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2. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Educational Technologies (5th, Sydney, Australia, December 11-13, 2017)
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International Association for Development of the Information Society (IADIS), Kommers, Piet, Issa, Tomayess, Isaias, Pedro, and Hol, Ana
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These proceedings contain the papers and posters of the 5th International Conference on Educational Technologies 2017 (ICEduTech 2017), which has been organised by the International Association for Development of the Information Society and co-organised by the Western Sydney University, held in Sydney, Australia, 11-13 December 2017. ICEduTech is the scientific conference addressing the real topics as seen by teachers, students, parents and school leaders. Scientists, professionals and institutional leaders are invited to be informed by experts, sharpen the understanding what education needs and how to achieve it. Full papers presented in these proceedings include: (1) Bibliometric Science Mapping as a Popular Trend: Chosen Examples of Visualisation of International Research Network Results (Eugenia Smyrnova-Trybulska, Nataliia Morze, Olena Kuzminska and Piet Kommers); (2) Optimize Knowledge Sharing, Team Effectiveness, and Individual Learning within the Flipped Team-Based Classroom (Chung-Kai Huang, Chun-Yu Lin, Zih-Cin Lin, Cui Wang and Chia-Jung Lin); (3) Design and Development of an Interactive Multimedia Simulation for Augmenting the Teaching and Learning of Programming Concepts (Leonah L. Baloyi, Sunday O. Ojo and Etienne A. Van Wyk); (4) Introducing Tablets in a Portuguese School: A Micool Project Case Study Analysis (Miriam Judge); (5) College Communicative Teaching and e-Learning: A Training Scheme (Charito G. Ong; (6) Tested Strategies for Recruiting and Retention of STEM Majors (Sadegh Davari, Sharon Perkins-Hall and Krishani Abeysekera); (7) Redesigning Learning Spaces: What do Teachers Want for Future Classrooms? (Neuza Pedro); (8) Peer Instructions and Use of Technological Tools. An Innovative Methodology for the Development of Meaningful Learning (Oriel A. Herrera and Patricia Mejías); (9) It Doesn't Matter What is in Their Hands: Understanding How Students Use Technology to Support, Enhance and Expand Their Learning in a Complex World (Peter Bryant); (10) A Comparative Study on Social Media Addiction of High School and University Students (Ali Simsek, Kemal Elciyar and Taner Kizilhan); (11) Computer Literacy Teaching Using Peer Learning and under the Confucian Heritage Cultural Settings of Macao, China (Kelvin Wong, Ana Neves and Joao Negreiros); (12) Applying Sensors to Investigate Gender Differences in Beginning Tennis Players (Chih-Hung Yu, Jye-Shyan Wang and Cheng-Chih Wu); (13) Using Arduino to Teach Programming to First-Year Computer Science Students (Wee Lum Tan, Sven Venema and Ruben Gonzalez); (14) Dimensions of Self-Perceived Employability in First Year IT Students (Amy Antonio and David Tuffley); (15) Challenges for a New Generation of STEM Students (Krishani Abeysekera, Sharon Perkins-Hall, Sadegh Davari and Amanda Smith Hackler); (16) Developing a Gesture-Based Game for Mentally Disabled People to Teach Basic Life Skills (Mohammad Javad Nazirzadeh, Kürsat Cagiltay and Necdet Karasu); (17) Learning Group Formation for Massive Open Online Courses (MOOCs) (Sankalp Prabhakar and Osmar R. Zaiane) and (18) ICE: An Automated Tool for Teaching Advanced C Programming (Ruben Gonzalez). Short papers presented include: (1) MOOC as a Laboratory of Culture Shock: Helping Non-U.S. Students Integrate into All-American Virtual Environment (Valeri Chukhlomin and Anant Deshpande); (2) The Use of Mobile Devices Outside of the Classroom for Self-Directed Learning among Female EFL Students in Saudi Arabia (Fatimah Albedah and Chwee Beng Lee); (3) Communication Scaffolds for Project Management in PBL (Shigeru Sasaki, Masayuki Arai, Kumiko Takai, Mitsuhiro Ogawa and Hiroyoshi Watanabe); (4) Digital Pedagogies for Teachers' CPD (Matthew Montebello); (5) Sensing Locally in the Global Environment: Using Sensors in Teachers' Education (Maria João Silva, António Almeida, Bianor Valente, Margarida Rodrigues and Vítor Manteigas); (6) The Use of a Digital Badge as an Indicator and a Motivator (Jun Iwata, John Telloyan, Lynne Murphy, Shudong Wang and John Clayton; (7) Exploring the Education Potential of Minecraft: The Case of 118 Elementary-School Students (Thierry Karsenti and Julien Bugmann); (8) Digital Story Creation: Its Impact towards Academic Performance (Charito G. Ong); and (9) Collaborative Peer Feedback (David A. Smith). Posters include: (1) A System for Class Reflection Using iPads for Real-Time Bookmarking of Feedbacks into Simultaneously Recorded Videos (Taira Nakajima); (2) Roles, Strategies, and Impact of MOOCs on Flipping Business Education (Chung-Kai Huang, Chun-Yu Lin, Zih-Cin Lin and Cui Wang); and (3) Gamifying Outdoor Social Inquiry Learning with Context-Aware Technology (Morris Siu-Yung Jong, Tom Chan, Vincent Tam and Ming-Tak Hue). Individual papers include references, and an Author Index is included.
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- 2017
3. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in Digital Age (14th, Vilamoura, Algarve, Portugal, October 18-20, 2017)
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International Association for Development of the Information Society (IADIS), Sampson, Demetrios G., Spector, J. Michael, Ifenthaler, Dirk, and Isaías, Pedro
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These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in Education (JSISE). The CELDA 2017 Conference received 72 submissions from more than 25 countries. Out of the papers submitted, 27 were accepted as full papers for an acceptance rate of 38%; 23 were accepted as short papers and 2 were accepted as reflection papers. In addition to the presentation of full, short and reflection papers, the conference also includes one keynote presentation from an internationally distinguished researcher, "Classroom Orchestration: From Practical Tips to Formal Models" (Pierre Dillenbourg). Full papers include: (1) Are Learning Logs Related to Procrastination? From the Viewpoint of Self-Regulated Learning (Masanori Yamada, Misato Oi and Shin'ichi Konomi); (2) Asymmetry in the Perception of Friendship in Student Groups (Luigi Lancieri); (3) Exploring Teacher Use of an Online Forum to Develop Game-Based Learning Literacy (Amanda Barany, Mamta Shah and Aroutis Foster); (4) Educational Assessment of Students in Primary School in Tunisia (Wiem Ben Khalifa, Dalila Souilem and Mahmoud Neji); (5) Impact of Early Numeracy Training on Kindergartners from Middle-Income Families (Carla Meloni, Rachele Fanari, Andrea Bertucci and Sara Berretti); (6) 360 Degree Videos within a Climbing MOOC (Michael Gänsluckner, Martin Ebner and Isidor Kamrat); (7) Cultivating Students' Reading Literacy Using Digital Textile-Based Reading in a Chinese Primary School (Patricia Norte, Joao Negreiros and Ana Correia); (8) How to Flip a Classroom and Improve Student Learning and Engagement: The Case of PSYC1030 (Pedro Isaias, Blake McKimmie, Aneesha Bakharia, John Zornig and Anna Morris); (9) Early Numerical Competence and Number Line Task Performance in Kindergartners (Rachele Fanari, Carla Meloni and Davide Massidda); (10) Exploring the Impact of the Informational Value of Feedback Choices on Performance Outcomes in an Online Assessment Game (Maria Cutumisu); (11) Refining Presentation Documents with Presentation Schema (Yuki Obara and Akihiro Kashihara); (12) The Knowledge Development Model: Responding to the Changing Landscape of Learning in Virtual Environments (Nan B. Adams); (13) Mobile Learning Analytics in Higher Education: Usability Testing and Evaluation of an APP Prototype (Matthias Kuhnel, Luisa Seiler, Andrea Honal and Dirk Ifenthaler); (14) Digital Competence Model of Distance Learning Students (Ketia Kellen A. da Silva and Patricia A. Behar); (15) How Dispositional Learning Analytics Helps Understanding the Worked-Example Principle (Dirk Tempelaar); (16) Pushing Buttons: A Sociomaterial Exploration of the Distributed Lecture (Anna MacLeod, Paula Cameron, Olga Kits and Cathy Fournier); (17) Multimodal Teaching and Learning with the Use of Technology: Meanings, Practices and Discourses (Vasiliki Papageorgiou and Petros Lameras); (18) Contrasts in Openness toward Mobile Learning in the Classroom: A Study of Elementary, Middle and High School Teachers (Rhonda Christensen and Gerald Knezek); (19) Classification of Learning Styles in Virtual Learning Environment Using J48 Decision Tree (Renato R. Maaliw, III and Melvin A. Ballera); (20) Using Short Videos as Testing Elements in Skill Matching--Test Design in the SMART Project (Marc Beutner and Frederike Anna Rüscher); (21) I Might Not Be as Tech as You Think: Collegiate Print versus Digital Preferences (Joan Ann Swanson, Susan L. Renes and Anthony T. Strange); (22) A Visualization System for Predicting Learning Activities Using State Transition Graphs (Fumiya Okubo, Atsushi Shimada, Yuta Taniguchi and Shin'ichi