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2013 | Book

2nd International Workshop on Evidence-based Technology Enhanced Learning

Editors: Pierpaolo Vittorini, Rosella Gennari, Ivana Marenzi, Tania Di Mascio, Fernando De la Prieta

Publisher: Springer International Publishing

Book Series : Advances in Intelligent Systems and Computing

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About this book

Research on Technology Enhanced Learning (TEL) investigates how information and communication technologies can be designed in order to support pedagogical activities. The Evidence Based Design (EBD) of a system bases its decisions on empirical evidence and effectiveness. The evidence-based TEL workshop (ebTEL) brings together TEL and EBD.

The first edition of ebTEL collected contributions in the area of TEL from computer science, artificial intelligence, evidence-based medicine, educational psychology and pedagogy. Like the previous edition, this second edition, ebTEL’13, wants to be a forum in which TEL researchers and practitioners alike can discuss innovative evidence-based ideas, projects, and lessons related to TEL.

The workshop took place in Salamanca, Spain, on May 22nd-24th 2013.

Table of Contents

Frontmatter
The 1st Release of the TERENCE Learner GUI: The User-Based Usability Evaluation
Abstract
This paper reports the user-based usability evaluations performed in Italy of the first release of the learner Graphical User Interface (GUI) of the TERENCE project. This project aims at developing an adaptive learning system for training the reasoning about stories’ events of the TERENCE learners in Italy and in UK. Learners are 7-11 year old children, hearing and deaf, that have difficulties in correlating the events of a story, making inferences about them, and detecting inconsistencies. The evaluation of the first release of the TERENCE adaptive learning system software prototypes tackles their usability in order to quickly reveal possible usability problems, as well as to address the TERENCE team to solve them, before the large scale evaluation. Moreover, authors try to carried out important general issues related to the experiment performance.
Maria Rosita Cecilia, Tania Di Mascio, Alessandra Melonio
Promoting Digital Skills and Critical Awareness through Online Search and Personal Knowledge Management: A Case Study
Abstract
In the knowledge society the processes of learning and knowledge management take place, very often, online and in social online environments, thus creating issues of complexity and sustainability related to cognitive processes of learning that students - even at university level - are not always able to recognize and cope with. In this paper we present a research case study carried out at the University of Udine with a group of first year students of Multimedia Communication and Technology during the course of English language (Englishes and Media Communication in a World Context). The aim of the research was to determine whether specific activities can enhance the development of skills for lifelong learning, such as the ability to search the Internet and use online resources to promote continuous education and learning to learn. Quantitative and qualitative data were gathered within a framework of Personal Knowledge Management and the results are guidelines potentially useful both for teachers and learners.
Maria Cinque, Maria Bortoluzzi
The TERENCE Smart Games Revision Guidelines and Software Tool
Abstract
TERENCE is an FP7 ICT European project, highly multidisciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators. The paper introduces the automatic smart games generation process in TERENCE and presents the guidelines for the manual revision as well as the software system supporting it.
Vincenza Cofini, Tania Di Mascio, Rosella Gennari, Pierpaolo Vittorini
The Manual Revision of the TERENCE Italian Smart Games
Abstract
TERENCE is an FP7 ICT European project, highly multidisciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators. The paper describes the automatic smart games generation process in TERENCE, motivates the need for a manual revision and describes it in detail. The paper thus provides a thorough insight in understanding the quality level of the automatic smart games generation process in TERENCE, and the time/effort needed for their manual revisions.
Vincenza Cofini, Rosella Gennari, Pierpaolo Vittorini
Pedagogy-Driven Smart Games for Primary School Children
Abstract
TERENCE is an FP7 ICT European project, highly multi-disciplinary, that is developing an adaptive learning system for supporting poor comprehenders and their educators. Their learning materials are stories and games, explicitly designed for classes of primary schools poor comprehenders, where classes were created via an extensive analysis of the context of use and user requirements. The games are specialised into smart games, which stimulate inference-making for story comprehension, and relaxing games, which stimulate visual perception and which train the interaction with devices (e.g., PC and tablet PC). In this paper we focus on how we used the pedagogical underpinnings and the acquired requirements to design the games of the system.
Fernando De la Prieta, Tania Di Mascio, Ivana Marenzi, Pierpaolo Vittorini
Technology and Elaboration of Information in Aging: Preliminary Data of Verbal vs. Visual Performance
Abstract
Recently, the researchers’ interests were focused on the interaction between old age and e-learning, with the aim of investigating the critical factors that might determine the successful aging. In order to verify the modifications of information elaboration competence in aging though Information Technology. We submitted 125 subjects, divided in 5 groups on the basis of subjects’ age, to experimental verbal and visuoperceptual tests, both computerized. The results showed that on visuoperceptual test the Young group was faster than Junior group, whereas On verbal test the young group was slower than adult group. These results highlighted that the successful in the use of e-learning may be influenced by cognitive and emotional factors in aging.
Dina Di Giacomo, Massimiliano Palmiero, Domenico Passafiume
Use of Flight Simulators in a Flight Mechanics Course: Potentials and Weaknesses
Abstract
This paper is focused on the process of acquiring and developing knowledge in flight mechanics by means of the use of flight simulators. The analysis of student improvements shows reinforcement in their previous knowledge and quick acquisition of new concepts; however, there is place to much more enhancements taking advantage of these high stimulating exercises and trying to avoid student distractions during the process.
Diego Domínguez, Deibi López, Jesús Gonzalo
Supporting Context-Aware Collaborative Learning Activities by CAFCLA
Abstract
