{"title":"A generic IoT architecture for ubiquitous context-aware assessments","authors":"S. Shapsough, I. Zualkernan","doi":"10.1145/3290511.3290539","DOIUrl":"https://doi.org/10.1145/3290511.3290539","url":null,"abstract":"Ubiquitous learning environments move learners out of a classroom and into the real world, where learners can engage in experiential and tangible learning. These environments setup peer-to-peer networks where learners, teachers, and objects of interest can take part in creating learning scenarios. A key component of such systems is a wireless-enabled edge device augmented with various types of sensors to represent the state of physical objects and environments. Most such current systems are built using traditional Internet technologies that often lead to cumbersome, unreliable, and overly complex designs. This paper presents a novel generic technical architecture for ubiquitous assessment systems based on the Internet of Things (IoT) computing paradigm. A commonly used IoT edge device was used to implement four variants of the proposed architecture. The variants were based on Advanced Message Queuing Protocol (AMQP), Constrained Application Protocol (CoAP), Message Queue Telemetry Transport (MQTT), and Extensible Messaging and Presence Protocol (XMPP). The four architectural variants were evaluated in terms of power consumption and CPU utilization as the system changes in scale. The variants were also evaluated under various network conditions in order to assess their effect on response time, which in turn influences the user experience. The evaluation revealed that while the MQTT-based implementation demonstrated a consistent, generally-better performance, in practice, all variants of the architecture have a similar resource footprint for this class of applications. Hence, an implementation of the proposed architecture using either of the four protocols is expected to enhance the learning experience by capturing the benefits of ubiquitous and context-aware learning at a low cost, making it ideal for resource-constrained learning environments.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127695817","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 stop-motion video as visual indicator to strength children with ASD's attention focus on specific nonverbal social cues to enhance perception judgments and situational awareness","authors":"I.-Jui Lee","doi":"10.1145/3290511.3290549","DOIUrl":"https://doi.org/10.1145/3290511.3290549","url":null,"abstract":"Autism spectrum disorders (ASD) are characterized by a reduced ability to understand the emotional expressions on other people's faces. Increasing evidence indicates that children with ASD might not recognize or understand crucial nonverbal behaviors, which likely causes them to ignore nonverbal social cues, like facial expressions, that usually aid social interaction. In this study, we create a Stop-Motion Video (SMV) material for children with ASD that will catch their attention by signaling through body gesture movements and facial expressions. The participants will draw these social cues into a storyboard in which the therapist can be able to deduce patterns of judgment and awareness of the situation. This strategy provides a specific elements in a video clip let the autism can find and compare same images occur in the dynamic videos; thus, it can be used to help children with ASD increase and drive their attention toward the meaning and emotional value of facial expressions in specific social situations. The study was carried out according to multiple baseline design across participants. After five weeks of training intervention, all 4 participants' scores rose significantly and dramatically during the intervention phase, and remained significantly higher in the maintenance phase than at baseline. The results showed that SMV strategy moderately effective in teaching the children with ASD to focus on target social signals.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129339881","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":"Assessing programming education approaches for college beginners with different backgrounds","authors":"Hong Liu, Chen Zhong","doi":"10.1145/3290511.3290577","DOIUrl":"https://doi.org/10.1145/3290511.3290577","url":null,"abstract":"In this paper, we examine the impact of Lego Mindstorms EV3 as a programming learning resource for undergraduate students with different backgrounds. One of the objectives of programming is to improve learners' problem-solving and critical thinking skills. Active class participation is a crucial part of improving programming learning outcomes. This study aims to expose undergraduate students from different disciplines to a series of programming projects and competitions based on Lego go Mindstorms EV3 and examines if these experiences increase their interest in programming. Our analysis results show that these activities can inspire students from various backgrounds to become more interested in programming learning and have a significant impact on quality of programming education.