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2. CALL and Professionalisation: Short Papers from EUROCALL 2021 (29th, Online, August 26-27, 2021)
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Research-publishing.net (France), Zoghlami, Naouel, Brudermann, Cédric, Sarré, Cedric, Grosbois, Muriel, Bradley, Linda, Thouësny, Sylvie, Zoghlami, Naouel, Brudermann, Cédric, Sarré, Cedric, Grosbois, Muriel, Bradley, Linda, Thouësny, Sylvie, and Research-publishing.net (France)
- Abstract
The 2021 EUROCALL conference engaged just under 250 speakers from 40 different countries. Cnam Paris and Sorbonne Université joined forces to host and organise the event despite the challenging context due to the COVID-19 pandemic. Originally programmed to be held on site in the heart of Paris, France, the EUROCALL organising team and executive committee agreed to opt for a blended and then for a fully online conference. The theme of the 2021 EUROCALL conference was "CALL & Professionalisation". This volume, a selection of 54 short papers by some of the EUROCALL 2021 presenters, offers a combination of research studies as well as practical examples fairly representative of the theme of the conference. [This content is provided in the format of an e-book. Individual papers are indexed in ERIC.]
- Published
- 2021
3. Exploring Gender-Based Effects of Virtual Laboratory against Paper-Based Practices towards Real Chemistry Practical in Tanzanian Secondary Schools
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Majuto Clement Manyilizu
- Abstract
Gender inequality is strongly linked with poor performance in science and mathematics for female students in secondary schools owing to socio-economic and cultural issues as well as learning strategies. According to the Certificate of Secondary Education Examination results of 2021 in Tanzania, the failure rate for female students was higher than that for male students, and such failure in chemistry was associated with inadequate knowledge about the tested concepts, failure to identify the requirements of the respective questions and lack of adequate mathematical skills. Real practical sessions are integral parts of chemistry to enhance the learning environments for both female and male students. However, the real laboratory practices especially for chemistry are challenged with the costs of the construction of physical laboratory infrastructure and reagents, and the time-consuming and physical demands on personnel during real practical sessions. Thus, this study explores gender-based effects of the chemistry virtual laboratory against a paper-based approach towards a real chemistry practical in Tanzanian secondary schools. The results indicate that the combined exposures of virtual laboratory and paper-based practicals improve real practical performance for both female and male students. Moreover, the performance of real practical practices progressively improved for female students when they were first exposed to the virtual laboratory and then the paper-based practical. Such improvements can be associated with the virtual laboratory providing interactive learning environments which support female students to connect and engage.
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- 2023
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4. Interactive Books for Preschool Children: From Traditional Interactive Paper Books to Augmented Reality Books: Listening to Children's Voices through Mosaic Approach
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Polyzou, Stamoulia, Botsoglou, Kafenia, Zygouris, Nikolaos C., and Stamoulis, George
- Abstract
The preference of preschool children for interactive traditional paper books has long been proved. More novel than traditional interactive books are the Augmented Reality (AR) books, which took a place in the book market for more than a decade now. For this study, we have used the Mosaic approach as a form of participatory research. The main methods used included children's presentations, interviews, observations, photo-taking, and taking part in a voting procedure. Our findings showed that the requirements for using AR books are not yet met by mobile devices that the youngest users have, so their audience is still limited. Even though the AR book seemed to be more promising for engaging children's attention longer, this was not possible because of the constraints imposed by the very delicate screen handling and children expressed their preference for the traditional interactive book.
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- 2023
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5. Monte Carlo simulation of the coffee-ring effect on porous papers
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Hwang, Youngjin, Kim, Sangkwon, Lee, Chaeyoung, Kwak, Soobin, Lee, Gyeonggyu, and Kim, Junseok
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- 2023
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6. Influence mechanism of paper mechanical properties: numerical simulation and experimental verification based on a fiber network.
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Sun, Hao, Wang, Yaling, Li, Haojin, Wei, Lingjun, Zhu, Yunfeng, Zhang, Wanlu, and Wang, Wei
- Subjects
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STRENGTH of materials , *BOND strengths , *FIBERS , *COMPUTER simulation , *MICROSTRUCTURE - Abstract
Paper is a kind of renewable material that exists widely and has important application prospects. However, previous studies have mostly focused on the macromechanical properties of paper but lack micro theory based on paper fiber networks. We present a comprehensive experimental and computational study on the mechanical properties of fibers and fiber networks under the influence of microstructure. A beam-spring model was established based on a beam-fiber network to simulate the behavior of fiber networks. Simulations were performed to demonstrate the influence of fiber microstructural parameters such as fiber bond strength, stiffness, failure strength, size, and network density on mechanical features. Mechanical experiments verified that the fiber bond strength had a greater influence on the paper properties than did the fiber strength. This result is highly consistent with that of the model. All the simulations were validated by experimental measurements. Finally, we provided computational insights into the interfiber bond damage pattern with respect to different fiber microlevels and demonstrated that the proposed beam-spring model can be used to predict the response of fiber networks of paper materials. The above research can be used to optimize the formulation, process, and treatment of paper to meet specific application needs. [ABSTRACT FROM AUTHOR]
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- 2024
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7. Creating Accessible Spaces for Experiential Learning in an Online Environment
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Peter Gimby, Wesley Ernst, Christopher Cully, and Ania Harlick
- Abstract
The switch to online learning required a creative solution to allow for the experiential learning outcomes of the program to be satisfied when access to physical spaces and equipment was restricted. This paper describes a collaborative process between technical and support staff as well as research and teaching faculty that led to the creation of meaningful experiential learning opportunities for over one thousand stakeholders. The implemented solutions included the development of hardware and software, the creation of documentation and training procedures for teaching assistants and designing a support system for the students. [Articles in this journal were presented at the University of Calgary Conference on Postsecondary Learning and Teaching.]