Konomi); (23) OCRA, A Mobile Learning Prototype for Understanding Chemistry Concepts (Tenku Putri Norishah Tenku Shariman and Othman Talib); (24) Teaching Strategies and Methods in Modern Environments for Learning of Programming (Slobodanka Djenic and Jelena Mitic); (25) A Lecture Supporting System Based on Real-Time Learning Analytics (Atsushi Shimada and Shin'ichi Konomi); (26) Characteristics of Effective Pedagogical Strategies for Self-Regulated Learning in Technology-Enhanced Environments: Towards Improving Learning Outcome (Ian S. McGowan); and (27) Pseudo-Haptic Feedback for Promoting Narrative Comprehension (Kazuaki Umetsu and Akihiro Kashihara). Short papers include: (1) Development of a Support Application and a Textbook for Practicing Facial Expression Detection for Students with Visual Impairment (Hirotaka Saito, Akinobu Ando, Shota Itagaki, Taku Kawada, Darold Davis and Nobuyuki Nagai); (2) Teaching Media Design by Using Scrum. A Qualitative Study within a Media Informatics Elective Course (Ines Herrmann, Sander Münster, Vincent Tietz and Rainer Uhlemann); (3) An Architecture to Support Wearables in Education and Wellbeing (Fernando Luis-Ferreira, Andreia Artifice, Gary McManus and João Sarraipa); (4) Differentiated Learning Environment--A Classroom for Quadratic Equation, Function, and Graphs (Emre Dinç); (5) Leveraging the Affordances of Mobile Learning for Vocabulary Gains (Michael Bowles); (6) Towards a Framework of Using Knowledge Tools for Teaching by Solving Problems in Technology-Enhanced Learning Environment (Sergei Kostousov and Dmitry Kudryavtsev); (7) Exploring Students' Learning Journals with Web-Based Interactive Report Tool (Yuta Taniguchi, Fumiya Okubo, Atsushi Shimada and Shin'ichi Konomi); (8) The Framework of Intervention Engine Based on Learning Analytics (Muhittin Sahin and Halil Yurdugül); (9) On the Use of E-TPCK for Situated Teacher Professional Development (Maria Mama Timotheou, Andri Christodoulou and Charoula Angeli); (10) Narb-Based Analysis of Tweets Related to United Airlines Controversy: Learning Beyond the Media (Ananda Mitra); (11) Learners' and Teachers' Perceptions of Learning Analytics (LA): A Case Study of South Hampton Solent University (SSU) (Osama Khan); (12) Issues of IT-Professionals Training in Traditional Educational Process (Farid Eminov and Irina Golitsyna); (13) The Isolation Emotion: An Emotional Point of View on Teaming and Group Tools in E-Learning Environments (Tarek Boutefara and Latifa Mahdaoui); (14) Development of Critical Thinking with Metacognitive Regulation and Toulmin Model (Yasushi Gotoh); (15) A Preliminary Investigation into Parents' Concerns about Programming Education in Japanese Primary Schools (Yukiko Maruyama, Hiroko Kanoh and Kinya Adachi); (16) Designing Philadelphia Land Science as a Game to Promote Identity Exploration (Amanda Barany, Mamta Shah, Jessica Cellitti, Migela Duka, Zachari Swiecki, Amanda Evenstone, Hannah Kinley, Peter Quigley, David Williamson Shaffer and Aroutis Foster); (17) Juxtapose: An Exploration of Mobile Augmented Reality Collaborations and Professional Practices in a Creative Learning Environment (Darren Menorath and Laurent Antonczak); (18) Gender, Games and Space (Suzanne de Castell, Hector Larios and Jennifer Jenson); (19) The Contribution of Collective Intelligence for the Analysis of the Phenomenon of Students Overcrowding (Dikagma Bassagou and Luigi Lancieri); (20) Integrated Collaborative E-Learning for the Global Management Education in the 21st Century (Barbara W. K. Son); (21) Relations between Cognitive Resources and Two Types of Germane Load for Learning (Kazuhisa Miwa, Hitoshi Terai and Yosuke Mizuno); (22) A Framework for People Re-Identification in Multi-Camera Surveillance Systems (Sirine Ammar, Nizar Zaghden and Mahmoud Neji); and (23) Connecting the Dots: Linking Creativity, Synthesis Skills, and the Students' Anxiety about the Future (Ioan Susnea, Emilia Pecheanu, Luminita Dumitriu and Adina Cocu). The two reflection papers are: (1) Localising Content for an XMOOC in the UAE (Jenny Eppard and Preeya Reddy); and (2) Academic Reading on a Collaborative, Online Platform (Jenny Eppard and Preeya Reddy). An author index is included. Individual papers contain references.
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- 2017
4. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Mobile Learning (13th, Budapest, Hungary, April 10-12, 2017)
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International Association for Development of the Information Society (IADIS), Sánchez, Inmaculada Arnedillo, and Isaías, Pedro
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These proceedings contain the papers and posters of the 13th International Conference on Mobile Learning 2017, which was organised by the International Association for Development of the Information Society (IADIS), in Budapest, Hungary, April 10-12, 2017. The Mobile Learning 2017 Conference seeks to provide a forum for the presentation and discussion of mobile learning research which illustrates developments in the field. Full papers presented in these proceedings include: (1) Design of a Prototype Mobile Application to Make Mathematics Education More Realistic (Dawid B. Jordaan, Dorothy J. Laubscher, and A. Seugnet Blignaut); (2) Tablets and Applications to Tell Mathematics' History in High School (Eduardo Jesus Dias, Carlos Fernando Araujo, Jr., and Marcos Andrei Ota); (3) Assessing the Potential of LevelUp as a Persuasive Technology for South African Learners (Nhlanhla A. Sibanyoni and Patricia M. Alexander); (4) #Gottacatchemall: Exploring Pokemon Go in Search of Learning Enhancement Objects (Annamaria Cacchione, Emma Procter-Legg, and Sobah Abbas Petersen); (5) A Framework for Flipped Learning (Jenny Eppard and Aicha Rochdi); (6) The Technology Acceptance of Mobile Applications in Education (Mark Anthony Camilleri and Adriana Caterina Camilleri); (7) Engaging Children in Diabetes Education through Mobile Games (Nilufar Baghaei, John Casey, David Nandigam, Abdolhossein Sarrafzadeh, and Ralph Maddison); (8) A Mobile Application for User Regulated Self-Assessments (Fotis Lazarinis, Vassilios S. Verykios, and Chris Panagiotakopoulos); and (9) Acceptance of Mobile Learning at SMEs of the Service Sector (Marc Beutner and Frederike Anna Rüscher). Short papers presented include: (1) Possible Potential of Facebook to Enhance Learners' Motivation in Mobile Learning Environment (Mehwish Raza); (2) D-Move: A Mobile Communication Based Delphi for Digital Natives to Support Embedded Research (Otto Petrovic); (3) Small Private Online Research: A Proposal for a Numerical Methods Course Based on Technology Use and Blended Learning (Francisco Javier Delgado Cepeda); (4) Experimenting with Support of Mobile Touch Devices for Pupils with Special Educational Needs (Vojtech Gybas, Katerina Kostolányová, and Libor Klubal); (5) Mobile Learning in the Theater Arts Classroom (Zihao Li); (6) Nomophobia: Is Smartphone Addiction a Genuine Risk for Mobile Learning? (Neil Davie and Tobias Hilber); (7) Analysis of Means for Building Context-Aware Recommendation System for Mobile Learning (Larysa Shcherbachenko and Samuel Nowakowski); (8) RunJumpCode: An Educational Game for Educating Programming (Matthew Hinds, Nilufar Baghaei, Pedrito Ragon, Jonathon Lambert, Tharindu Rajakaruna, Travers Houghton, and Simon Dacey); (9) Readiness for Mobile Learning: Multidisciplinary Cases from Yaroslavl State University (Vladimir Khryashchev, Natalia Kasatkina, and Dmitry Sokolenko); and (10) The M-Learning Experience of Language Learners in Informal Settings (Emine Sendurur, Esra Efendioglu, Neslihan Yondemir Çaliskan, Nomin Boldbaatar, Emine Kandin, and Sevinç Namazli). Reflection papers presented include: (1) New Model of Mobile Learning for the High School Students Preparing for the Unified State Exam (Airat Khasianov and Irina Shakhova); (2) Re-Ment--Reverse Mentoring as a Way to Deconstruct Gender Related Stereotypes in ICT (Kathrin Permoser); (3) Academic Success Foundation: Enhancing Academic Integrity through Mobile Learning (Alice Schmidt Hanbidge, Amanda Mackenzie, Nicole Sanderson, Kyle Scholz, and Tony Tin); (4) Using Tablet and iTunesU as Individualized Instruction Tools (Libor Klubal, Katerina Kostolányová, and Vojtech Gybas); (5) DuoLibras--An App Used for Teaching-Learning of Libras (Erick Nilson Sodré Filho, Lucas Gomes dos Santos, Aristóteles Esteves Marçal da Silva, Nidyana Rodrigues Miranda de Oliveira e Oliveira, Pedro Kislansky, and Marisete da Silva Andrade); (6) Educators Adopting M-Learning: Is It Sustainable in Higher Education? (Nicole Sanderson and Alice Schmidt Hanbidge); and (7) M-Kinyarwanda: Promoting Autonomous Language Learning through a Robust Mobile Application (Emmanuel Bikorimana, Joachim Rutayisire, Mwana Said Omar, and Yi Sun). Posters include: (1) Design of Mobile E-Books as a Teaching Tool for Diabetes Education (Sophie Huey-Ming Guo); and (2) Reading While Listening on Mobile Devices: An Innovative Approach to Enhance Reading (Aicha Rochdi and Jenny Eppard). The Doctoral Consortium includes: How Can Tablets Be Used for Meaning-Making and Learning (Liv Lofthus). Individual papers include references, and an Author Index is included.