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127022683","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":"Application AR in field experience education: development of teaching aids in chinese literature and taoyuan local culture","authors":"Chor-Kheng Lim, Ming-Chih Huang, Fang-Yu Chen","doi":"10.1145/3290511.3290578","DOIUrl":"https://doi.org/10.1145/3290511.3290578","url":null,"abstract":"This study aims to develop an AR teaching aids in enhancing the pleasure of reading poetry, listening to poetry, and even playing poetry. The AR teaching tool developed is an interactive teaching medium that combines both landscape culture and literary poetry. This tool can solve the problem of concentration of students when in the field experience, and make the literature education more interesting and lively, and even more in-depth understanding of the imagery in the poetry. This study spatializes the imagery in poetry and characters in three dimensions, and then overlaps with the real field in using AR technology. It hopes to reproduce the situation that the poet experienced during the current creation, which helps the reader to understand the connotation of the text and understand. The beauty of artistic conception in poetry. In addition, the AR system allows students to create in the field, by dragging modular 3D space components, reorganizing the new mood of the mind, while also practicing writing poetry, to achieve the field experience, as if they are poets like live poetry.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126246542","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 study for commercial design in the application of innovative design courses","authors":"Yu-Che Huang, Cheng-Yu Liu","doi":"10.1145/3290511.3290527","DOIUrl":"https://doi.org/10.1145/3290511.3290527","url":null,"abstract":"The development and teaching of innovative design courses has always been a topic that many schools are currently concerned about. Many of the innovative teachings are mostly inspired concepts of innovation. After actual commercialization, specific outputs are obtained. How to find a good topic through patents The analysis, and then use the actual model of production, do product verification, complete creativity and innovation. In this study, creative creativity was adopted as the core of curriculum creative innovation in commercial design of industrial design. Through a process of market research, patent analysis, concept design and sample production, a design case was used as an example of a creative innovation course. A reference material for future innovation to commercialization.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123674324","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 materials design for higher vocational engineering students to support their ability in academic writing","authors":"C. Niswatin, Dita Lupita Sari, M. A. Latief","doi":"10.1145/3290511.3290574","DOIUrl":"https://doi.org/10.1145/3290511.3290574","url":null,"abstract":"Materials for English language teaching (ELT) are mostly designed for teaching language rather than learning it. This paper outlines the English as a foreign language (EFL) learning materials development for vocational higher students particularly on writing an abstract. Research and Development (R&D) was applied to this research but simplified into four steps; needs analysis, product development, expert validation, and try-out. Overall, the learning materials design is acceptable particularly on its specification to meet the goal of learning. In addition, it is set up into e-learning which provides features of online chat letting the teachers and students have the flexibility of personal tutoring. The system is also equipped with the discussion forum as well to open the potential learning in group to discuss any problem occurring in writing an abstract. Kano method has been applied to developed the e-learning system after having functional requirement to meet the users' needs. What is more, the learning materials design seems to encourage students to confidently learn writing academic more and they could decide when they are ready to learn it any time. The findings suggest teachers to apply the designed learning materials to the real English language classroom by higher vocational engineering students. Future researchers could conduct an experiment to assess the effectiveness of the learning materials design to promote the students' achievement in their academic writing.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121510597","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":"Web-based human resource management system prototype for interactive multimedia learning in indonesian vocational schools","authors":"A. Susanti, Wiedy Murtini, Harini","doi":"10.1145/3290511.3290534","DOIUrl":"https://doi.org/10.1145/3290511.3290534","url":null,"abstract":"This research aimed to develop a web-based instructional medium for the subject of Human Resources Management Automation in vocational high schools. This learning medium is intended for the eleventh-grade students of Office Administration. The development process was conducted based on the Alessi & Trollip model, including planning, design, and development. However, this study was only up to the stage of design the prototype. The result of the final design was a web-based multimedia containing instructional materials about human resource management system prototype. The app was created with HTML5, CSS3, PHP5, Java Script, JQuery, and MySQL for system optimization. The developed application contains four main menu options; home, content, simulation and quiz. The usability testing score from 9 students' response overall showed 79.6%, it means the web of human resource management system is usable for user in the classroom.