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- 2024
8. Research Paper: Investigation of Frequency Spectrum and Poincaré Surfaces in Double Pendulum
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AbdolJabbar Shokri, Behrooz Malekolkalami, Hamed Heidari, Mahyar Debiqian, and Sayed Omid Sobhani
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computer simulation ,fourier transform ,double pendulum ,poincaré surfaces ,chaos ,Physics ,QC1-999 - Abstract
In this paper, the behavior of the double pendulums has been studied by considering the effect of initial conditions (angular displacement of the outer pendulum for four cases 12, 30, 90, and 150 degrees) and the influence of system geometry (increasing rod length and mass of the second pendulum), also. After extracting motion equations using the Lagrangian method, in order to deal with the frequency spectrum, traces of bobs, and understanding the system behavior for every case, the Fast Fourier Transform (FFT) technique and Poincare sections have been applied. The obtained results show that the consequence of the rising angular displacement the outer pendulum is to increase the energy level of the system and the change of its behavior from quasi-periodic for angular displacement is less than 90 degrees to chaotic when it is 150 degrees. Therefore, the energy level, in this case, has increased more than twice compared to the first. In addition, it seems a quasi-periodic behavior is forming at the heart of chaotic behavior. On the other hand, the results indicate a very significant effect of geometrics on a system's behavior. According to the calculations, the consequence of increasing the length of the rod of the second pendulum has only led to a different behavior from its similar case (case number 3) completely. however, their energy level is the same. Increasing the mass of the outer by twice not only to lead decrease energy level of the system by 330J but also has shown chaotic behavior (in comparison to the case3).
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- 2023
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9. 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
- Abstract
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
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. Exploring Complex Biological Processes through Artificial Intelligence
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Fatima Rahioui, Mohammed Ali Tahri Jouti, and Mohammed El Ghzaoui
- Abstract
Artificial intelligence (AI) is now affecting all aspects of our social lives. Without always knowing it, we interact daily with intelligent systems. They serve us invisibly. At least that is the goal we assign to them: to make our lives better, task by task. Artificial intelligence has the potential to make biology education more engaging, personalized, and effective by providing students with interactive simulations, personalized learning experiences, and other tools that help them understand complex biological concepts. In this paper, we discuss the integration of AI into the virtual classroom, which significantly enhances student learning experiences in various ways. The study shows that an effective integration of technology into the virtual classroom requires a thoughtful approach that aligns with educational goals and the specific needs of students. In fact, interactive simulations can help make biology more engaging and memorable for students. Besides, personalized learning AI algorithms can help biology students receive a more tailored and effective learning experience, helping them to better understand the course material and develop a deeper appreciation for the natural world. In this work, we will discuss the use of AI to enhance interactive simulation-based cellular processes, with additional application in anatomy, physiology, and ecology teaching. Moreover, this paper discusses how AI could be used to analyze student data and propose personalized learning using adaptive assessments, content recommendations, and data sciences. This paper illustrates examples of AI algorithms that could be useful for teaching biology.
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- 2024
12. A Qualitative Comparison of Mathematics Teachers' and Students' Experiences in a Virtual Reality Algebra Application
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Julianna Washington, Taylor Darwin, Theodora Beauchamp, and Candace Walkington
- Abstract
Prisms VR, a secondary math learning application, allows for users to see, manipulate, and engage with mathematical concepts in an embodied way in Virtual Reality (VR) environment. We examine cases in which mathematics teachers and middle school students worked through Prisms and reflected upon their experiences. Findings indicate that VR environments can help teachers find alternative ways of presenting algebraic concepts in a hands-on, interactive, and embodied manner; and these findings were confirmed based on the student experience. VR allows teachers to make connections through scaffolding and personalized experiences, while also aiding students in the exploration and meaning-making. [This paper was published in: "Proceedings of the 18th International Conference of the Learning Sciences - ICLS 2024," edited by R. Lindgren et al., International Society of the Learning Sciences, 2024, pp. 1610-13.]
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- 2024
13. 松厚度对高效滤纸结构和性能影响 的数值模拟研究.
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冉 超, 杨 栋, 游天乐, 唐 敏, and 梁 云
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FILTER paper ,QUALITY factor ,SIMULATION software ,COMPUTER simulation ,DIAMETER - Abstract
Copyright of China Pulp & Paper is the property of China Pulp & Paper Magazines Publisher and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
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14. Learning Episodes in an Intercultural Virtual Exchange: The Case of Social High-Immersion Virtual Reality
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Jauregi-Ondarra, Kristi, Christoforou, Maria, and Boglou, Dimitrios
- Abstract
Computer-mediated communication tools facilitate international collaboration projects between foreign language learners and peers abroad (O'Dowd, 2018). Social Virtual Reality (VR) applications allow for synchronous interactions and task-based communication in which learners can experience telepresence and immersion and conversate in a foreign language. Based on previous pilot experiences (Jauregi-Ondarra, Gruber, & Canto, 2020, 2021), this Virtual Exchange (VE) project aims to investigate how the specific affordances of Social High-immersion VR (SHiVR) in conjunction with designed tasks influence interaction patterns, and learning episodes. The VE took place between two groups of university students in the Netherlands (N=15) and Cyprus (N=14) through SHiVR in March 2022. The main aims of the tasks were to raise student intercultural awareness, stimulate task-based communication processes using English as a lingua franca and digital pedagogical competences of language education students. Different sources of data were gathered and analysed. In this paper, we describe and present the pedagogical experience and the initial results. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
15. Using Augmented Reality for Collaborative Multimodal Storytelling
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Asquith, Steven and Frazier, Erin
- Abstract
New technologies often influence the ways in which one shares linguistic experiences. One such technology, Augmented Reality (AR), may initiate concepts used in language learning through digital storytelling. This paper describes an exploratory research project based on Choose Your Own Adventure (CYOA) AR digital storytelling which investigated how Collaborative Learning (CL) and AR can be used to enhance language learning. Different AR activities were evaluated, culminating in an AR digital storytelling project. Analyses of qualitative data collected after each activity provided insights into important considerations when utilizing AR in the classroom. The findings suggest that learners found considerable value in AR, but also highlighted challenges in its application. CL was key to the success of this project. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
16. Verbal and Nonverbal Communication in High-Immersion Virtual Reality for Language Learners
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Gruber, Alice and Kaplan-Rakowski, Regina
- Abstract
Virtual Reality (VR) offers language learners a valuable environment for practicing language skills and other aspects essential for language development, interaction, and negotiation of meaning. For example, speaking practice in VR using avatars can reduce speaking anxiety and increase users' sense of agency. Social spaces in VR present possibilities for verbal and nonverbal communication. This conceptual paper discusses the advantages and drawbacks of both types of communication in high-immersion VR and the implications for language learners. Language learners rely on multiple modes of communication, including nonverbal behavior such as gestures. However, VR often lacks behavioral anthropomorphism, i.e. when an avatar cannot speak, move, or act in a human-like way, which may negatively impact communication, especially at beginner level. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
17. An Empirical Study on Immersive Technology in Synchronous Hybrid Learning in Design Education
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Tris Kee, Hao Zhang, and Ronnel B. King
- Abstract
Immersive technology plays an increasingly important role in design education, supporting digital literacy and experiential learning in higher education, particularly in the post-COVID-19 context. Many design disciplines, such as Architecture and Landscape Design, which used to rely heavily on physical field trips, and dialogic studios as signature pedagogies, had to adapt to the proliferation of innovative educational technologies due to the suspension of face-to-face teaching and learning. Augmented reality and virtual reality are now extensively used in technology and design education to support a more interactive, collaborative, and student-centred approach to learning. This paper expands on a pilot research study on the transition from traditional signature pedagogies of studio-based design education to technology-enhanced collaborative learning to support experiential learning. Based on Kolb's experiential learning framework concerning four learning modes, namely, concrete experience (CE), reflective observation (RO), abstract conceptualisation (AC), and active experimentation (AE), this paper analyses data from 75 undergraduate students across four cohorts in three different higher education institutions in Hong Kong. They were surveyed on their experiences of synchronous hybrid virtual experiential learning with design and technology curricula. Furthermore, six students were interviewed about their experiences. The research findings confirm two research hypotheses showing that immersive experiential learning could constructively align RO and AE, thus bringing an overall positive impact on the experiential learning process, but shows no conclusive influence on promoting CE, especially AC. The quantitative findings and qualitative results gave new insights into the discussion of the theoretical and practical implications of the study.
