental evaluation was carried out during four months with 40 undergraduates students of first-year introductory courses on programming, in which half of the students used the gamified version of the learning environment and the other half the same learning environment with no gamification. We have found evidence that gamification affected the engagement of introverted and extroverted participants differently. Introverted students who used the gamified version of the educational learning system submitted a greater number of correct solutions, had shown to be more engaged to gain points and badges, and had highest ranking visualization when compared to extroverts of the gamified group. These results contribute to the understanding that the effect of gamification depends on users' specific characteristics, such as the personality trait.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"123 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131704773","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}
引用次数: 11
GAMED: Gamification-Based Assessment Methodology for Final Project Development game:基于游戏化的最终项目开发评估方法
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00114
Paulo S. Souza, J. Mombach, F. D. Rossi, T. Ferreto
{"title":"GAMED: Gamification-Based Assessment Methodology for Final Project Development","authors":"Paulo S. Souza, J. Mombach, F. D. Rossi, T. Ferreto","doi":"10.1109/ICALT.2019.00114","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00114","url":null,"abstract":"Teachers and psychologists report that students may suffer from multiple psychological issues such as lack of interest and high levels of stress during the development of final course projects. In this context, approaches such as gamification arise with the proposal of improving students motivation by bringing games elements to school. However, employing gamification into classroom is not a trivial task since, if not managed properly, students may lose their focus. In this paper we present GAMED, an assessment methodology that introduces sistematic steps to improve students engagement through gamification. We used GAMED in a class with high school students during two semesters and the results showed that it can improve aspects such as motivation, engagement, and teamwork.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123917934","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}
引用次数: 2
Impact of Puzzle-Based Learning Technique for Programming Education in Nigeria Context 基于谜题的学习技术对尼日利亚编程教育的影响
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00072
S. Oyelere, J. Agbo, I. T. Sanusi, A. A. Yunusa, Kissinger Sunday
{"title":"Impact of Puzzle-Based Learning Technique for Programming Education in Nigeria Context","authors":"S. Oyelere, J. Agbo, I. T. Sanusi, A. A. Yunusa, Kissinger Sunday","doi":"10.1109/ICALT.2019.00072","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00072","url":null,"abstract":"This paper investigates the impact of puzzle-based learning technique (PbLT) for teaching introductory programming in the context of Nigeria. The participants in the study were computer science students at Usmanu Danfodiyo University, Sokoto, Nigeria. The study adopted the quantitative research method. The study shows that PbLT has a positive impact on the students' understanding of introductory programming. In addition, the students confirmed that MobileEdu-Puzzle learning application was supportive and easy to use. Nonetheless, the result revealed that information technology infrastructure especially internet connectivity is a major challenge that may hinder the use of mobile learning technologies such as MobileEdu-puzzle. The overall outcome shows that PbLT holds a lot of promise towards enhancing students learning experiences.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115651993","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}
引用次数: 9
Emotions-Responsive Audiences for VR Public Speaking Simulators Based on the Speakers' Voice 基于说话者声音的VR公共演讲模拟器情感响应受众
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00108
Meriem El-Yamri, Alejandro Romero-Hernández, Manuel Gonzalez Riojo, Borja Manero
{"title":"Emotions-Responsive Audiences for VR Public Speaking Simulators Based on the Speakers' Voice","authors":"Meriem El-Yamri, Alejandro Romero-Hernández, Manuel Gonzalez Riojo, Borja Manero","doi":"10.1109/ICALT.2019.00108","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00108","url":null,"abstract":"Oratory or the art of public speaking with eloquence has been cultivated since ancient times. However, the fear of speaking in public -a disproportionate reaction to the threatening situation of facing an audience-affects a very important part of the population. This work arises from the need to help alleviate this fear through a tool where to train the ability of public speaking. To this purpose, we built a virtual reality system that offers the speaker a safe environment to practice presentations. Since the audience is the only way to receive feedback when giving a speech, our system offers a virtual audience that reacts and gives real-time feedback based on the emotions conveyed by three parameters: voice tone, speech content and speaker's gaze. In this paper, we detail the modelling of the audience just focusing on the speakers' voice tone: 1) by presenting an algorithm that controls the audience' reactions based on the emotions beamed by the speaker, and 2) by carrying out an experiment comparing the reactions generated by the agents with those of a real audience to the same speech, in order to refine the given algorithm.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115608656","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}
