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Computer Networks, an undergraduate computer science course, is taught through a variety of new technological tools but more attention on assessment strategies using those technological tools is desirable. Research studies have shown that assessment methods also influence students' learning. Current assessment techniques, even those which include technology, focus more on summative assessment rather...
This study is a pilot for future research on building an automated predictive model in order to assist students' learning process in a real-time adaptive learning system. The goal of this study is to understand the relationship between individual brainwave patterns and their cognitive states (i.e. relaxation, attention, meditations, and anxiety) when providing adaptive learning systems. This study...
This study investigates the relationships between students' perceptions and their online behaviors after they were engaged in collaborative knowledge building activities for social studies. One hundred and seventy seven Singapore primary three and primary four students participated in this study and the results show that when interpreting students' collaborative knowledge building, their perceptions...
This study presents a proposal for the analysis of student's engagement level in an online course. Data was used from a graduate course at a Brazilian public university. The method was based on the process of Educational Data Mining (EDM) to identify transactional distance constructs in the data collected and metrics defined by Social Network Analysis (SNA) and also the use of logistic regression...
This paper presents an analysis using hierarchical grouping method (ward grouping) and the non-hierarchical grouping method (k-means) to analyze the participation levels in activities and interactions in a virtual forum. Data came from a MOOC and it was on grammatical rules of Brazilian Portuguese. About 5100 participants integrated the course. It lasted about three months and the activities developed...
A review of ten of the top educational technology journals, as identified by journal editors at the last annual National Technology Leadership Summit, provided an opportunity to survey the terrain of educational research through high quality published research studies and offer guidance to future investigators. At those meetings, one of the questions that arose among the knowledgeable and worldwide...
The ability of the human mind to perceive visual informationmakes visualization not only useful, but a powerful toolfor information discovery. Answering questions about complexrelationships requires the analyst to choose a statistical analysistechnique that makes relationships visually discernible. Oftenthe proper technique is dependent on the characteristics of thedataset, such as dependency among...
We survey across generations of work in authorized cheat sheets, and emphasize on extracting generic features for designing one. We construct generic models to address cognitive aspects of learning and focus on the content of knowledge components in the domain of programming language learning. We evaluate the models with real classroom study data and found that the amount of notes on a cheat sheet...
Understanding students' strengths and weaknesses can help in the design of teaching materials to successfully bridge identified gaps. Formal exams are useful to gauge the extent of learners' memorised information, but have been critiqued for not reflecting the true extent of learners knowledge. Diagnostic assessment assists teachers in setting task-specific plans and goals, for both individual students,...
A major impediment to the widespread deployment of intelligent training systems is the high cost of developing the content that drives their operation. Techniques grounded in end-user programming have shown great promise for reducing the burden of content creation. With these approaches, a domain expert demonstrates a solution to a task, which is then generalized to a broader model. This paper reports...
In this study, we evaluated the effect of push notifications on mobile app engagement. Over the duration of a month, we collected data from 12,071 online users of an English learning app named 'English Practice' which can be freely installed from the Google Play store. Four criteria of app engagement used by us were as follows: session count, session length, time consumption and retention. In addition,...
ISCOOL is an interactive educational game for text analysis and interpretation. It draws from several reference datasets, providing users with information about people, organisations and locations, as well as word definitions and historical facts that serve as the basis for reading comprehension and provide a wider context for information to be accessed, interpreted and understood. In game-play, users...
In this paper, we examined users' behavior and perception in a mobile English learning application called "English Practice" (EP app). EP app has been placed on Google Play store over four years and has more than 800.000 installed. The study was conducted over two months from October 2015 to December 2015 through Google Analytic by drawing on random sample of 106,912 active users from 208...
In this study, we show the game software which can equally be enjoyed by color vision deficiencies (color anomaly). Furthermore our maze exploration game is produced in order to help promote the color perception test.
This paper is a follow-up to presentations made in 2010 and 2014. Since 2008, the Apple iOS devices have become an integral part of student learning experiences at Abilene Christian University (ACU). This paper shares the experiences of the authors from teaching an undergraduate introductory course on mobile computing at ACU since 2009 to the present. Discussed within this paper are the authors' experiences...
Exploratory Learning with Virtual Companions Sharing Attention and Context (EVA) is a concept for mediated teaching and learning that sits at the intersection of exploratory learning, telepresence, and attention awareness. The companion teacher is informed about the attentional state and environment of the learner, and can refer directly to this environment through marking or annotation. To the learner,...
The term Personal Learning Environment (PLE) is associated with the desire to put the learner in control of his own learning process, so that he is able to set and accomplish the desired learning goals at the right time with the learning environment chosen by him. Gradually, such a learning environment includes several digital content, services and tools. It is thus summarized as the Virtual Learning...
The operationalization of learning scenarios on learning management systems (LMS) is more than a technology-related question. Different research issues around instructional design are to be addressed in order to provide pedagogical expressiveness of the different elements within a learning scenario, while it respects sufficiently the structure to describe it. In this work, we examine existing pattern-based...
It appears that mobile adaptive learning application are still rarely used in real world learning settings apart from research projects. One possible explanation is that the complex relations between learning content and contextual information are to abstract and therefor difficult to grasp for authors of such applications. This results in a very steep learning curve, especially for non-technology-savvy...
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