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- 2017
5. Assessment of Barriers to Educational Technology Acceptance
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Stephen Downes
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This paper reports on literature related to the assessment of barriers to educational technology assessment. It surveys the development of technology acceptance models from social cognitive theory and innovation diffusion theory through to a unified theory that considers performance expectancy, effort expectancy, and social influence. Because risk is a significant factor in technology assessment, this paper outlines risk assessment processes, beginning with the Fine-Kinney method through to derivation of a risk matrix. Finally, it considers factors related to the validation of technology acceptance survey assessments. [For the full proceedings, see ED665357.]
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- 2024
6. SPART -- An Affordable Mobile Augmented Reality Alternative to Interactive Tabletops in Education
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Sebastian Simon, Iza Marfisi-Schottman, and Sébastien George
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Technology to support collaborative learning has come a long way. Interactive tabletops support collaboration when correctly integrated in activity design. While these devices can now, in principle, be purchased by the general public, wide adoption in schools is hindered by their high cost and lack of mobility. In this paper, we analyze the potential technologies that could replace such devices. After developing a dozen prototypes to further test the potential of the most promising technologies, we found one robust, affordable and accurate solution: SPART (on-Surface Positioning for Augmented RealiTy) allows augmenting any flat surface (images etc.) with tablets or smartphones, addressing both affordability and mobility. This paper focuses on the technological innovations that were designed for SPART. [For the full proceedings, see ED659933.]
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- 2024
7. Commognitive Conflicts in a Virtual Learning Environment: Exploring the Affordances of Mobile Learning for Discourse Analysis
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Mark N. Cumayas and Maria Alva Q. Aberin
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This paper explores the affordances of mobile learning in developing frameworks for discourse analysis. Specifically, this paper examines the commognitive analysis of classroom discourses in virtual learning environments (VLEs) and how it resolves the challenges of discourse analysis in face-to-face (F2F) settings. With the ongoing social turn of mathematics education research comes the widespread adoption of discourse analysis in educational research. The shift towards virtual learning technologies necessitated by the recent COVID-19 crisis has led to the development of various tools and processes that enable the teaching-learning process to occur in the virtual environment. While the initial drive to adapt these tools has since subsided, the advantages of utilizing them remain apparent. As the teaching-learning process moves into virtual environments, so should research methodologies. As part of a broader study that attempts to develop a framework for characterizing commognitive conflicts and the corresponding teacher actions, this paper presents insights from the initial phases in the framework development process where a virtual learning environment was used to examine the integrity of the discourse analytic framework. This paper will discuss how the framework development benefited from using a virtual learning environment--how it mitigated the challenges of discursive approaches and the unique insights it offers for refining the framework compared to applying the framework directly in face-to-face classroom settings. Results from this work suggest that essential components of the mobile learning experience, such as VLEs, are advantageous to the development of discursive research approaches, such as in the case of developing a framework for identifying commognitive conflicts. [For the full proceedings, see ED659933.]
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- 2024
8. Value of a Mobile Game-Based App towards Education for Sustainability
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Rita Rodrigues, Lúcia Pombo, Margarida M. Marques, Sofia Ribeiro, João Ferreira-Santos, and Julia Draghi
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The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality resources, in natural spaces. This paper presents a pilot case study of a pedagogical approach based on the exploration of a game in the EduPARK app, in the outdoors. The game was developed to be explored in the largest annual event of the University of Aveiro (UA)--XPERiMENTA 2022--where students of several ages and the wider community are invited to participate in diverse activities on the campuses. The main goal of the activity "XPERiMENTA with EduPARK in the UA Campus" was to raise basic education students' awareness towards nature conservation. Eighteen students (14 and 15 years-old) explored an interdisciplinary educational game that encouraged them to follow a path through the UA Campuses to promote learning related to recycling, renewable energies, food waste, and ocean plastic pollution. Simultaneously, curricular contents of Science, Mathematics, Education for Citizenship, and cultural aspects of the city of Aveiro were articulated. At the end of the activity, an individual and anonymous questionnaire to evaluate the activity was applied. Students revealed a positive attitude towards the EduPARK app, as their answers revealed they felt motivated to learn during the game. Additionally, students reached a good performance in the game, although difficulties in one specific question were identified. This paper presents preliminary results that will inform the development of a new related project, the EduCITY, that aims to promote education for sustainability through a smart learning city environment. [For the full proceedings, see ED639391.]
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- 2023
9. GES App -- Supporting Global Employability Skills from the Perspectives of Students, Staff and Employers
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Sobah Abbas Petersen, Maria Iqbal, Alan Williams, and Gavin Baxter
- Abstract
Global Employability Skills are skills that students acquire during their study period, that are in addition to their academic knowledge and skills, and that would help in their careers. As students continue their university journeys, they often overlook or underestimate the importance of developing Global Employability Skills that employers may consider important for their jobs. In this paper, we present a mobile application, the GES App, designed to help students recognize, document, and articulate their skills to their prospective employees. The GES App is designed to stimulate university students to reflect upon their experiences and assess the skills they may develop outside of their formal university studies. This paper presents how such an app could support students plan their careers and develop their Global Employability Skills that would make them more attractive to their future employers. A use case scenario is described to illustrate the role the GES App could play, from the perspectives of students, staff, and employers. [For the full proceedings, see ED639391.]
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- 2023
10. Web Viewers for Educational VR Contents
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Yoshihiro Okada and Kanami Oki
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This paper introduces web viewers for educational VR contents. Recently, many types of VR goggles have been released as commercial products and many entertainment applications for them have been created. However, educational VR contents have been created so far are not so many because the creation of VR contents is time consuming task. We need to create many educational VR contents to enhance educational efficiency using VR technology. On the other hand, many types of scanning devices have been researched and developed, e.g., Lidar cameras, 360VR cameras and so on. Using these scanning devices, we can obtain 3D data like Point Cloud Data (PCD), 3D model data, 360VR images/videos. To use these 3D data as educational VR contents, we need viewer applications for them. In this paper, the authors propose such viewer applications as web services. The proposed web viewers also have functionality to upload 3D data from users' web-browser to the web-server on that the web viewers are stored. Therefore, it becomes possible for users like teachers to provide other users like students with educational VR contents as web contents. In addition, as the proposed web viewers support VR goggles, they provide students with immersive environments. [For the full proceedings, see ED639391.]