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- 2024
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18. Augmented Reality in Education: An Overview of Research Trends
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F. Sehkar Fayda-Kinik
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Augmented reality (AR), a cutting-edge technology, has the potential to change the way students learn by superimposing virtual items and information onto the real environment. Through more immersive and interesting interactions with digital content, AR might help students better understand difficult concepts and boost their drive to learn. As a result of its contribution to student learning, AR has become increasingly appealing to educational researchers. This study aimed to descriptively explore the characteristics of AR studies in education and to qualitatively analyze the most influential ones indexed in the Web of Science (WoS) between 2000 and 2022. A scoping review was conducted to determine the sample of the AR studies in education based on the inclusion criteria. Accordingly, descriptive analyses were conducted to identify the characteristics of the AR studies in education between 2000 and 2022 in terms of publication year, country, affiliations, journals, funding agencies, and citation trends. Then, the research methodologies and implications were found among the most influential AR studies in education between 2000 and 2022 by synthesizing qualitatively. The overall results indicated that AR studies in education have been conducted since 2008, with an increasing number of studies over time. Based on the implications of the most influential studies identified in terms of citation numbers, it was detected that AR has the potential to enhance education and training by providing interactive and engaging environments, linking real-world contexts with digital resources, and promoting efficiency and effectiveness in learning. [This paper was published in: "EJER Congress 2023 International Eurasian Educational Research Congress Conference Proceedings," Ani Publishing, 2023, pp. 273-291.]
- Published
- 2023
19. Raising Students' Awareness about Nature Conservation: From the Park to the City
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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
20. Effects of an Immersive, Multilinear Future Scenario for Education Purposes
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Flurina Hilber, Thomas Keller, and Elke Brucker-Kley
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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
21. Ready Student One! Exploring How to Build a Successful Game-Based Higher Education Course in Virtual Reality
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Robert Jesiolowski and Monique Jesiolowski
- Abstract
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build something new. An instructional design team was empowered to reimagine an Introduction to Sociology university course as a Game-Based Learning (GBL) experience utilizing cutting edge Virtual Reality (VR) technology. The result was a innovate collaborative process that resulted in a brand-new type of learning based in Game theory, Method of Loci, and VR Immersion Simulations to promote deeper retention of core concepts. The team deconstructed the way that university courses operated, in order to rebuild the educational process in a whole new, learner-centric manner. In addition to a review of the build process, this paper will explore the results of in-course surveys completed by student participants. [For the full proceedings, see ED656038.]
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- 2023
22. Solute imbibition in paper strip: Pore-scale insights into the concentration-dependent permeability.
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Behera, Prateechee Padma, Mehta, Sumit Kumar, Arun, Ravi Kumar, and Mondal, Pranab Kumar
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- *
PERMEABILITY , *MICROFLUIDICS , *COMPUTER simulation - Abstract
Capillary wicking in a thicker gel blot microfluidics paper has been investigated through a combination of an analytical framework, experiments, and numerical simulations. The primary objectives of this work are to investigate the concentration-dependent wicking process inside thicker microfluidic paper and to estimate the concentration-dependent permeability using both theoretical models and experimental data. An additional goal is to estimate the parameters for saturation-dependent flow modeling in thicker microfluidic paper. To comprehend the wicking phenomenon on thicker gel blot paper, a series of experiments employing aqueous food dye solutions at varying concentrations has been conducted. In order to calculate the temporal wicking length analytically, the Brinkman-extended Darcy equation is implemented. By modifying the permeability expression for a simple rectangular unidirectional fiber cell and pure liquid, the expression of effective permeability for the analytical framework has also been introduced. The concentrations of the food dye solutions appear to have a substantial influence on the wicking phenomenon. Effective permeability and wicking length have been found to follow a decreasing pattern at lower concentrations while both increase at higher values. Intriguingly, employing a microfluidics paper with a relatively greater thickness facilitates the visualization of the fluid front. This phenomenon is identified by the formation of an acute angle at intermediate time instants, while the fluid front angle assumes an angle nearly ∼90° during smaller and higher time instants. In order to evaluate the saturation-dependent capillary pressure and permeability, the empirical correlation of concentration-dependent Brooks and Corey parameters is additionally determined experimentally. These parameters are subsequently employed in numerical simulations to illustrate the saturation-dependent flow field using Richards' equation. Furthermore, numerical simulations based on these estimated model parameters have been conducted, and it turns out that the saturation field has an excellent agreement with the experimental results. The results of the current study can be used to design low-cost paper-based diagnostic devices for usage in healthcare and environmental applications. [ABSTRACT FROM AUTHOR]
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- 2023
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23. SpEakWise VR: Exploring the Use of Social Virtual Reality in Telecollaborative Foreign Language Learning between Learners of English and German
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Senkbeil, Karsten, Martin, Gillian, and O'Rourke, Breffni
- Abstract
This paper discusses the potential of immersing foreign language learners in Social Virtual Reality (SVR) in an international seminar, designed by the authors, called SpEakWise VR, combining the tandem language learning paradigm with gamification in immersive virtual environments. SpEakWise VR builds on an existing telecollaboration (SpEakWise) between undergraduate students in Trinity College Dublin and Hildesheim University. We set out to explore how inclusion of an SVR activity influences student engagement, learning involving intercultural and multilingual problem solving, and team building. This paper presents initial observations from our research, concerning multimodality in embodied immersion and code-switching, and proposes future avenues of inquiry. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
24. Motivation and Reading in High-Immersion Virtual Reality
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Kaplan-Rakowski, Regina and Gruber, Alice
