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Advanced Learning Technologies (ICALT), 2013 IEEE 13th International Conference on

Date 15-18 July 2013

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Displaying Results 1 - 25 of 178
  • [Front cover]

    Publication Year: 2013 , Page(s): C4
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  • [Title page i]

    Publication Year: 2013 , Page(s): i
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  • [Title page iii]

    Publication Year: 2013 , Page(s): iii
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  • [Copyright notice]

    Publication Year: 2013 , Page(s): iv
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  • Table of contents

    Publication Year: 2013 , Page(s): v - xvii
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  • Preface

    Publication Year: 2013 , Page(s): xviii - xix
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  • Conference Committees

    Publication Year: 2013 , Page(s): xx - xxi
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  • Program Committee

    Publication Year: 2013 , Page(s): xxii - xxiv
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  • Reviewers

    Publication Year: 2013 , Page(s): xxv - xxvi
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  • Design of Collaborative Learning Activities

    Publication Year: 2013 , Page(s): 1 - 2
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (442 KB) |  | HTML iconHTML  

    The PISA study has emphasized the importance of collaboration and, starting in 2015, it will measure the capacity and willingness of students to solve problems through interaction among themselves. To prepare the community for PISA 2015, the aim of this talk is to show how small group collaborative learning activities can be designed. When peers work in a group, we distinguish three types of dependencies. Weak dependency, where just one solution exists and every peer has a defined role; medium dependency, where the solution is unique and the peers need to coordinate and negotiate among themselves in order to assign the roles that everyone will perform in order to reach the solution; and strong dependency, where group members must first negotiate the desired solution among themselves, and then assign the roles to be performed by each participant. View full abstract»

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  • Effective Integration of Technology for Student Engagement

    Publication Year: 2013 , Page(s): 3
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    The modern learning environment is subject to numerous forces that affect teaching strategies. The desire for standards based curricular reform, student centered instructional methodologies, and formative assessment strategies are designed to optimize learning at a time when technology access provides accelerated access to personalized learning and student engagement. This presentation will share findings from a synthesis of research and evaluation of 21st-Century skills collected over ten years on effective integration of technology for teaching and learning resulting from the Intel education initiatives. View full abstract»

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  • On the Application of ICT in Education in China

    Publication Year: 2013 , Page(s): 4
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    The application of educational technology has greatly changed and promoted the booming development of education in China during the past two decades. The infusion and diffusion of ICT in K-12 education, vocational education, higher education and teacher education facilitates the innovation of teaching principles, pedagogies, methods, tools and resources. In this summary, three most important elements of the latest development of China's educational technology are introduced as: advanced classroom, digital teacher and future education. View full abstract»

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  • Applying Unidirectional versus Reciprocal Teaching Strategies in Web-Based Environment and Their Effects on Computer Programming Learning

    Publication Year: 2013 , Page(s): 5 - 9
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (619 KB) |  | HTML iconHTML  

    This study aimed to investigate effects of unidirectional versus reciprocal teaching strategies on computer programming learning. Thus, this study conducted an experiment with participating novice programmers, who applied no strategies, unidirectional, and reciprocal teaching strategies for computer programming learning by using a web-based learning system (VPen). Yet, this study explored participants' perceptions toward the VPen system and the strategies. The paper reports results of this study as well as it provides useful suggestions on application of the strategies by using the VPen for teaching and research community of this field and for future studies. View full abstract»

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  • A Collaborative Authoring of Learning Scenarios Using the LPCEL Editor

    Publication Year: 2013 , Page(s): 10 - 14
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (568 KB) |  | HTML iconHTML  

    Learning scenarios are formally represented through Educational Modeling Languages (EMLs). The IMS-LD is a commonly used EML and several compliant visual editors are being created for the authoring of learning scenarios. However, these editors have a limited level of expressiveness. The LPCEL Editor facilitates the authoring process with a visual tool that includes the mechanisms for a collaborative authoring process while providing a broad level of expressiveness. View full abstract»

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  • A Content Analysis of Journal Publication on Gesture-Based Computing in Education

    Publication Year: 2013 , Page(s): 15 - 19
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (512 KB) |  | HTML iconHTML  