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- 2023
11. Practice through Play Using Mobile Technology
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Agnes D. Garciano, Debbie Marie B. Verzosa, Ma. Louise Antonette N. De Las Peñas, Maria Alva Q. Aberin, Juan Carlo F. Mallari, Jumela F. Sarmiento, and Mark Anthony C. Tolentino
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This paper discusses the "Just Keep Solving" apps that are designed based on deliberate practice model for developing mathematical skills. Features of deliberate practice include well-defined goals involving areas of weakness as determined by a knowledgeable other such as a teacher. The integration of game design features provides a positive environment wherein the learning goals critical in a deliberate practice model are emphasized. Possible strategies for integrating the apps in a classroom are also discussed using Hughes, Thomas and Scharber's RAT (Replacement, Amplification, Transformation) framework. The games can replace traditional pen-and-paper classroom activities, amplify learning by personalizing a student's experience and providing opportunities for deliberate practice, and transform instruction from being teacher-centered to student-centered. [For the full proceedings, see ED639391.]
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- 2023
12. Mathematical Mobile Apps via Rural Casting
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Ma. Louise Antonette N. De Las Peñas, John Chris T. Kwong, Peter Antonio B. Banzon, Philip A. Martinez, Wilbur Isaac G. Lapada, Julian N. Eballa III, John Emil C. Sebastian, Miguel D. Asido, Jan Daryl M. San Juan, Debbie Marie B. Verzosa, Jumela F. Sarmiento, Agnes D. Garciano, Mark Anthony C. Tolentino, Maria Alva Q. Aberin, and Juan Carlo F. Mallari
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This paper discusses the distribution, through a digital datacasting framework, of mathematical resources for Grades 1 to 7 to two schools in a community in the Philippines. Among the mathematical resources made available, are mathematical applications (apps), which run on mobile technologies, that have been created to help in the mathematical learning of students in a remote setting. The distribution is facilitated by the RuralCasting set-top box, a developed custom set-top box capable of receiving digital TV broadcasts and providing local content access through its Wi-Fi network. This paper presents the performance of the set-top box in distributing the mobile mathematical apps, and a short discussion on the mathematical applications deployed. [For the full proceedings, see ED639391.]
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- 2023
13. Study of the Corrective Grammatical Treatment of English Supported by Mobile Applications
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Adriana Guanuche, Osana Eiriz, and Roberto Espi
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The increasing technological development of computers, tablets and smartphones has enabled a rapid increase in the adoption of mobile technology for language teaching and learning, and numerous applications that provide easy access for any learner without limitations of place and time have been developed. This paper shows the study of grammatical treatment using corrective feedback supported by mobile applications. The study subjects were first-level students of the language institute, where a control and experimental study was carried out. The experimental group was evaluated with paper-based assessments and the control group with the Canvas mobile application. Subsequently, a statistical analysis was performed for data analysis. The results show that there was a 4.9% improvement in the grades of students who used the application and received corrective feedback. [For the full proceedings, see ED639391.]
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- 2023
14. Development of Digital Competences in Teaching Geography through the Creation of Multimedia Educational Material in the H5P Application
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Magdaléna Závodná and Katerina Kostolányová
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In today's modern age, digital technologies are an essential part of everyone's life, so students must learn to use them in primary school. The specific competences defined in the European Digital Competence Framework DigComp 2.1 (2017) are divided into six areas. The Ministry of Education of the Czech Republic has subsequently drawn on this document to add digital competences to its Framework Education Programme (FEP). For this reason, a research experiment was conducted in the context of primary school teaching, which included the design of several specific lessons. The aim of this experiment was to test the research question of whether online collaboration between students using the BYOD model would lead to the acquisition of the subject curriculum, as well as the acquisition of selected digital competences. Therefore, the aim of this paper is to present a design of a Geography teaching method in which students develop not only their subject knowledge but also selected digital competences, using the H5P application and the creation of a multimedia learning object, and to present the results of the research carried out. The paper includes a description of the individual lessons, the tasks set for the pupils and the methodology for the teachers. [For the full proceedings, see ED639391.]
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- 2023
15. Keyboard as a Stimulator in Timbre Recognition Training
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Adam Rosinski
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This paper presents the results of a research conducted in a group of Youth Palace in Olsztyn participants. Two different keyboards were used in the experiment to teach how to recognize the timbres of selected musical instruments. Obtained results clearly showed that musical education with the use of keyboards significantly develops timbre hearing of children and youth. The research group performed much better in the tests in comparison with the control group. A danger appearing during this kind of training is the listener getting used to a given timbre (sample). Big part of psychoacoustic research is limited to acoustic stimuli not related to the art of music in a real way, which does not allow the use of this type of research and stimuli in musical didactics. The experiment presented in this paper is based on generating musical sounds that have worked well in education. [For the full proceedings, see ED636095.]
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- 2023
16. Analysing Affordances of the E-Assessment System Numbas in Mathematics Education from an Activity Theory Perspective
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Said Hadjerrouit and Celestine Ifeanyi Nnagbo
- Abstract
The purpose of this paper is to investigate the affordances of the e-assessment system Numbas from an Activity Theory perspective. The study follows a qualitative research design combined with semi-structured interviews with six students and two teachers. The findings reveal that the students were able to perceive and actualise several affordances of Numbas, such as ease of use and navigation and possession of facility to contain mathematical knowledge. The participants acknowledged that Numbas affords variation in mathematical contents and support for the development of pen and paper skills. Numbas also affords learner's autonomy and motivation to engage in mathematical problem-solving. Findings further show that Numbas promotes formative assessment. This can be seen from the high level of affordance perception and actualisation amongst students and teachers. [For the full proceedings, see ED636095.]
- Published
- 2023
17. Integrating Large Language Models in Art and Design Education
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Alberto Giretti, Dilan Durmus, Massimo Vaccarini, Matteo Zambelli, Andrea Guidi, and Franco Ripa di Meana
- Abstract
This paper provides a possible strategy for integrating large language artificial intelligence models (LLMs) in supporting students' education in artistic or design activities. We outline the methodological foundations concerning the integration of CHATGPT LLM in the educational approach aimed at enhancing artistic conception and design ideation. We also present the knowledge and system architecture for integrating LLM in the °'°Kobi system. Finally, this paper discusses some relevant aspects concerning the system's application in a real educational context and briefly reports its preliminary assessment. [For the full proceedings, see ED636095.]
- Published
- 2023
18. A Fight against the Forgetting Curve
- Author
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Müslüm Atas, Helmut Lindner, Thomas Strametz, Fatima Jammoul, Johannes Feiner, and Antonius Metry Saad
- Abstract
With the rapid growth of digital education, e-learning has become essential for offering accessible and flexible learning opportunities. This paper investigates strategies to achieve long-term learning outcomes and reduce study time in e-learning. It explores various techniques, including self-testing, spaced repetition, and the serial position effect, tailored to both visual and auditory learners. The study compared the effectiveness of these strategies, revealing that self-testing and spaced repetition improve learning and combat forgetting. However, in this context, the serial position effect did not show a noticeable impact on learning outcomes. [For the full proceedings, see ED665357.]
- Published
- 2024
19. CoCo: A System for Supporting Colocated Collaborative Learning with Tablets
- Author
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Mia Carapina and Klaudio Pap
- Abstract
This paper introduces CoCo, a system designed to support and encourage collaborative learning among colocated students sharing a single mobile device. It provides teachers with the possibility to create digital lessons, configure parameters for collaborative activities such as the number of students and tablets, and monitor students' progress. On the other side, students use the tablet mobile application with an implemented split screen feature which can support up to four colocated users. This approach could be advantageous for organizations with limited technology resources and a restricted budget. [For the full proceedings, see ED659933.]
- Published
- 2024
20. Digital Resources in Mobile Learning and Some Aspects of Teaching and Education Environment
- Author
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Albena Nakova, Emilia Chengelova, and Valentina Milenkova
- Abstract
This article focuses on the work of teachers in the conditions of mobile learning, since teachers perform various activities related to preparation of classes, training and students' assessment in digital learning environment. The analysis emphasizes the fact that the responsibilities of modern teachers are becoming more complicated, following the challenges of information technologies and the expectations of the new generation of learners. The paper examines various digital resources used by teachers, tracks their effectiveness, and presents the results of conducted researches. The main idea of the article is to present the restructuring of the learning environment related to the introduction of various digital tools, requiring more interactivity and improving students' achievements, as well as increasing the digital skills and competences of the teachers themselves. It is concluded that the use of digital resources stimulates students' interest and increases their activity. [For the full proceedings, see ED659933.]
