The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
Student cheating is a well-known topic with a large number of references in literature. This paper presents and discusses the role of assessment rules as a vehicle for cheating minimization, related to delivered work, in the context of computer programming courses. As there is no single best solution, we present a classification for cheating behaviors that provides a guideline for teacher reflection...
This paper studies the effects of applying process improvement principles to knowledge-intensive processes, which are typical for being supported by Adaptive Case Management systems. The study is being completed by investigating a process of conducting a small-scale research project that results in BS or MS thesis being defended and graded. The research is a mixture of the case study at the department...
In recent years, it has been a growing interest in the phenomenon of Learning Analytics. Most efforts have been focused on learning platforms, due to the huge amount of information they provide about student activity. However, as other authors also state, it is important to point out that much of this activity occurs beyond such platforms. This work aims at presenting a set of guidelines to select...
Sustainability computing is crucial in the present day scenario for sustainable and inclusive development. Two significant areas of this field are UID and accessibility. In this paper, web accessibility is explored for CwSNs (Children with Special Needs) and with respect to technologies for students with mild learning disability. Web accessibility guidelines are presented. Three example accessible...
Most of the outcomes of real life events follow normal distribution. In educational research, researchers often ensure a distribution closely associated to the normal distribution in order to proceed on their analyses. Testing of the normality is normally done before any inferential analysis is carried out. However, assumptions about normality can be exempted if bootstrapped procedures are used. The...
The objective of this study is to design a game-based learning framework based on motivation approach. According to the framework, a system, GPS-E, was developed and tailored for fall-behind learners whose biggest problem is lack of motivation about learning English. After analyzing the questionnaire about students' attitude toward learning English and playing digital games, result shows that motivation...
The era of communication technology has now a great impact in our daily lives. Learning approaches are now evolving from traditional slide-based lectures into much more dynamic ones, where technology plays a key role in order to improve the studentspsila academic performance and engagement. In this paper, we propose a novel approach to develop interactive classroom environments supported by mobile...
Learning games are interesting environments presenting factual advantages. New usages emerge for learning and we need to consider them for the design of these games. Collaborative support, observation capacities and immersion are aspects that are directly linked with these learning environments. In this paper, we focus on the ldquoimmersionrdquo feature and we propose some guidelines in order to take...
Some years ago, it was believed that the learning process would eventually become mostly virtual. ICT tools were therefore designed with this scenario in mind. Nevertheless, today's learning process is still predominantly face-to-face; at most, we have seen a shift towards blended learning. Today we are in the process of incorporating ICT tools both inside and outside of the classroom. In this paper,...
Nowadays people in the area of e-learning contents development are paying attention to educational computer games, which utilize games in education for pleasant learning. In many respects, the relevant technologies are sufficiently sophisticated for ambitious game designs. However, design theory itself is lagging behind. This study purposes to analyze the status of current educational computer games,...
This paper presents the results of an experimental study on designing for self-efficacy in a game based driving simulator. Self-efficacy refers to how peoplepsilas beliefs in their capabilities affect their actions. The results show that the design of the feedback system can be used to increase self-efficacy measures thus affecting performance in a driving simulator environment. Self-efficacy has...
We present features of an education system entirely based on a 7-months project, performed by a 6-students team within a virtual company and tutored by an experimented software engineer. We describe some aspects of a past project: functions of the system, technology, deliverables, and assessment. Students' outcomes are drafted in term of roles.
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.