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Many language learners lack the motivation to read complex texts. Because high-immersion Virtual Reality (VR) is increasingly reported to be highly motivating, the goal of our study was to compare English as a Second Language (ESL) learners' (N=79) motivation while reading a story with subtitles in VR (experimental group) versus reading the same story screencast in two-dimensions (2D -- control group). The Wilcoxon signed-rank test revealed that learners' motivation in VR was significantly higher compared with the control group. Our finding confirmed that VR is highly motivational in the context of reading foreign texts and can be useful for Computer Assisted Language Learning (CALL) researchers, practitioners, and instructional designers. This analysis is a part of a larger study (Kaplan-Rakowski & Gruber, 2023) on VR facilitating reading tasks. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
25. Comparing Lexical Complexity Using Two Different VE Modes: A Pilot Study
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Shiroyama, Tomotaka
- Abstract
The aim of this study is to compare how two different Virtual Exchanges (VE) contribute to language learning in a Japanese university context. Task-Based Language Teaching (TBLT) using VE has been a focus in this study. There are huge advantages of using technology in language teaching such as increasing language use opportunities, feedback, and others (Lee, 2016). However, many recent TBLT and VE studies have focused on students' interaction in the classroom (Hagley, 2020). This study investigated whether two different types of VEs have the potential to promote 'real-world communication' in a university context. The findings show that there was no significant difference regarding lexical complexity between both modes. The result suggests that both modes are unlikely to enhance students' vocabularies. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
26. Immersive Virtual Reality versus Webcam in an Online Language Course
- Author
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Herrera, Borja
- Abstract
This paper investigates the differences between Immersive Virtual Reality (IVR) and the webcam (WBC) in the context of a Spanish distance-learning course. Two specific objectives were set: (1) to determine the existence of a relationship of dependence between the device used and the oral interaction, and (2) to analyse the existence of a dependency relationship between the device utilised and the perception of copresence. To that end, online courses and semi-structured interviews were conducted. Regarding the first objective, there is a higher chance of speaking exchanges between student-tutor and tutor-student when using WBC. As for the second objective, we did not have sufficient feedback to determine whether the perception of copresence varies depending on the two profiles. However, the analysis indicates that non-verbal communication was essential for IVR volunteers to experience copresence. The conclusions suggest that the IVR could be more appropriate than WBC for socio-constructivist and communicative teaching pedagogies [For the complete volume, "CALL and Professionalisation: Short Papers from EUROCALL 2021 (29th, Online, August 26-27, 2021)," see ED616972.]
- Published
- 2021
27. Design-Based Research as a Framework for Developing and Deploying Augmented Reality Applications and Scenarios for Intercultural Exchange
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Hadjistassou, Stella, Louca, Petros, Joannidou, Shaunna, and Molina Muñoz, Pedro Jesus
- Abstract
This paper delves into the underlying phases involved in designing, developing, and deploying Augmented Reality (AR) applications and game-based scenarios that will be implemented during intercultural exchanges among students in two different academic institutions in Sweden and Cyprus. Building on principles of design-based research (Barab & Squire, 2004; Klopfer & Squire, 2008), the aim is to expand the learning ecology by leveraging instructional tools and developing novel scenarios to broaden the trajectories of collaboration, intercultural understanding and communication, and cultural knowledge. The AR applications and scenarios are in the process of being developed as part of the Digital Methods Platform for Arts and Humanities (DiMPAH) project, where game-based activities will foster intercultural collaboration, exploration of cultural heritage sites, intercultural understanding, knowledge, and interaction. Adopting a bottom-up approach, instructors collaborate with a software developer and an extended research team to design pedagogically and culturally potent scenarios embedded in novel technologies that bring the virtual into the physical world. [For the complete volume, "CALL and Professionalisation: Short Papers from EUROCALL 2021 (29th, Online, August 26-27, 2021)," see ED616972.]
- Published
- 2021
28. Numerical Simulation and Calculation of Resistance of Laminated Paper-Impregnated Insulation of Power Cables.
- Author
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Arsenyev, Dmitry, Dubitsky, Simon, Kiesewetter, Dmitry, and Malyuin, Victor
- Subjects
- *
NUMERICAL calculations , *COMPUTER simulation , *ELECTRIC insulators & insulation , *CABLES , *ELECTRIC fields - Abstract
Numerical simulation of polypropylene laminated paper insulation is a serious challenge, as it must take into account the layered structure and presence of longitudinal and radial gaps in the coils of the winded tape for cables with sector-shape conductive cores. Thus far, it has been performed only with serious simplifications. We propose a technique for numerical modeling of electric parameters in this type of insulation by reducing a complex 3D problem to a simplified 2D model that takes into account the main influencing factors. The results of modeling the distribution of electric field strength and current density in insulation are presented, and the influence of the location of gaps between the edges of winded tape on the conductivity of cable insulation is estimated. Analytical expressions are obtained for estimating the electrical resistance of insulation while taking into account the parameters of the butt gap between the insulating tapes. The results of calculations, numerical modeling, and experimentally measured values of electrical resistance are compared, showing that there is a good match. The main effects affecting the properties of polypropylene laminated paper insulation are described. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
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29. The Impact of Educational Technologies on Entrepreneurial Competencies: A Systematic Review of Empirical Evidence
- Author
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Basel Hammoda
- Abstract
Researchers and educators have been exploring innovative methods in entrepreneurship education to address traditional approach failure at engaging students and developing their skills. Educational technology has shown promising results in early studies. Yet, there is a scarcity of reviews on their effectiveness in developing entrepreneurial competencies. This paper systematically reviews the empirical literature on the outcomes of educational technology used to teach entrepreneurship at higher education institutions. From an initial 316 search hits, 26 articles were selected for in-depth review. The learning outcomes were translated into entrepreneurial competencies, using the EntreComp Framework as a reference. Findings show that educational technologies, in general, positively impacted entrepreneurial competencies, especially financial and economic literacy, motivation and perseverance, and initiative taking. Gaming and simulations were the most researched, having an overall positive influence, while online learning and MOOCs showed limited and sometimes contradictory effects. The study fills the scholarly gap by connecting educational technology, entrepreneurship education, and entrepreneurial competencies. It provides a basic mapping linking each educational technology to the competencies it develops and advocates for a competency-based pedagogy in the delivery and assessment of entrepreneurship education. Educators can apply the findings and the mapping developed in this study to design and deliver entrepreneurship courses, incorporating educational technologies more insightfully and effectively in their pedagogies.