- Published
- 2024
21. Empowering Rural and Remote Health Professionals Training: A Cost-Effective Skin Suturing Simulator for Mobile Learning in Clinical Skills Acquisition
- Author
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Rebecca Mosaad, Julia Micallef, Aliyat Olatinwo, Gordon Brock, and Adam Dubrowski
- Abstract
Introduction: This study aimed to develop a cost-effective suturing and knot typing simulator that aligns with the expectations of experts, addressing the need for affordable yet high-quality medical training tools. The focus was on assessing the efficacy of a silicone skin suture task trainer, created through a 3D printed mold, for use in mobile learning, specifically in rural and remote contexts. Methods: Rural and remote trainees participating in a skills acquisition workshop, engaged in a 90-minute suturing simulation station. They received minimal feedback from physician educators to simulate independent practice. After the practice, they completed a survey assessing the acceptability and feasibility of the simulator for the intended training purpose, as well as providing feedback for future improvements. Results: Results from quantitative data revealed the simulator's potential to develop competence (4.2 out of 5) and confidence (4.1 out of 5). Participants expressed a readiness to practice suturing independently using the simulator (4.3 out of 5). Notably, the realism of the simulator was identified as an area for improvement in terms of anatomical correctness (3.6 out of 5) and accuracy (3.4 out of 5), while durability scored high (4 out of 5). Participants found the simulator easy to use (4.4 out of 5) and well-suited for developing cognitive (4.4 out of 5) and psychomotor skills (4.2 out of 5) related to suturing and knot typing. Several improvements were noted, especially in the areas of anatomical representativeness, material selection, and interactions between the simulator and clinical tools. Conclusions: This paper outlines the acceptability and feasibility of the simulator, designed to complement an online learning management system for hands-on clinical skill learning within the mobile learning paradigm. Despite high self-efficacy and educational value scores, concerns about realism suggest a need for a hybrid design approach that balances costs and anatomical fidelity in simulator development. [For the full proceedings, see ED659933.]
- Published
- 2024
22. 'GeoGebra' Applets for Fostering Conceptual Understanding in Algebra
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Ma. Louise Antonette N. De Las Peñas, Mark Anthony C. Tolentino, Maria Alva Q. Aberin, Agnes D. Garciano, Juan Carlo F. Mallari, Jumela F. Sarmiento, and Debbie Marie B. Verzosa
- Abstract
This paper discusses two "GeoGebra" applets, "Radical" and "Parabola," that are designed to strengthen the conceptual understanding of specific topics in algebra. The design and pedagogical basis of the applets are presented. The integration of the applets in teaching Grade 9 mathematics in a partner high school in the Philippines is then discussed. Finally, we report feedback gathered from students and teachers during this integration. Their feedback indicates the potential of these applets for improving students' learning of algebra. [For the full proceedings, see ED659933.]
- Published
- 2024
23. The Feeling of Self-Efficacy and Its Impact on Performance on a Mobile Learning Application
- Author
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Nicolas Loiseau, Adrien Bruni, Pierre Puigpinos, and Jean-Christophe Sakdavong
- Abstract
This paper explores the concept of self-efficacy and its impact on individual performance on a mobile learning application. Self-efficacy refers to one's belief in their ability to achieve their goals and is a key factor in everyday life. To investigate the relationship between self-efficacy and performance, we conducted an experiment with 104 participants, which consisted of two parts. First, we evaluated their self-efficacy levels using a survey designed to assess their perceived self-efficacy levels before and after their tests. Second, we asked participants to pilot a drone in a virtual environment and complete a series of races as quickly as possible. Our findings demonstrate that self-efficacy does indeed affect the individual performance, as we observed a clear correlation between self-efficacy levels and task completion times. [For the full proceedings, see ED659933.]
- Published
- 2024
24. Knowledge Mapping for Creative Thinking
- Author
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International Association for Development of the Information Society (IADIS), Giretti, Alberto, Lemma, Massimo, Zambelli, Matteo, and Meana, Franco Ripa di
- Abstract
In this paper we illustrate the architecture of the °'°Kobi system, which is aimed at supporting students' education in artistic or design activities. We will outline the scientific and methodological foundations of the educational approach aimed at enhancing the artistic conception and the design ideation. The functional requirements and the system architecture for implementing the °'°Kobi system are outlined. Finally, the paper discusses some relevant aspects concerning the system application in a real educational context and briefly reports about its preliminary assessment.
- Published
- 2022
25. Using Zoom Meeting Platform as a Synchronous Online Learning Tool in EFL Classroom at Indonesia Tertiary Level: A Literature Review
- Author
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International Association for Development of the Information Society (IADIS), Mandasari, Berlinda, Rido, Akhyar, and Kuswoyo, Heri
- Abstract
The outbreak of COVID-19 pandemic affects educational system around the world. Online learning is no longer an option, but a compulsory during this pandemic. This paper is to identify how far synchronous online learning in English as foreign language learning at higher education implemented. This study focuses on the use of Zoom meeting platform as technological devices that supports synchronous online learning as well as identifying the students' perception and challenges faced by both lecturers and students in Indonesia. This study applies systemic literature review (SLR) approach by collecting research articles from Google Scholar indexed database. There are twenty-seven articles published in 2020-2022 that meet the criteria which are reviewed. This paper results the voices from students related to the advantages and disadvantages during using using Zoom Meeting platform in EFL classroom as well as the challenges faced by both lecturers and students. The result of this paper can provide insight toward the use of Zoom Meeting platform as technological devices that can be adopted as synchronous teaching tool during social distancing. However, the Zoom user should consider the availability of stable internet connection and teachers' and students' readiness.
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- 2022
26. The Success Factors of the Digital Transformation of Higher Education Institutions: The Experience of Hassan 2 University of Casablanca (UH2C) in Morocco
- Author
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International Association for Development of the Information Society (IADIS), Babou, Birahim, Sylla, Khalifa, and Ouy, Samuel
- Abstract
This paper reviews the success factors of the digital transformation of higher education institutions based on the experience of Hassan 2 University of Casablanca (UH2C) in Morocco, which is the second largest university in the country. This work is based on the good practices implemented in the university's digitalization strategy during the COVID-19 pandemic. In order to run all the courses online and allow students to properly follow their lessons, the implementation of a robust and secure system is essential. This paper will take stock of the technical infrastructure of the university which has enabled it to support approximately 130,000 users, then the identification of all the services whose university needed to do its distance learning courses well and a proposal for the new system with the minimum of services that users will need to deliver and follow quality lessons.
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- 2022
27. Genesis of an E-Platform for Language Enhancement
- Author
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Adam Forrester
- Abstract
This paper covers the work in progress of an e-platform being developed for language enhancement at a tertiary institution in Hong Kong. There is an actual or perceived concern about the English and Chinese language ability of undergraduate students at certain universities in Hong Kong. One reason for this is that a significant proportion of students with a lower language proficiency enter university in their third year of the four-year degree. Their first two years are spent at other tertiary institutions, and they are then able to articulate to finish their studies at university and gain a degree level qualification. Given their crowded timetable from the third year, there are very limited opportunities for extra credit space in order to enhance the language skills of these students. As a result, an e-platform which students would utilise through the informal curriculum to improve their English and Chinese language ability was proposed by senior management. This paper will examine the beginnings of the e-platform, including results from a large-scale survey of undergraduate students about the preferences for an e-platform, and initial discussions among language experts as to the design of the e-platform. This paper will consider the decision to use H5P to create interactive content within the platform and discuss some of the features that are expected on the e-platform. Problems that have been encountered and expected will be discussed with an outline of the next steps that will be taken. The paper concludes with the observation that an e-platform alone is unlikely to significantly enhance the language ability of learners. [For the full proceedings, see ED639633.]
- Published
- 2022
28. Recognizing Real Emotions through Inductive Writing Teaching
- Author
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Li Li
- Abstract
It is of great importance to identify students' negative emotions so as to avoid accidents. However, most of the students with mental problems seldom express their emotions in some ways, which makes it more difficult for the emotion recognition system to obtain the emotional data of these students. To solve the problem of the lack of data acquisition approaches in emotional monitoring of special student groups, this paper proposes a method to obtain students' real emotions based on emotion-induced writing teaching. First, the channel for acquiring emotion data of the special students is established through writing teaching. Second, students are guided to express their emotions through essays by purposeful writing exercises. At last, this paper proposes an emotion calculation method, which comprehensively analyzes a student's real emotion according to the emotions of a group of essays on positive, neutral and negative themes. The experimental results show that the proposed method can obtain students' real emotions effectively and is much better for students with optimistic and pessimistic personalities. [For the full proceedings, see ED639633.]