The integration of Information and Communication Technologies (ICT) in daily life has improved the learning process by means of context-aware technologies. Through the use of technology, new ways of learning has emerged allowing to become the learning process more ubiquitous. However, it is necessary to develop new tools that can be adapted to a wide range of technologies and different application scenarios. This paper presents CAFCLA, a framework that allows developing context-aware learning applications. CAFCLA integrates different context-aware technologies, so that learning applications designed, developed and deployed upon it are dynamic, adaptive and easy to use by users such as students and teachers.
Óscar García, Ricardo S. Alonso, Dante I. Tapia, Juan M. Corchado
Learning to Be an Entrepreneur: Evidence from a Technology Enhanced Learning Tool
Abstract
In this paper we present a web-based software model in which the user manages a virtual enterprise. By using the software the user experiences a number of basic economic principles such as the leverage effect, the effect of depreciation on the firm return rate and the key role of the equity base in a framework characterized by risk and uncertainty. The model has been used in an undergraduate class at the Faculty of Management Sciences at the University of Chieti - Pescara. Students have acknowledged the usefulness of this tool in order to assess the theoretical principles learned during the lectures.We then asked a different subject pool, i.e. entrepreneurs, to manage the same GUI. A comparative analysis of the results obtained in the different sessions showed that our software is a good and effective tool for learning purposes.
Gianfranco Giulioni, Edgardo Bucciarelli, Marcello Silvestri, Paola D’Orazio
USALSIM: Learning and Professional Practicing in a 3D Virtual World
Abstract
USALSIM was developed by the University of Salamanca (USAL) as a response to the policy changes of learning and work placements in the new European Space for Higher Education. USALSIM makes it possible to face the increase of the number of students who will participate in the different university work placement programs and the increasing number of companies and institutions necessary to host and train theses students. This project used a 3D virtual environment (a work placement simulator) that allows developing a virtual representation of different work environments. Representing a professional work space such as a laboratory, for example, the student can simulate common tasks through active learning. This virtual world is focused on a constructive pedagogy, where students are directly involved in their formative development, establishing professional relationships, developing transversal and technical competencies and evaluating their knowledge. USALSIM is a funded project by the Spanish Ministry of Education within the Program of Integral Attention and Employability of University Students (CAIE059).
Emiliana Pizarro Lucas, Juan Cruz Benito, Oscar Gil Gonzalo
How to Design Games for Deaf Children: Evidence-Based Guidelines
Abstract
The goal of this paper is to present the first evidence-based guidelines for the design of electronic games for deaf children. According to the most recent deaf literature, playing with such games shows positive effects on deaf children’s visual abilities and working memory abilities. Our review of deaf literature, briefly sketched in the paper, considers such abilities as well as other relevant findings concerning the needs of deaf children most relevant for the design of electronic games for them. The paper also outlines the latest findings of the TERENCE project, which builds electronic smart games for deaf children. All such findings are then use to compile the guidelines, which are presented in the third and final part of this paper.
Alessandra Melonio, Rosella Gennari
Simulation Still Rules: Modern Computer Systems Architecture Visualized and Laid Bare
Abstract
Software simulation is an invaluable and indispensable educational tool in teaching and learning of complex systems’ behavior specially when accompanied with effective visualization and animation methods. Examples of simple but effective visualization and animation methods are presented with reference to a unique set of tightly-integrated simulators designed to engage and capture the imagination of students of modern computer architecture. Several years of practical experience and development are largely based on user feedback and evaluation work that are indicative of the positive impact of the simulations on enhancing learning experiences of the students from basic to advanced levels of study.
Besim Mustafa
How to Get a Good Job and Improve Your Career – With a PLE
Abstract
Personal Learning Environments (PLEs) are gaining increasing interest because they provide a flexible way to better match students’ needs. The main in using widely a PLE is the danger of the owner being unable to discriminate sound contents from groundless or wrong ones. The paper describes an experience where students were taught how to build a PLE in order to strengthen their understanding of Mathematics. The paper focuses on two aspects: fostering and strengthening the creation of critical sense in teenaged students when building their PLE, and overcoming personal difficulties and misunderstandings about Mathematics with a PLE. Gaining such skills will be extremely useful for improving students’ personal and working life, in a Lifelong Learning perspective.
Luigi Romano
Test My Code: An Automatic Assessment Service for the Extreme Apprenticeship Method
Abstract
We describe an automated assessment system called Test My Code (TMC) which is designed to support instructors’ and students’ work in programming courses that use the Extreme Apprenticeship method. From the students’ point of view TMC is a transparent assessment service that is integrated to a industry-standard programming environment. TMC allows scaffolding during students’ working process, retrieves and updates exercises on the fly, and causes no overhead to the programming process. From the instructors’ perspective, TMC allows collaborative crafting of exercises with small goals that combine into bigger programs, gathering snapshots from students’ actual programming process, and collecting feedback. TMC has been successfully used in MOOCs in programming as well as in our university courses.
Arto Vihavainen, Matti Luukkainen, Martin Pärtel
Backmatter
Metadata
Title
2nd International Workshop on Evidence-based Technology Enhanced Learning
Editors
Pierpaolo Vittorini
Rosella Gennari
Ivana Marenzi
Tania Di Mascio
Fernando De la Prieta
Copyright Year
2013
Publisher
Springer International Publishing
Electronic ISBN
978-3-319-00554-6
Print ISBN
978-3-319-00553-9
DOI
https://doi.org/10.1007/978-3-319-00554-6

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