- Published
- 2024
30. Coordinating Modalities of Mathematical Collaboration in Shared VR Environments
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Wen Huang, Candace Walkington, and Mitchell J. Nathan
- Abstract
This study investigates how learners collaboratively construct embodied geometry knowledge in shared VR environments. Three groups of in-service teachers collaboratively explored six geometric conjectures with various virtual objects (geometric shapes) under the guidance of a facilitator. Although all the teachers were in different physical locations, they logged into a single virtual classroom with their respective groups and were able to see and manipulate the same geometric shapes as well as see their collaborators' avatars and actions on the shapes in real time in the shared virtual space. This paper introduces a novel multimodal data analysis method for analyzing participants' interactive patterns in collaborative forms of actions, gestures, movements, and speech. Results show that collaborative speech has a strong simultaneous relationship with actions on virtual objects and virtual hand gestures. They also showed that body movements and positions, which often focus on virtual objects and shifts in these movements away from or around the object, often signal key interactional collaborative events. In addition, this paper presents five emergent multimodality interaction themes showing participants' collaborative patterns in different problem-solving stages and their different strategies in collaborative problem-solving. The results show that virtual objects can be effective media for collaborative knowledge building in shared VR environments, and that structured activity design and moderate realism may benefit shared VR learning environments in terms of equity, adaptability, and cost-effectiveness. We show how multimodal data analysis can be multi-dimensional, visualized, and conducted at both micro and macro levels. [This paper was published in "International Journal of Computer-Supported Collaborative Learning" v18 p163-201 2023.]
- Published
- 2023
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31. University Students' Opinions on the Use of 3D Holograms in Learning Organic Chemistry
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Olic Ninkovic, Stanislava and Adamov, Jasna
- Abstract
3D holograms are an effective tool for visualization, and their utilization in chemistry teaching can be beneficial in improving learning outcomes. However, studies on students' opinions about holograms in chemistry teaching and learning are scarce. The research aimed to examine the views of chemistry students on the application of 3D holograms in organic chemistry learning at the university level. In this cross-sectional study, 55 first-year chemistry students at the University of Novi Sad (Serbia) participated. The sample consisted of students aged 18-20, of which 85.5% were female and 14.5% were male. An online questionnaire designed for this research was used to collect quantitative data. Data obtained after an eight-week application of 3D holograms in organic chemistry classes revealed that students have a positive opinion about the application of 3D holograms in organic chemistry classes. Therefore, the research results imply that teachers should apply 3D holograms in chemistry classes. [The Ministry of Science, Technological Development and Innovation of the Republic of Serbia provided financial support. For the full proceedings, see ED629086.]
- Published
- 2023
32. Generalisable Methods for Early Prediction in Interactive Simulations for Education
- Author
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Cock, Jade Maï, Marras, Mirko, Giang, Christian, and Käser, Tanja
- Abstract
Interactive simulations allow students to discover the underlying principles of a scientific phenomenon through their own exploration. Unfortunately, students often struggle to learn effectively in these environments. Classifying students' interaction data in the simulations based on their expected performance has the potential to enable adaptive guidance and consequently improve students' learning. Previous research in this field has mainly focused on a-posteriori analyses or investigations limited to one specific predictive model and simulation. In this paper, we investigate the quality and generalisability of models for an early prediction of conceptual understanding based on clickstream data of students across interactive simulations. We first measure the students' conceptual understanding through their in-task performance. Then, we suggest a novel type of features that, starting from clickstream data, encodes both the state of the simulation and the action performed by the student. We finally propose to feed these features into GRU-based models, with and without attention, for prediction. Experiments on two different simulations and with two different populations show that our proposed models outperform shallow learning baselines and better generalise to different learning environments and populations. The inclusion of attention into the model increases interpretability in terms of effective inquiry. The source code is available on Github. [For the full proceedings, see ED623995.]
- Published
- 2022
33. How Transitions between Related Artifacts Support Students' Covariational Reasoning
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Germia, Erell, York, Toni, and Panorkou, Nicole
- Abstract
Many studies use instructional designs that include two or more artifacts (digital manipulatives, tables, graphs) to support students' development of reasoning about covarying quantities. While students' forms of covariational reasoning and the designs are often the focus of these studies, the way students' interactions and transitions between artifacts shape their actions and thinking is often neglected. By examining the transitions that students make between artifacts as they construct and reorganize their reasoning, our study aimed to justify claims made by various studies about the nature of the synergy of artifacts. In this paper, we present data from a design experiment with a pair of sixth-grade students to discuss how their transitions between artifacts provided a constructive space for them to reason about covarying quantities in graphs. [For the complete proceedings, see ED630210.]
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- 2022
34. Promoting Covariational Reasoning with the Aid of Digital Technology = Promoviendo el razonamiento covariacional con apoyo de la Tecnología digital
- Author
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Pérez Martínez, Helen Mariel, Cuevas-Vallejo, Carlos A., Islas Ortiz, Erasmo, and Orozco-Santiago, José
- Abstract
In this paper, we present the development of an investigation on the promotion of covariational reasoning in high school students (14-15 years old) in Mexico. The study consists of designing and applying a sequence of didactic activities that simulate a real situation virtually. The activities are organized through a Hypothetical Learning Trajectory supported by digital technology and elements of Cuevas-Pluvinage didactics. The activities were evaluated according to the levels of covariation proposed by Carlson and colleagues, categorizing students' achievements and difficulties for each level of understanding. The results show that the activities favor students' progress by moving from the context situation to the different representations, establishing the relationship between the variables, and identifying their functional dependence. [For the complete proceedings, see ED630210.]