- Published
- 2022
29. Analysis of Learning Objects for Optimization and Digital Transfer Report of Intermediate Results on Learning Path Ideas -- First Survey
- Author
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Fabian Dillenhöfer and Bernd Künne
- Abstract
This paper is a progress report about a project that consists of five stages starting with an analysis of the current state of application of higher educational learning material with regards to structural format and media didactics. The aim of this analysis has been accomplished through an initial survey with the motivation to analyze didactic and digital aspects of final study competencies as well as individual learning styles. The next stages include a digitalization process and an upcoming evaluation section. The results of the initial survey show that key competence goals that are formulated by teachers are not always comprehended and accepted by students. Students sometimes do not understand the purpose of the teachers' learning path ideas and, thus, do not accept some subjects and intermediate goals. These lacks of acceptance provide a fundamental basis of refining teaching courses. This report summarizes an approach to optimize learning goals and digital transfer so that precise evaluation helps finding these misconceptions and therefore both course structure and learning materials can be improved. Furthermore, it advices teachers to focus on teaching relevant topics not only for exam purposes but also for future professional competencies. Finally, this paper serves an example for teachers, especially of higher education level, to find weaknesses in a teaching objective and how to prioritize optimization, thereby clarify the learning path to students. This increases motivation and improves digital transfer. [For the full proceedings, see ED639633.]
- Published
- 2022
30. University Students Grading before and during COVID-19 Crisis
- Author
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Nello Scarabottolo
- Abstract
The paper analyses the grades assigned by the professors of the University of Milan to their students at the end of written exams, comparing what happened in academic year 2018-19 and in academic year 2020-21, i.e., before and during the crisis caused by the COVID-19 pandemic. In March 2020, the lockdown closed the classrooms, stopping face-to-face interactions among professors and students: it became then necessary to identify possible scenarios for carrying on written exams online, suitably monitoring student behaviors, and to propose them to the University professors. Main purpose of the analysis reported in this paper is a preliminary evaluation of the effectiveness of these scenarios, through comparison of the grades the professors assigned to their students. [For the full proceedings, see ED639633.]
- Published
- 2022
31. Design Patterns for Mobile Learning in Digital Multicultural Academic Courses
- Author
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Liat Eyal and Talia Traister
- Abstract
Multicultural classes in academia present challenges, intensified further in the context of online learning. Addressing these disparities requires innovative solutions to the challenges stemming from the diverse cultural backgrounds, religious affiliations, age disparities, varying learning skills, and differences in technology access. This study employs Design-Based Research (DBR) methodology to tackle these challenges. Through iterative processes involving expert collaboration, several Design Patterns (DPs) were identified and refined. All design patterns revolve around digital and visual literacy. The study's findings indicate that implementing various Design Patterns in a multicultural class using mobile learning and a shared visual language can be highly effective. These Design Patterns foster a common vocabulary, and cultivate essential learning skills to bridge existing gaps, they facilitate recognition of the learning space and interactions between the students. This paper presents four design patterns that serve as the didactic foundation for designing visual academic learning using smartphones: 'The Power of Selfies' -- Leveraging selfies for active learning; 'Album Anchored Theory' -- Utilizing personal picture repositories to grasp abstract theoretical models ; 'Between Image and Word' -- Utilizing metaphors to enhance vocabulary; 'Research in a "Physital" Environment' -- Collaborative learning without textual overload in an intriguing virtual setting. These patterns offer the basis to structure multicultural online lessons effectively. [For the full proceedings, see ED659933.]
- Published
- 2024
32. Immersive Virtual Reality (VR) Classroom to Enhance Learning and Increase Interest and Enjoyment in the Secondary School Science Curriculum
- Author
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Pang, Dennis Choon Guan
- Abstract
This paper describes how an Immersive Virtual Reality (VR) Classroom in a secondary school in Singapore is used to enhance learning through visualization and deepen understanding of science and increase interest and enjoyment in science. The VR Classroom is a futuristic classroom that taps the affordances of VR and AR to enhance HCI (Human-Computer Interactions) through visualization and interactivity, as well as increase engagement and enjoyment in the school curriculum. About the size of a regular classroom, this VR Classroom has three units of Oculus Rifts coupled adorned with life-size wall Augmented Reality posters of the Coronavirus and cells. Drawing from the author's experience in implementing VR lessons as a part of everyday classroom practice, this paper aims to provide practical ideas for educators to leverage on the affordances of virtual reality technologies to plan and design VR lessons. The author will also share sample lesson ideas on how educators can use VR 360 degrees videos to reach out to their students during this COVID-19 pandemic to complement the inquiry learning experience. The immersive and interactive nature of VR makes it an ideal tool for differentiated instruction to cater to diverse learners and learning needs especially during this pandemic. Data from findings using grounded theory and quantitative studies on affective outcomes show that there is significant increase in students' enjoyment in learning science when immersive VR is used and that the use of immersive VR increases students' self-efficacy. These findings have implications on the pedagogical design of lessons that use immersive VR. [For the full proceedings, see ED622227.]
- Published
- 2021
33. Evaluating Visualization for Slide-Based Investigative Learning with Connection between Presentation Slides
- Author
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Goto, Mitsuhiro and Kashihara, Akihiro
- Abstract
Presentation documents have been increasingly used not only as supplementary presentation materials but also as contents for investigative learning. In learning a presentation document, learners generally need to select a number of slides from the document, which describe what they want to learn or should learn. However, it is not so easy to find out the slides to be learnt since what each slide represents is not concisely stated and what connections exist between the adjacent slides are not explicitly expressed. They accordingly take more time for learning and finish learning with incomplete knowledge. In order to address this issue, this paper introduces a map called slidemap for visualizing the logical connections between the slides. This map helps learners identify the sequence of slides to be learnt from the presentation document and grasp the structure embedded in the document in a shorter time. This paper also demonstrates a tool for presentation slides-based investigative learning with slidemap. In addition, this paper reports a case study involving 16 participants with the tool, whose purpose was to ascertain whether using slidemap could be more beneficial for understanding the presentation document than using PowerPoint user interface. The results of the study show the effect of increasing learning time and visiting frequency for slides to be learnt, and promoting learners' understanding of presentation documents in a shorter time. [For the full proceedings, see ED621108.]
- Published
- 2021
34. A Review of Educational Recommender Systems for Teachers
- Author
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Dhahri, Mbarek and Khribi, Mohamed Koutheair
- Abstract
Recommender Systems (RS) in e-learning has attracted several researchers aiming basically at scaffolding learners in locating relevant learning resources that meet their learning needs and profiles. Whereas a number of review studies have been carried out in the area of educational recommender systems, there is a limited information in the literature review in the specific domain of recommendation systems for teachers. The objective of this work is to summarize the current research efforts in the field of teacher-oriented recommender systems. By performing this systematic review, 32 papers were selected for further analysis. The obtained results show that educational portals and repositories are widely used as learning environments where recommendations occur. The finding of this review further show that personalized recommendations for teachers and teaching practices improvements are the main issues addressed by RS for teachers. Furthermore, the hybrid approach for recommendation and the evaluation by experiment are the most used, occurring in 43,75% of the selected reviewed papers. We are availing the key findings of this work to propose a teacher recommender system that provides teachers with the most relevant open educational resources (OER) retrieved from collections of resources aligned to the UNESCO ICT Competency Framework for Teachers (CFT). [For the full proceedings, see ED621108.]
- Published
- 2021
35. Computational Techniques for Data Science Applied to Broaden the Knowledge between Citizen Science and Education
- Author
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Calvera-Isabal, Miriam, Varas, Nuria, and Santos, Patricia
- Abstract
This paper describes a preliminary study of how computational methods allow us to know more about citizen science and its connection with education. Citizen science is a practice involving a general public in scientific tasks and generating knowledge and scientific results. Previous studies have shown that the education sector can take benefit of the knowledge and activities organized or resources generated in CS projects. Previous studies have shown that the education sector can take advantage of the knowledge and activities organized in CS projects. In this paper, we analyze three citizen science platforms (Eu.Citizen science platform, Observatorio de la ciencia ciudadana and Oficina de la ciència ciutadana) with computational analytics techniques to provide initial insights of how educators can take benefit of the analysis of large amounts of data from CS. Finally, different visualizations and dashboards have been developed as illustrative examples of tools to support educators and learners. These tools provide information about citizen science projects, an overview of scientific vocabulary, access to validated resources and examples of technology used in scientific inquiry that can be used with educational purposes. [For the full proceedings, see ED621108.]