引用次数: 7
Grouping and Labeling in Digital Learning Portfolios 数字化学习档案中的分组和标签
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00063
André Soares, A. Castro
{"title":"Grouping and Labeling in Digital Learning Portfolios","authors":"André Soares, A. Castro","doi":"10.1109/ICALT.2019.00063","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00063","url":null,"abstract":"This paper describes an application of clustering and labeling methods in actual learning records of e-portfolios implemented through personal blogs. In the clustering process, we have used k-means algorithm with Euclidian distance and random initialization of the centroids, using the elbow method to determine the best value of k; we used centroid labels for labeling. Analysis of 4,241 instances of the model (posts) have shown that absence of formal descriptors was overcome through representation of the titles given to posts, suggesting its use for automatic structuring of contents of this nature.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115806911","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}
引用次数: 0
Using Social Network Analysis to Measure the Effect of Learning Analytics in Computing Education 使用社会网络分析来衡量学习分析在计算机教育中的效果
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00044
Daniel M. Olivares, R. F. Mello, Olusola O. Adesope, V. Rolim, D. Gašević, C. Hundhausen
{"title":"Using Social Network Analysis to Measure the Effect of Learning Analytics in Computing Education","authors":"Daniel M. Olivares, R. F. Mello, Olusola O. Adesope, V. Rolim, D. Gašević, C. Hundhausen","doi":"10.1109/ICALT.2019.00044","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00044","url":null,"abstract":"Student retention and learning in STEM disciplines is a growing problem. The 2012 report by the US President's Council of Advisors on Science and Technology (PCAST) predicts a future deficit in science, engineering, and mathematics (STEM) in the following decade and emphasizes the importance of addressing this issue. With this as a motivating factor, the OSBLE+ Social Programming Environment (SPE) was used to leverage social and programming data for the basis of automatically generated prompts inserted into the SPE. These prompts were designed to stimulate help-seeking, help-giving, and social interaction in the learning environment. A social network analysis was performed in order to determine whether exposure to the automated interventions would positively affect the relationship among students over time. Results of this study suggest that students in the experimental treatment who were presented with automated prompts developed more connected and social networks than those in the control treatment.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"PP 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126357441","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}
引用次数: 7
Enhancing Student Comprehension of Lecture Content in a Foreign Language 提高学生对外语讲座内容的理解能力
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00086
R. Shadiev, Yueh-Min Huang
{"title":"Enhancing Student Comprehension of Lecture Content in a Foreign Language","authors":"R. Shadiev, Yueh-Min Huang","doi":"10.1109/ICALT.2019.00086","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00086","url":null,"abstract":"In this study, we compared the effects of speech-to-text recognition (STR) versus speech-enabled language translation (SELT) on comprehension of lecture content in a foreign language. When the instructor lectured in a foreign language, the STR system generated texts from the voice input and showed them to control students. During the SELT process, in addition to the STR function of receiving speech input from the instructor, CAT translated the STR output from a foreign language into native language of the students, and displayed it to experimental students. We compared post-test results of the control and experimental students. Our results showed that the experimental students outperformed the control students on the post-tests. Based on our results, some implications were made.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124164805","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}
引用次数: 0
Educational Digital Game Integrated Into a Remote Laboratory for Learning Physic Concepts 集成到远程实验室学习物理概念的教育数字游戏
2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) Pub Date : 2019-07-01 DOI: 10.1109/ICALT.2019.00079
Carinna Nunes Tulha, M. Carvalho, V. Coluci
{"title":"Educational Digital Game Integrated Into a Remote Laboratory for Learning Physic Concepts","authors":"Carinna Nunes Tulha, M. Carvalho, V. Coluci","doi":"10.1109/ICALT.2019.00079","DOIUrl":"https://doi.org/10.1109/ICALT.2019.00079","url":null,"abstract":"Remote experimentation allows students to relate theoretical concepts to practical actions. This paper approaches the integration of digital games into remote laboratories through the development of an escape game. Fotovolt is a game based on constructionism theory, which to manipulate the remote lab the player must solve challenges about the photovoltaic effect. An evaluation using Fotovolt was performed with students and improved the motivation to learn.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114631782","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}
引用次数: 2
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