- Published
- 2022
35. The AI Teacher Test: Measuring the Pedagogical Ability of Blender and GPT-3 in Educational Dialogues
- Author
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Tack, Anaïs and Piech, Chris
- Abstract
How can we test whether state-of-the-art generative models, such as Blender and GPT-3, are good AI teachers, capable of replying to a student in an educational dialogue? Designing an AI teacher test is challenging: although evaluation methods are much-needed, there is no off-the-shelf solution to measuring pedagogical ability. This paper reports on a first attempt at an AI teacher test. We built a solution around the insight that you can run conversational agents in parallel to human teachers in real-world dialogues, simulate how different agents would respond to a student, and compare these counterpart responses in terms of three abilities: speak like a teacher, understand a student, help a student. Our method builds on the reliability of comparative judgments in education and uses a probabilistic model and Bayesian sampling to infer estimates of pedagogical ability. We find that, even though conversational agents (Blender in particular) perform well on conversational uptake, they are quantifiably worse than real teachers on several pedagogical dimensions, especially with regard to helpfulness (Blender: [delta] ability = -0.75; GPT-3: [delta] ability = -0.93). [For the full proceedings, see ED623995.]
- Published
- 2022
36. Introduction of Computer-Based Simulated Experiments in University Psychology Class: A Class Practice of Learning Dual Storage Model of Human Memory
- Author
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International Association for Development of the Information Society (IADIS), Miwa, Kazuhisa, Yamakawa, Mayu, and Kojima, Kazuaki
- Abstract
This paper examines the possibilities and limitations of introducing simulated experiments in the psychology domain by practicing a course with graduate students in psychology, in which simulated experiments were conducted in place of real human experiments. The class-learning object was the dual-storage model of human memory. The simulation results showed anomalous results that differed from intuitive predictions. The results were also inconsistent with the results of prior human experiments. Analysis of reports submitted by 15 participants revealed that they focused on the anomalous results emerging in the simulation results and examined them based on the dual-storage model theory. On the basis of these results, future directions for this practice are discussed.
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- 2022
37. E-Learning Course of Software for Textile Design
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Ion Razvan Radulescu, Antonio Dinis, Benny Malengier, Andrej Cupar, Mirela Blaga, and Radek Polansky
- Abstract
Industry 4.0 and digitization are nowadays important trends in the textile industry. The need for well-prepared professionals in software for the design and modelling of textile products requires the creation of up-to-date educational resources. Virtual learning supported by e-learning offers the instruments to continue education during pandemic restrictions. As such, six research and education providers on the European level have joined forces to create educational resources in e-learning format for students and professionals in textiles: the content is related to software for design and modelling of weaving, knitting, virtual prototyping of clothing, embroidery of e-textiles and experimental design, as well as technology transfer. The educational resources were implemented on the Moodle e-learning platform of the Erasmus+ project (www.advan2tex.eu/portal/) and will be further used to support classroom/virtual courses with students and professionals in textiles. The paper introduces the course and its foreseen impact within the current context. [For the complete proceedings, see ED639262.]
- Published
- 2022
38. Training CT with Augmented Reality-Based Resources--An Experiment in a Classroom
- Author
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Lazaro Lima, Ione Goulart, Luis Gonzaga Magalhães, and Pedro Rangel Henriques
- Abstract
The challenges in learning and teaching computer programming relate to everyone who needs to prepare others for the digital world. Learning and teaching computer programming is a challenge because it requires persistence and dedication. Nowadays, Computational Thinking is understood as an essential skill to overcome those challenges. In this paper, we propose an Augmented Reality (AR) environment that creates representations of complex programming constructs displaying engaging and playful activities that can be promptly done and do not require a heavy mental load. Such exercises are intended to be used as Learning Resources to train people in CT. The artifact enables people to explore CT concepts and several problem-solving approaches subtly. The artifact includes a simple AR-based activity, which is easy to handle and visualize based on "see-through video." We argue that users can develop CT problem-solving skills by interacting with this artifact. These learning activities supported by AR provide visual representations and interactivity to engage students while training CT. We also describe an experiment to test this artifact. The experiment was performed with 59 participants of the same age and educational level. The results of the feedback collected were positive. [For the full proceedings, see ED638044.]
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- 2022
39. Virtual and Immersive Learning Environments Using ArtSteps: Exploratory Study with Teachers
- Author
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Sara Cruz and Alexandre Torres
- Abstract
ArtSteps is an immersive virtual exhibit tool that is attractive and versatile; the user can present objects, artefacts, and art, whether it is work they have created or found in public resources. This paper presents an exploratory study on digital teacher empowerment using ArtSteps to promote innovative pedagogical methodologies involving Virtual and Immersive Learning Environments. The study involved thirty-five professors from different subject areas. The study was a qualitative and quantitative investigation aimed at understanding how virtual and immersive learning environments such as ArtSteps can promote teachers' engagement and whether teachers are receptive to using virtual environments and immersive environments in their professional practice with students. Findings suggest that teachers are receptive to introducing virtual learning and immersive environments in their teaching practice with students. Teachers' exploration of ArtSteps involved them in a virtual and immersive learning experience that motivated them to experiment with their students. A didactic proposal promotes an immersive gallery experience where different types of work can be showcased and viewed using curriculum content. [For the full proceedings, see ED639633.]
- Published
- 2022
40. Findings from a Field Experiment with a VR Learning Unit
- Author
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Thomas Keller, Stefan Botchkovoi, and Elke Brucker-Kley
- Abstract
The potential of using virtual reality in the school context is assessed heterogeneously from a scientific point of view. Especially the embedding in existing didactic approaches, the concrete design of the support system as well as the competence of the teachers are relevant. But it is undisputed that virtual reality opens up new possibilities to visit different out-of-school learning locations. However, it is not yet clear whether these opportunities have a significant impact on learning success. In this paper, three research questions about the learning effect and the essential criteria for the use of virtual reality are investigated in a qualitative field experiment with a virtual reality learning unit about our solar system. The field experiment follows a classical A/B testing approach with pre- and post-tests. The results show that virtual reality can contribute to students' knowledge transfer. However, this contribution does not show a higher learning success compared to a classical didactic approach. Another result shows that combining virtual reality learning applications with a traditional teaching approach can be very successful. However, as long as virtual reality is a new experience for most students, the use of VR goggles leads to cognitive overload. [For the full proceedings, see ED638044.]