    This study used content analysis to explore characteristics and trends of research on gesture-based computing in education based on journal articles from 2001-2012. This study revealed the distribution and trends in research methods, discipline of the study, learning content, technology used and intended setting of the gesture-based learning system. Experimental design research is the most used method (50%) followed by design-based research (30.8%). The findings indicate that Nintendo Wii is the most used gesture-based device (44%). The largest percentage of the domain is in special education (40%). The same trend is also found in a further analysis that the largest percentage of domain using Wii is special education (70%). Among all identified learning topics, motor skill learning has the highest percentage (20%). When grouping these topics into three domains of knowledge (procedural, conceptual, and both), the result demonstrates that procedural type knowledge dominates gesture-based learning studies. Not surprisingly, data shows the highest percentage of intended setting is classroom setting. View full abstract»

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  • A Framework for Recording, Monitoring and Analyzing Learner Behavior while Watching and Interacting with Online Educational Videos

    Publication Year: 2013 , Page(s): 20 - 22
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (502 KB) |  | HTML iconHTML  

    Online educational videos are increasingly used by a great number of educators. Besides the typical linear, non-interactive videos, educational videos today can contain other features such as interactivity and quizzes. This paper provides a framework for recording, monitoring and analyzing learner activity behavior while watching or interacting with online educational videos. More specifically it proposes: (a) a software specific methodology for capturing learner activity data, (b) a data model for storing the activity data, and, (c) modules to monitor and visualize learner viewing behavior. View full abstract»

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  • A Framework of Context-Aware Mobile Learning System for Professionals

    Publication Year: 2013 , Page(s): 23 - 25
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1316 KB) |  | HTML iconHTML  

    This paper proposes a framework for a professional context-aware mobile learning system. This system provides learning contents delivered via mobile devices and adapted to learning needs, personal characteristics and particular circumstances. Supported by this system, professionals will acquire personalized, just-in-time and problem-based learning contents in real working situations. View full abstract»

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  • A Framework of E-Learning Analytics for Asynchronous Discussion Forums

    Publication Year: 2013 , Page(s): 26 - 28
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (496 KB) |  | HTML iconHTML  

    In this research, we developed a framework of e-learning analytics for asynchronous forums. The framework has been used to collect data and to compute indicators for analyzing the teaching style and behavioral patterns of online asynchronous interaction. The result helps us get a deeper insight into the dynamics of a discussion forum. The value of the e-learning analytics framework has been verified by empirical results. View full abstract»

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  • A New Social Aspect in Collaborative Mobile Learning: Design Challenges and Learning Effects

    Publication Year: 2013 , Page(s): 29 - 30
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (72 KB) |  | HTML iconHTML  

    Numerous studies have proposed and implemented various innovative designs of collaborative mobile learning practices, and several pedagogical affordances of mobile technologies in different subject domains have also been suggested. This study follows a proposed innovative design notion in prior study and elaborates on its design challenges and learning effects. The proposed design notion, interwoven learning interactions, means that learners' social interactions are synthesized with the subject content to represent the instructional information. Learning is constructed on the realms of both physical and social experiences linked with the abstract learning content. This design notion puts learners' social interaction in a more active role during their collaborative learning. The proposed notion is at its developmental stage. This study elaborates on the notion and hopes to provide clearer picture and inspire more discussions. View full abstract»

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  • A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students

    Publication Year: 2013 , Page(s): 31 - 32
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    Gamification is gaining an increasing interest, also in the field of instruction and training, thanks to its promise of engaging and motivating users. This paper presents the experience of a gamified short course on promotion of entrepreneurship that we have designed and executed for Electronic Engineering students. The short course relied on an extensive use of serious games for business and featured a team competition rewarding students' gaming and written/oral reporting activities, assigning a cumulative score to define the team ranking for the final day playoff matches. The course experience was positive, and able to meet the goals in terms of engagement, learning and promotion of interest towards entrepreneurship. The presence of teachers was very important, introducing and explaining topics and giving indications and discussing the experience with students. It is important to balance extrinsic motivation with development of intrinsic motivation, in view of promoting real education. View full abstract»

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  • A PCA Study of Student Performance Indicators in a Web 2.0-Based Learning Environment

    Publication Year: 2013 , Page(s): 33 - 35
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (911 KB) |  | HTML iconHTML  