- Published
- 2021
36. Research on the Attitudes of High School Students for the Application of Artificial Intelligence in Education
- Author
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Vladislav Slavov, Kamelia Yotovska, and Asya Asenova
- Abstract
Artificial intelligence (AI) technology is already challenging a variety of societal areas, including education. It is transforming education to data driven. AI-enhanced technologies in education (abbreviated AIinED) will have a significant role in changing the teaching and learning methods, as well as impacting the behavior and organization of the educational system. It is considered that the AIinED will change the paradigm of education in the future. And yet, AIinED is still more in the lab than being practically implemented in education and training. We consider three major players in the implementation of AIinED -- students, teachers, and society. All three can benefit from AIinED and at the same time be a potential target of the risks that AIinED brings along with its promises -- may be one of the reasons why main stakeholders (UNESCO, EC etc.) have been developing guidelines and recommendations for ethical use of AIinED. The literature shows that the center of AIinED system will be the student, but we consider the student not only as a target but also as a source of ideas for AIinED development with the potential to accelerate the process of adoption of AIinED. Hence, one of the big questions should be how the students foresee the role of artificial intelligence in education. To initiate such a question, though, it is important to know the level of understanding among the students about what and where artificial intelligence is. There are three major aspects that AIinED must be considered accordingly -- technological, lawful, and ethical. This paper presents the results of a study on high school students' understanding of AI technologies and their attitudes to their application in education. A survey was used as a tool to elaborate. The conceptual model of the research was developed on the basis of established theories linking attitudes to behavior and the acceptance of artificial intelligence technologies in education. Each element of this concept is explored with a different part of the questionnaire, which contains a total of 12 questions (some of which with sub-questions). The survey was elaborated online within October-November 2021. A link to the questionnaire in Bulgarian was provided to 178 high and vocational high schools educating students aged 14-19 (grades 8-12) across the country (Bulgaria). 766 students submitted their replies through the online survey form. Descriptive statistics and analysis of the frequencies of the respondents' opinions were made based on the data. The results show that the students participating in the survey:(a) understand the essence of AI technologies; (b) they are convinced of the usefulness of the application of artificial intelligence technologies in their daily activities and strongly believe that it improves it; (c) are not entirely clear about the benefits of artificial intelligence enhanced technologies in learning and teaching; (d) do not demonstrate sufficient knowledge and understanding of the necessity of ethical use of AI technologies in education; The latter reduces the positive influence of the perceived usefulness of artificial intelligence technologies in the learning process on students' attitudes. [For the full proceedings, see ED639391.]
- Published
- 2023
37. Raising Students' Awareness about Nature Conservation: From the Park to the City
- Author
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Rita Rodrigues, Lúcia Pombo, and Margarida M. Marques
- Abstract
Mobile devices, augmented reality (AR), and outdoor games can be mobilized to promote Education for Sustainable Development and, thus, to sensitize to nature conservation. The EduCITY project combines mobile learning, AR, and environmental sensors towards sustainability education and creates opportunities for citizens to contribute to their city's sustainability. This paper presents a study that articulates the previous project, the EduPARK, with the current one, the EduCITY. While EduPARK was developed within an urban park, EduCITY expanded its geographical area to the entire city. This study aims to analyze students' perceptions regarding changes in their nature conservation attitudes after exploring an urban green park in a mobile AR game-based learning activity. For this purpose, 233 basic education students (from school-year 5 to 9) played a game for environmental education, available in the EduPARK app, at the Infante D. Pedro Park (Aveiro, Portugal). Through a mixed method approach, data collection was focused on students and included two questionnaires, applied before and after the game activity; a focus group guide; and an observation grid. Results show a strengthening of positive attitudes towards nature conservation. Moreover, students mentioned that their nature conservation future intentions are focused on preserving natural resources, combating resources' waste, recycling waste, reducing pollution, and protecting fauna and flora. Students also revealed willingness and concern to teach friends and family about what they have learned with the EduPARK game. The EduCITY intends to give continuity to these practices throughout Aveiro city. This is anchored on a community-based participatory project integrating AR location games based on challenges, to be explored in the city, in formal, non-formal, and informal educational contexts, in a socio constructivism approach. This study adds to the literature on education for Sustainable Development, by revealing that it is possible to sensitize school students to nature conservation through mobile AR game-based approaches in the outdoors, which can be a first step to promote positive nature attitudes. [For the full proceedings, see ED639391.]
- Published
- 2023
38. The Trigger-Based Discussion-Oriented Continuous Learning Model
- Author
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Dina A. Zekry and Gerard T. McKee
- Abstract
The paper explores current learning approaches. The authors present the Trigger-Based Discussion-Oriented Continuous learning model (TbDoC) that focuses on creating a continuous learning experience over the online and off-line (on-campus) learning environments. The model aims to create a more engaging learning environment that encourages discussion and increases the ability of students to be independent learners. The proposed learning model utilizes an adapted version of the Hook model, the simplification aspect of the Fogg behavior model, and a socio-educational approach to learning. The model starts with the lecturer sending the students an email on the night prior to the lecture. The email contains a set of questions related to the lecture material. The students are prompted to search for answers to the questions and in doing so they are preparing for the lecture. On the next day during the lecture, the lecturer begins to direct the student-to-lecturer discussion. The lecture material is fully uncovered by the students with the help of the lecturer through the discussion. The qualitative behaviour observations showed positive impact of the model on the students and the learning environment. It was observed that students became more independent learners and were more motivated to engage in the discussions. [For the full proceedings, see ED636095.]
- Published
- 2023
39. Characterization of Physical Computing Devices by Attributes from a Pedagogical Perspective
- Author
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Eric Schätz and Alke Martens
- Abstract
Due the wideness of the term Physical Computing, there is a need for a better structure of this topic. This paper is about an approach of structuring this field by finding attributes of different physical computing devices which can be used in class. Those attributes are meant to enforce teachers as well as researchers to analyze different devices from a pedagogical perspective in order to use those devices in class and use their full educational potential. [For the full proceedings, see ED636095.]
- Published
- 2023
40. Teaching Reflective Use of Technology: A Piloted Workbook Based on Evacuations
- Author
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André Greubel, Julia Wenkmann, Hans-Stefan Siller, and Martin Hennecke
- Abstract
Applying computing technology during problem solving and the reflection of the appropriateness of this application are crucial skills for modern life. This is especially true while working on interdisciplinary STEM problems. However, up to now, few ready-to-use materials are available to foster such competencies. This paper starts bridging this gap by presenting a workbook for students in higher secondary education (around age 15). The workbook focuses on a complex STEM problem, primarily rooted in mathematics, computing, and technology education: Estimating the time it takes to evacuate a building. In the workbook, students work through five exercises focused on the problem of trying to make a sports hall safer. For three potential changes to the building, they should evaluate whether it increases the safety of the sports hall and whether the measure can reasonably be evaluated with a given simulation. During their work, students become aware of arguments useful for such an critical evaluation. For example, a change can only be evaluated if its magnitude is greater than variation in the (randomized) fleeing algorithm of the software. After development of the workbook, we used a design-based research approach to improve its quality. To do so, we asked eight educators for feedback and piloted it with 20 students from two mathematics classes of different capabilities. The results show that students had fun while working on the exercises and both the students and their tutors evaluated the workbook to be educationally relevant. Several issues, most importantly regarding the wording of several exercises, were identified and improved. Multiple exercises were further sub-divided to better suit learners of the age targeted. [For the full proceedings, see ED636095.]