- Published
- 2022
41. Serious Video Game to Promote Earthquake Prevention in Children
- Author
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Jennifer Melissa García-Dávila and Wulfrano Arturo Luna-Ramírez
- Abstract
Mexico is a country where seismic events occur in a daily basis. Since 1990, the national seismological service has reported various earthquakes, in some cases they usually imperceptible, it doesn't ensure that the population cannot be injured, there for, it is important to keep the entire population informed and prepared in the event of an earthquake. This project will present a proposal for a serious videogame with the intention of bringing the young public, between nine and twelve years old, closer to earthquake prevention in a playful way through a narrative based on children studies and official civil protection guidelines. This videogame is developed with de Godot game engine platform, using as the main source of information the research project developed by the students of the master's degree in Information Design and Communication about strategies focused on children to promote informed behavior for safety in the case of seismic related situations (Gros, 2009). The videogame poses scenarios of elementary school, where a series of challenges are presented to the gamer as simulating real situations with the intention that the player learn how to avoid getting hurt and manage to reach to meeting point safely. This paper shows the related work in the domain of games focused to promote the information about safety during earthquakes, the design and the advances in the development the proposal. [For the full proceedings, see ED638044.]
- Published
- 2022
42. Real-Time AI-Driven Assessment & Scaffolding That Improves Students' Mathematical Modeling during Science Inquiry
- Author
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Adair, Amy, Segan, Ellie, Gobert, Janice, and Sao Pedro, Michael
- Abstract
Developing models and using mathematics are two key practices in internationally recognized science education standards, such as the Next Generation Science Standards (NGSS). However, students often struggle with these two intersecting practices, particularly when developing mathematical models about scientific phenomena. Formative performance-based assessments designed to elicit fine-grained data about students' competencies on these practices can be leveraged to develop embedded AI scaffolds to support students' learning. In this paper, we present the design and initial classroom test of virtual labs that automatically assess fine-grained sub-components of students' mathematical modeling competencies based on their actions within the learning environment. We describe how we leveraged underlying machine-learned and knowledge-engineered algorithms to trigger scaffolds, delivered proactively by a pedagogical agent, that address students' individual difficulties as they work. Results show that the students who received automated scaffolds for a given practice on their first virtual lab improved on that practice for the next virtual lab on the same science topic in a different scenario (a near-transfer task). These findings suggest that real-time automated scaffolds based on fine-grained assessment can foster students' mathematical modeling competencies related to the NGSS.
- Published
- 2023
43. Numerical simulation of heat pump drying system for paper exhaust hood.
- Author
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Yan, Yan and Li, Wen
- Subjects
- *
HEAT pumps , *EXHAUST systems , *ATMOSPHERIC temperature , *WASTE heat , *COMPUTER simulation - Abstract
In view of the present situation that the exhaust waste heat of the hot air hood in the paper drying section is too much and the environment is not friendly, a closed heat pump drying system model applied to the exhaust air hood is proposed and established. Effects of evaporation temperature and condensation temperature on supply air temperature, supply air moisture content, system performance coefficient (COP) and dehumidification energy consumption ratio (SMER) were studied. Results show that with the increase of condensation temperature, the supply air temperature is unchanged, and the moisture content of the supply air increase, while the COP and SMER of the system show a downward trend. The moisture content of supply air decrease with the increase of evaporation temperature, while the supply air temperature, COP and SMER all show an upward trend. Therefore, in order to improve the drying characteristics and improve the performance of the heat pump system, the condensation temperature can be reduced and the evaporation temperature can be increased. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
44. Pre-Service Elementary Teachers' Framing of Mathematical Discussions after Problem-Solving through Mursion™ Simulation
- Author
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Sezai Kocabas, Signe Kastberg, Melva Grant, and Hanan Alyami
- Abstract
Research on pre-service teachers' discussion practices has focused on decompositions of practice into subskills, while acknowledging the importance of the role of context, identity, and relationships between interactive moves. We focused on 66 elementary preservice teachers' (PSTs') framing-launching moves in discussions after problem-solving in a Mursion[superscript TM] custom simulation. PSTs used five moves: gathering information about student processes, focusing on problem features, task and non-task oriented social interactions, and partner talk. Empirical findings of PSTs' intentions and tacit actions coupled with study findings of the diversity in PSTs' framing moves, highlight the complexity of teacher decision making involved in discussion subsills such as framing. We argue that PSTs' framing moves are motivated by an array of intentions including the mathematics aims of discussions. [For the complete proceedings, see ED657822.]
- Published
- 2023
45. Exploring Preservice Teachers' Embodied Noticing of Students' Fraction Division
- Author
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Karl W. Kosko, Temitope Egbedeyi, and Enrico Gandolfi
- Abstract
There is emerging evidence that professional noticing is embodied. Yet, there is still a need to better under embodied noticing at a fundamental level, especially from the preservice teachers. This study used traditional and holographic video, along with eye-tracking technology, to examine how preservice teachers' physical act of looking interacts with their professional noticing. The findings revealed that many participants focused on less sophisticated forms of mathematical noticing of students' reasoning. Additionally, results from eye-tracking data suggest that the more participants described students' conceptual reasoning, the more likely they were to focus on how recorded students used their hands to engage in the mathematics. [For the complete proceedings, see ED657822.]
- Published
- 2023
46. Virtual Laboratory Simulations in Biotechnology: A Systematic Review
- Author
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Mercado, Justine C. and Picardal, Jay P.
- Abstract
In biotechnology education, practical laboratory courses are vital. In having these practical courses, a lot of time and monetary resources are needed, it also requires the presence of the teacher and students and all the necessary equipment, which is currently not allowed in the Philippines due to the pandemic restrictions. Biotech virtual laboratries are useful in this time but what are the different research studies that has been done regarding this tool and what elements are important in terms of instructional design and technology? In this review, different types of technology and instructional design were examined, and overview of the previous research were highlighted in this paper. The study revealed that virtual laboratory simulations can be equally effective or better than hands on activity and said to be more effective compared to traditional teaching method. It was also found out that when the traditional teaching methods and virtual simulation laboratories yields better results in terms of performance. The included studies in this review utilized 2D, 3D, and VR technologies in having the virtual laboratory for the past few years. The review paper also identified different designs for instructions such as scaffolding and IBL (inquiry-based learnings). Biotech Virtual labs can be used as an effective alternative or complementary tool to an actual or physical conduct of laboratory experiment.