    Analyzing student performance indicators has been a long-standing research direction, nowadays demanding for new multidimensional approaches tailored to the recent advent of Web 2.0 in education. This paper investigates two such potential learning performance indicators: i) students' active involvement with the Web 2.0 tools and ii) students' learning styles. By using Principal Component Analysis (PCA) we were able to identify a subset of student activities that are relevant to build up an orthogonal space of representation and those activities that may support prediction of learner success (measured as final grades). On the other hand, no significant correlations were found between the Felder-Silverman learning styles and students' performance in our case study. View full abstract»

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  • A Quantitative Analysis of the Reuse of Mobile Assisted Language Learning Resources: The Case of Mobile2Learn Repository

    Publication Year: 2013 , Page(s): 36 - 40
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (507 KB) |  | HTML iconHTML  

    Language Learning has been a primary field of application for mobile learning. This approach is widely known as Mobile Assisted Language Learning (MALL). On the other hand, during the last decade a number of Open Educational Resources (OERs) initiatives have been emerged worldwide. These initiatives have also influenced the field of Technology-enhanced Language Learning (TELL) and some Learning Object Repositories (LORs) have been recently developed towards supporting sharing and re-use of digital language learning resources. However, these LORs do not put emphasis on the re-use of MALL resources, despite the fact that, open access and reuse is even more important in MALL than other fields of application since the development of new MALL resources and practices is a costly process due to the diverse technical particularities of the different types of mobile devices. In previous work, a LOR that aims to support open access and re-use to MALL resources and courses has been proposed, namely the Mobile2Learn Repository. In this paper, we conduct a quantitative analysis of the reuse of MALL resources stored in Mobile2Learn Repository and we discuss the factors that can influence and possible enhance MALL resources reuse in Mobile2Learn Repository. View full abstract»

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  • A Rapid Authoring Tool for Converting Existing Online Resources into Widgets

    Publication Year: 2013 , Page(s): 41 - 42
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (447 KB) |  | HTML iconHTML  

    This paper presents an approach to quickly transform online resources into widgets. This approach has several advantages over previous solutions. Two small-scale evaluations indicate that this solution empowers the average teachers to become a widget author, without any programming knowledge. The teachers showed their enthusiasm to use this tool in the near future and believe that this authoring tool will help them both during the authoring and teaching process. There are still many features required to be added to improve our tool. For example, the automatic generation of metadata might improve usability and ease of use even more, especially when adding category information to the metadata to ease later reuse for existing widgets. View full abstract»

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  • A Study of Parent-Child Play in a Multiplayer Competitive Educational Game

    Publication Year: 2013 , Page(s): 43 - 47
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (621 KB) |  | HTML iconHTML  

    This study conducted an empirical study of parent-child play in a multiplayer competitive English vocabulary learning game to investigate parents' and children's attitudes towards educational games and whether there were differences between parents' and children's attitudes after parent-child play. Twenty groups of parent-child volunteers were recruited. The children were fifth or sixth grade elementary students. The results show that the educational game can effectively enhance children's recognition of English vocabulary. Both children and parents had positive attitudes towards the game in terms of pedagogy, game, society, and system. The results also reveal that children had significant higher ratings on pedagogy, game, and system than parents had and there was no significant difference on society. Interview responses show that parent-child play in multiplayer competitive educational games provides a solution for parents to help low academic performance children learn. Many parents gave their children advice to spell words and almost children were willing to accept advice even though they were opponents in the game. Children may feel a sense of accomplishment when they win their parents so that get motivated to learn through parent-child play. Children enjoyed parent-child play in that they can have more time to interact with their parents. This study provides evidences that parent-child play in educational games can be a possible way to not only let parents help children learn but also enhance parent-child relationships. View full abstract»

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  • A Study of the Impact of Emotions in the Perceived Quality of Technical Documents

    Publication Year: 2013 , Page(s): 48 - 49
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (479 KB) |  | HTML iconHTML  

    In this work, we analyze the possible existing correlations associated to short technical documents written by graduate students between its social acceptation, which are related to assigned classmates' marks and its emotion traces. The results obtained indicate that some kind of correlation exists between quality measure and emotions in the case of classmates' highest marks. View full abstract»

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