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130421369","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":"Exploring the factors driving impulse buying tendency on advertisements of Facebook: a social learning theory perspective","authors":"Hsiu-Chia Ko","doi":"10.1145/3290511.3290563","DOIUrl":"https://doi.org/10.1145/3290511.3290563","url":null,"abstract":"Nowadays, advertising on Facebook has grown into a highly popular marketing channel, resulting in how advertisements can capture users' attention becomes a vital issue for practitioners and researchers. This study aims to use the Social Learning Theory as a theoretical foundation to investigate how the social-feature factor, perceived herd behavior on Facebook advertisement, may serve as the external observational learning sources and how personal instant gratification need learned from impulse consumption may serve as the internal reinforcement learning sources. Moreover, how both learning sources tempt consumers' impulse buying tendency was also examined. The results showed that the numbers of \"Like,\" \"Share,\" and \"Comment\" on the advertisement of Facebook might become an effective observational learning source that triggers users to follow and imitate others' advertisement viewing behaviors. The results also indicated that instant gratification feeling learned from previous impulse buying can be a reinforcement learning source that becomes a durational inner stimulus of impulsive consumption. Moreover, this study further revealed that both perceived herd behavior and instant gratification would lead users to generate reactions of perceived usefulness and perceived enjoyment toward advertisements on Facebook News Feed, which in turn intensify their impulse buying tendency. Notably, both perceived herd behavior and instant gratification have greater influences on perceived usefulness than on perceived enjoyment, and perceived usefulness also has a greater influence on impulse buying tendency. Finally, the implications of the results were discussed.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132221598","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}
Audrey Romero Pelaez, Veronica Segarra-Faggioni, P. Alarcón
{"title":"Exploring the provenance and accuracy as metadata quality metrics in assessment resources of OCW repositories","authors":"Audrey Romero Pelaez, Veronica Segarra-Faggioni, P. Alarcón","doi":"10.1145/3290511.3290540","DOIUrl":"https://doi.org/10.1145/3290511.3290540","url":null,"abstract":"Open Education is a movement that was born with the purpose of bringing knowledge to disadvantaged sectors and opening the doors to better education opportunities for all. Open Educational Resources (OER) such as Open CourseWare (OCW) has become support resources in the educational environment. For this reason, the quality of the repositories is highlighted by the quality of their metadata. The metadata is one characteristic of the repositories, that facilitates the search and discovery tasks of educational resources, in this way ensures their reuse. Consequently, to assure universal access to quality knowledge there are some metrics of metadata quality to evaluate OCW repository metadata: completeness, consistency, coherence, accuracy, provenance, and accessibility. In this study, accuracy and provenance are prioritized as quality metrics for metadata quality evaluation because they support potential users in the search and selection of OCW resources. This paper uses a set of data from the repository of semantic search engine Serendipity in order to evaluate the selected quality metadata metrics, applying cosine distance technique and calculation of completeness of provenance metadata because it is an important aspect of validating quality criteria for ICT tools. When the corresponding values of the study metrics are obtained, the analysis of the obtained results is performed. Two important findings are identified. First, the cosine technique is an important tool to find the semantic distance between the resource and its metadata. Second, the PAV ontology provides provenance properties of an OCW that helps in obtaining the provenance quality of a resource. This paper is limited to the dataset available in Serendipity semantic search engine, however, it is considered that the interpretation of the findings does not vary if we use a specific repository.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134170037","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}
Rosalie C. Leal, Kelvin Kris C. Gonzales, Allan R. Leal
{"title":"Learning logic through computer-based games","authors":"Rosalie C. Leal, Kelvin Kris C. Gonzales, Allan R. Leal","doi":"10.1145/3290511.3290559","DOIUrl":"https://doi.org/10.1145/3290511.3290559","url":null,"abstract":"A computer-based game (CBG) as a potential learning tool in teaching is indispensable in the life of the 21st millennium learners. This study is an added literature to the development and validation of computer-based games as a learning tool. The respondents of the study include faculty members and students of Isabela State University. The methodology which included the validation of the quiz scores using paper and pencil and computer-based games method was used. Descriptive statistics was employed particularly mean and standard deviation in order to analyze the data with regards to validity of the CBG and the students' feedback. The t-test for correlated samples was also utilized to determine the significant difference between the paper and pencil scores and computer based-games scores. It was found out that the computer-based games are valid in terms of education and playability attribute and therefore, are good materials in learning logic. Moreover, there was a significant difference between the Computer-based games and Paper and Pencil scores of students and a positive feedback towards CBG were also drawn from them.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126056537","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}