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- 2023
47. Collaborative Approaches in Online Nurse Education: A Systematic Literature Review
- Author
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Pozzi, Francesca, Manganello, Flavio, Passarelli, Marcello, Persico, Donatella, and Romagnoli, Marta
- Abstract
According to the socio-constructivist theories of learning, collaborative learning allows negotiation of shared meanings and co-construction of new knowledge among peers. This approach fits particularly well with healthcare professional education needs, as these professionals often face challenging issues that require the ability to fully understand the complexity of the patients' health conditions through working with others. However, while collaborative learning approaches are widely used in face-to-face nurse education contexts, their online equivalent still seem to be understudied, in spite of their great potential for the field. This systematic literature review investigates: (1) to what extent are online collaborative learning activities being adopted and investigated in formal nurse education, (2) What kind of online collaborative learning activities/techniques are proposed and what team structures are employed, (3) what technologies are used to run these learning activities, and (4) what methods are used to evaluate the impact of these activities. Studies were included if they presented online collaborative learning activities proposed by Universities or VET (Vocational Education and Training) providers. Articles published in 2015 or later were collected in November 2022 from Scopus, Web of Science and Medline. A total of 1059 records were retrieved, selected and analysed by four coders, resulting in a final dataset of 75 papers that were coded for type of collaborative approach, study characteristics, research methodology used, strength of evidence, and relevance to the research questions. Most of them described the use of activities like Discussions, Case Studies and Peer Reviews, sometimes in association with Role Play. In terms of technologies, Learning Managements Systems, forums and social media were already common pre-pandemic, but during the lockdown synchronous communication tools -- often used to support simulations -- took over. Data collection was carried out quantitatively, qualitatively or using mixed methods, but in many cases data reporting is weak or absent at all. The majority of the retrieved papers illustrate activities where collaboration was not structured in any way and there was no joint assignment or common objective/artefact that learners needed to reach/produce. In case of blended interventions, often collaboration is limited to the face-to-face sessions, while the digital setting is used for individual work. In terms of social structure, most of the time small groups or plenaries are used. In summary, the review reveals that studies on online collaborative learning for nurses are limited, especially in Europe, and the design of online collaborative activities often clashes with the principles put forward by the Computer Supported Collaborative Learning (CSCL) research community. Based on the results of the review we put forth some key recommendations, such as ensuring that online collaboration involves the creation of a shared artefact and striving to make virtual simulations actually collaborative, rather than limited to envisage student interactions in the debriefing phase. The paper also proposes a number of research areas seldom investigated and that would deserve further attention in the future.
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- 2023
48. Design of a Location-Based Augmented Reality Game for the Development of Key 21st Century Competences in Primary Education
- Author
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Tzortzoglou, Filippos, Kosmas, Panagiotis, and Avraamidou, Lucy
- Abstract
The use of augmented reality games (ARGs) in education has gained increased attention from curriculum developers, teachers, and researchers in the past decade. Research findings show that ARGs can promote meaningful learning environments that foster key competences for the 21st century. This paper presents the design process of "EcoAegean", an ARG for mobile devices, which was implemented in primary classroom environments to support the development of students' key competences in the context of sustainability. The game was created using an open augmented reality software platform and its design was based on contemporary theoretical underpinnings regarding the use of such games in educational contexts. In the first section of the paper, we describe the design procedures of the learning scenario as well as the game itself. In the last section of the paper, we offer a set of critical insights on the design and implementation of mobile augmented reality games for the purpose of supporting students' development of key 21st century competences.
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- 2023
49. A Systematic Literature Review on Augmented Reality in Mathematics Education
- Author
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Bulut, Mehmet and Borromeo Ferri, Rita
- Abstract
Technology, in particular augmented reality (AR), has the potential to greatly enhance interactive learning environments for mathematics in both classrooms and other teaching environments. The purpose of the present study was to investigate existing literature on AR in mathematics education. We selected papers from 10 databases, Scopus, Web of Science Core Collection, ERIC, IEEE Xplore Digital Library, Teacher Reference Center, SpringerLink, zbMATH Open, Taylor & Francis Online Journals, JSTOR, and MathSciNet. From these databases, 42 related studies were selected by the method of preferred reporting items for systematic reviews and meta-analysis (PRISMA2020). The results from all the papers showed positive outcomes as a result of AR implementation in mathematics education. They were also analyzed into different themes according to quantitative and qualitative criteria. The advantages and challenges of AR usage in mathematics education are also discussed in detail.
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- 2023
50. Proceedings of the International Conference on Educational Data Mining (EDM) (16th, Bengaluru, India, July 11-14, 2023)
- Author
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International Educational Data Mining Society, Feng, Mingyu, Käser, Tanja, and Talukdar, Partha
- Abstract
The Indian Institute of Science is proud to host the fully in-person sixteenth iteration of the International Conference on Educational Data Mining (EDM) during July 11-14, 2023. EDM is the annual flagship conference of the International Educational Data Mining Society. The theme of this year's conference is "Educational data mining for amplifying human potential." Not all students or seekers of knowledge receive the education necessary to help them realize their full potential, be it due to a lack of resources or lack of access to high quality teaching. The dearth in high-quality educational content, teaching aids, and methodologies, and non-availability of objective feedback on how they could become better teachers, deprive our teachers from achieving their full potential. The administrators and policy makers lack tools for making optimal decisions such as optimal class sizes, class composition, and course sequencing. All these handicap the nations, particularly the economically emergent ones, who recognize the centrality of education for their growth. EDM-2023 has striven to focus on concepts, principles, and techniques mined from educational data for amplifying the potential of all the stakeholders in the education system. The spotlights of EDM-2023 include: (1) Five keynote talks by outstanding researchers of eminence; (2) A plenary Test of Time award talk and a Banquet talk; (3) Five tutorials (foundational as well as advanced); (4) Four thought provoking panels on contemporary themes; (5) Peer reviewed technical paper and poster presentations; (6) Doctoral students consortium; and (7) An enchanting cultural programme. [Individual papers are indexed in ERIC.]
- Published
- 2023
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