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Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to...
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most common psychiatric conditions in childhood. Observation of the behavior of the young person plays a key role in Cognitive-Behavioural (CB) approaches to the treatment of ADHD, but traditional pen and pen-and-paper based methods have a number of disadvantages which inhibit their use in realworld situations. The WHAAM mobile application...
The emergence of Massive Open Online Courseware (MOOC) has garnered widespread attention for revolutionizing open access learning and it is considered as the main driver of education innovation. The literature on MOOC is steadily growing. However, there is not much effort being conducted to systematically curate, review and analyse the emergent trends on MOOC in higher educational institutions. For...
In order to successfully deliver Mobile-Based Assessments in any educational setting, it is of great importance to investigate the factors that influence its adoption from the students. The present study aims to explain and predict the Technology Acceptance Model constructs “Attitudes towards Using” (ATU) and “Intention to Use” (ITU) mobile-based assessment from the perspective of the Self-Determination...
Second language (L2) motivation is of great importance for young foreign language learners, as it can both attract their interest towards learning the target language and improve their L2 achievements. Supporting students' need for relatedness (along with a need for competence and autonomy) is claimed to enhance behaviors that are self-motivated and self-determined. The purpose of this study is to...
The paper aims to examine children's preference of visual appearance and parents' attitudes towards assistive robots. Results show that children do prefer visual appearances of robots with round and smooth edges, compact and stocky body and with feminine characteristics. Gender differences have been found in robot sketch preference, as well as in ascribing gender to robots — boys tend to be more gender-typed...
We live in age of knowledge and huge information technology, which lead to an ongoing debate about the role that information technology can play for knowledge management. On the one hand, information technology is used in organizations, and thus qualifies as a natural medium for the flow of knowledge to achieve their goals. At the other end of the spectrum, leading knowledge management theorists have...
Through the study of the Bejaia's University students' marks in Computer Science, we want to show the interest of the Statistical Implicative Analysis (SIA). This method, developed by Régis Gras and his collaborators, is used to discover and analyze the most relevant implications between different studied modules. CHIC (Cohesive Hierarchical Implicative Classification) is a software implementing most...
Information Systems Adoption is a multi-faceted and complex investigation area that can cross disciplinary boundaries, combine multiple research methods and consider different methodological approaches to analyse emerging IS Adoption phenomena. In order to generate valuable and reliable outcomes a research methodology has to be carefully determined. A persistent concern of the IS discipline is choosing...
Information and communication technologies have been widely adopted in most of educational institutions to support e-Learning through different learning methodologies such as computer supported collaborative learning, which has become one of the most influencing learning paradigms. In this context, e-Learning stakeholders, are increasingly demanding new requirements, among them, information security...
LTE has become a commercial communication technology worldwide, and its security issues are attracting more and more attention. Tracking Area Update (TAU) is a series of procedures performed by LTE system when users update Tracking Area (TA). The security of TAU procedure directly affects the whole system. This paper first analyzes the security of LTE core networks when the TA updates, then it puts...
Gamification — the use of game design elements in non-game contexts — has seen rapid adoption in various areas in recent years. Its application in education is particularly promising, due to its potential to shape user behavior in desirable directions through increasing user motivation and engagement. This work-in-progress paper presents a course gamification platform aimed at supporting instructors...
While teaching using a mobile course content-management, it is not possible to decide if students are confused, bored, frustrated, surprised, focused, exhausted, angry, sad, or happy. These cues are extremely helpful to instructors in deciding whether to speed up, slow down, introduce new materials, or explain a concept in a different way. In this context, there is a strong desire to capture the social...
Educators are facing the challenge to use the learning potential of games from several complementary objectives. Above all, they need to develop their own competencies and critical thinking on games. The overarching framework for a fruitful answer to this challenge could be structured around a particular type of literacy, the so-called gaming literacy. This new type of literacy seeks to provide a...
The huge amount of heterogeneous content available nowadays on the Web pushes towards approaches and tools to allow people, even non-technical ones, to retrieve, combine and manipulate such content, in order to satisfy their knowledge needs. In this paper we illustrate how composition technologies enable teacher and students to create, use and share interactive workspaces that can enhance their learning...
This paper provides a rational for the inconsistencies in evaluating the embodiment of Pedagogical Conversational Agents (PA) in empirical research. The leading hypothesis for the bulk of studies in this field is that providing embodied agents in educational interfaces and online learning systems will increase the sociability of these interfaces, and thus will have a positive impact on learning and...
The limited adoption of Open Educational Resources (OER) has kicked off the launch of several projects to search for possible solutions. One of these projects is “Open Educational Ideas and Innovations” (OEI2). The goal of this project is to find alternatives for increasing the uptake of OER and facilitating the collaborative development of OER. To enhance the experience of the users of open education,...
This paper describes the experience in the development of the course “Thermal Energy Technology” for the fourth level of the Chemical Engineering career under the Curriculum Design established by the UTN for the career and with a focus on the development of transferable skills and competencies to the future professional performance of students. Strategies were applied with an emphasis on active student...
Query expansion methods based on search logs could improve the quality of search results to some extends. But when the search logs are sparse, this kind of query expansion methods will have poor quality of search results and are unable to meet the user's search request, etc. This paper presents the search log sparseness oriented query extension method. By introducing the determination rule of data...
This paper is mainly concerned with the strong relation between knowledge Society and Smart Cities. KS allows SC to deploy and materialize all its potentialities and to take advantage of all its resources for the benefit of citizens; adversely, SC offers live, advanced, first-quality knowledge resources, whilst KS ensures optimal, also unexpected, semantic retrieval and connection of existing resources...
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