- Published
- 2023
41. Education to Prevent Human Mechanisation in a Faculty of Informatics: Developing Learning Materials to Improve Students' Verbal Communication Skills
- Author
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Mari Ueda, Isoharu Nishiguchi, Hiroshi Tanaka, Kazunori Matsumoto, and Tetsuo Tanaka
- Abstract
Although information technology (ICT) education is being strengthened based on the national context, there are reports suggesting a decline in young people's communication skills. This phenomenon can be attributed to the rapid development of informatisation, which includes the diversification and spread of information tools, as well as the prevalence of nonverbal communication, such as pictograms in social networking services. In addition, the COVID-19 pandemic has drastically reduced face-to-face communication opportunities, making interactive communication in on-demand classes challenging. Even in assignments and short tests completed during class, many instances of content being copied and pasted from the web or written in a disorganized manner have been observed. For instance, students entering ICT-related careers, particularly those graduating from the faculty of informatics, must possess the ability to communicate with engineers and clients while implementing ICT advancements. Alongside programming skills, strong communication abilities are essential. Moreover, the emergence of generative artificial intelligence (AI) tools, such as ChatGPT and Bing AI, has considerably diminished the opportunities for independent thinking. In the current era of enhanced ICT education, AI, and IoT, the Faculty of Informatics at the Kanagawa Institute of Technology has been engaged in discussions regarding learning materials that aim to strengthen students' ability to think and communicate in their own words, preventing the mechanisation of individuals. This paper presents the development and implementation of learning materials designed to enhance students' verbal communication skills through the description and re-production of mathematical graphs. [For the full proceedings, see ED636095.]
- Published
- 2023
42. Homogeneity of Token Probability Distributions in ChatGPT and Human Texts
- Author
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Dragica Ljubisavljevic, Marko Koprivica, Aleksandar Kostic, and Vladan Devedžic
- Abstract
This paper delves into statistical disparities between human-written and ChatGPT-generated texts, utilizing an analysis of Shannon's equitability values, and token frequency. Our findings indicate that Shannon's equitability can potentially be a differentiating factor between texts produced by humans and those generated by ChatGPT. Additionally, we uncover substantial distinctions when studying the most frequent tokens. [For the full proceedings, see ED636095.]
- Published
- 2023
43. How to Deal with AI-Powered Writing Tools in Academic Writing: A Stakeholder Analysis
- Author
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Michael Burkhard
- Abstract
Due to the advances of artificial intelligence (AI) and natural language processing, new AI-powered writing tools have emerged. They can be used by students among other things for text translation, to improve spelling or to generate new texts. In academic writing, AI-powered writing tools are posing challenges but also opportunities for teaching and learning. It is an open question in which way to sensibly deal with these tools. To address the issue, this paper investigates, what interests different stakeholders (students, lecturers, university administration) pursue in relation to AI-powered writing tools. Building on this, tensions between different stakeholders are identified and (teaching) strategies proposed to deal with these tensions. To discuss the findings in light of recent developments around ChatGPT, semi-structured expert interviews were conducted in April 2023 with five academic writing lecturers at the University of St. Gallen. The results suggest that as writing tools become more and more powerful, the need for strategies to ensure their reasonable and transparent use also increases. [For the full proceedings, see ED636095.]
- Published
- 2023
44. Effects of an Immersive, Multilinear Future Scenario for Education Purposes
- Author
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Flurina Hilber, Thomas Keller, and Elke Brucker-Kley
- Abstract
This paper proposes a didactic design that is centered around an immersive, multilinear narrative in virtual reality as a means of illustrating human life on the edge of technological singularity. It explores the potential of narrative scenarios to trigger a discourse from users' perspective. Affective Computing is taken as a use case. It is a subfield of AI that focuses on identifying, understanding, and appropriately responding to human emotions. Its goal is to create more personalized and emotionally engaging human-machine interactions. To explore what life might be like if an emotionally intelligent AI became our best friend, a multilinear scenario was created. This scenario takes the reader through different stages of the protagonist's life, starting from the first day of secondary school and ending with the loss of a loved one in midlife. The systematic approach to create and validate the multilinear interactive scenario is described and the results of an experiment with 164 participants are presented. The ultimate goal is the application of this approach for educational purposes regarding ethical thinking and responsible innovations. [For the full proceedings, see ED636095.]
- Published
- 2023
45. Using Graph-Based Heuristics to Analyze a Systematic Literature Review and Validate an Expert-Based Taxonomy
- Author
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Nadine Schlomske-Bodenstein, Bernhard Standl, and Pablo Pirnay-Dummer
- Abstract
The study presented in this paper uses heuristics from computer linguistics and graph theory to analyze a systematic literature review on educational technology. A literature review was conducted to validate an expert-based taxonomy which was developed to ontologize delivered teaching and learning for easy reuse. The sample includes N = 121 publications. The findings indicate that the yielded key words that were generated through T-MITOCAR Artemis contained key features that were rated as being relevant to the experts and caused the expert-based taxonomy to be changed and restructured. The results of this study provide directions on how time-consuming elements of systematic literature reviews could partially be automated. [For the full proceedings, see ED636095.]
- Published
- 2023
46. Mathematical Problem-Solving by Means of Computational Thinking and Programming: A Use-Modify-Create Approach
- Author
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Hansen, Nils Kristian and Hadjerrouit, Said
- Abstract
This paper aims at using a Use-Modify-Create approach to explore students' mathematical problem solving by means of computational thinking (CT) and programming activities. The data collection method is participant observation, in which the researcher also has the role as teacher, guiding the group activities. In our study, two groups of students at the undergraduate level solving a mathematical task. The main finding of the study shows that the progression through the Use-Modify-Create continuum did not work as expected and that the connections between mathematical thinking, computational thinking, and programming proved difficult for the students. Conclusions so far are drawn from the study to promote mathematical problem solving by means of computational thinking and programming in a Use-Modify-Create context. [For the full proceedings, see ED636095.]
- Published
- 2023
47. The Impact of a Project-Based Learning Environment on the Development of Undergraduate Students' Digital Literacy Skills
- Author
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Miliou, Ourania and Angeli, Charoula
- Abstract
In recent decades, the research community has focused on younger generations' technology readiness, known as The Digital Natives Debate. At the higher education level, this debate led to studies on the quality of digital technology use among undergraduate students. However, empirical investigations on how digital literacy programs can support students' academic practices are still lacking. This paper presents the results of a project-based learning approach in higher education to enhance digital literacy skills in teaching. The findings demonstrate large effect sizes in favor of operational, information-navigation, social, creative, and critical skills, providing evidence that project-based learning can significantly improve digital literacy skills and support academic learning in higher education. [For the full proceedings, see ED636095.]
- Published
- 2023
48. Capacity Building across Higher Education and Rural Youth in WINnovators Space
- Author
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Kai Pata, Kristi Jüristo, Matej Zapušek, Nathalie Leiba, Sanja Popovic Pantic, Vladan Devedzic, Sonja Radenkovic, Mirjana Devedzic, Marija Blagojevic, and Danijela Miloševic
- Abstract
This paper demonstrates the design as a hypothesis framework for developing cross-university students and mentors, and rural youth (aged 18-30) and regional business ecosystems capacity building practice approaches to support sustainable development goals. To support university students', mentors and the business partners' engagement and building agency and capacity with regional rural young women a gamified learning and co-working WINnovators Space (https://winnovators-space.eu/) with e-learning materials for self-learning and entrepreneurial mentored group challenges was developed. The Pilot study validates the capacity building practice approach with WINnovator Space in three countries involving young rural women, higher education students, academic and business mentors -- Estonia (30), Slovenia (35), Serbia (25). [For the full proceedings, see ED636095.]
- Published
- 2023
49. Leveraging Emotions to Enhance Learning Success in Online Education: A Systematic Review
- Author
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Plintz, Nicolai and Ifenthaler, Dirk
- Abstract
Emotions are vital to learning success, especially in online learning environments. They make the difference between learning success and failure. Unfortunately, learners' emotional state is still rarely considered in online learning and teaching, although it is an important driver of learning success. This paper reports a work-in-progress systematic literature review to provide a current state of research on emotion measurement in online learning environments. The findings will later serve as a basis for creating an emotion-based adaptive online learning environment. [For the full proceedings, see ED636095.]
- Published
- 2023
50. Potential of Adaptive E-Learning for Knowledge Heterogenous Groups of Students in Engineering Design Education
- Author
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Frederike Kossack, Eike Uttich, and Beate Bender
- Abstract
In Engineering Design education, huge numbers of students are a challenge in university teaching, especially since the students have an initially heterogeneous level of technical knowledge, which influences their acquisition of competences. In frontal classroom lectures, individual deficits can hardly be addressed and in self-study phases, students find it difficult to remedy these independently. Therefore, students with prior technical experience achieve better final module grades. This paper examines the extent to which heterogeneity in prior experience can be compensated by using an adaptive e-learning environment for the self-study time. For this purpose, students are provided with a prototypical implementation of an adaptive e-learning environment for the self-learning phase. The feedback of the users and their examination results are statistically evaluated with respect to the gain of knowledge. [For the full proceedings, see ED636095.]
- Published
- 2023
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