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2017 | Buch

Methodologies and Intelligent Systems for Technology Enhanced Learning

7th International Conference

herausgegeben von: Pierpaolo Vittorini, Rosella Gennari, Tania Di Mascio, Sara Rodríguez, Fernando De la Prieta, Carlos Ramos, Ricardo Azambuja Silveira

Verlag: Springer International Publishing

Buchreihe : Advances in Intelligent Systems and Computing

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Über dieses Buch

This book presents the outcomes of the 7th International Conference in Methodologies and Intelligent Systems for Technology Enhanced Learning (MIS4TEL'17), hosted by the Polytechnic of Porto, Portugal from 21 to 23 June 2017. Expanding on the topics of the previous conferences, it provided an open forum for discussing intelligent systems for technology enhanced learning (TEL) and their roots in novel learning theories, empirical methodologies for their design or evaluation, stand-alone and web-based solutions, and makerspaces. It also fostered entrepreneurship and business startup ideas, bringing together researchers and developers from industry, education and the academic world to report on the latest scientific research, technical advances and methodologies.

Inhaltsverzeichnis

Frontmatter

Artificial Intelligent Technologies and Algorithms for TEL

Frontmatter
A Fuzzy-Based Multi-agent Model for Group Formation in Collaborative Learning Environments
Abstract
Group formation is one of the key stages in a Computer Supported Collaborative Learning (CSCL) process since each organized group should be composed of adequate individuals that perform good interaction and contribute to the group’s goals. Team members use their capabilities and strengths always in order to achieve satisfactory learning results from efficient collaborative work. The aim of this paper is to propose a fuzzy-based Multi-Agent Model for group formation based on nine roles defined by Belbin typology using the strengths and ideal responsibilities for each team member role. To better balance different working groups based on existing roles we use a fuzzy logic approach that allows classifying the role performance of each individual into the group. In order to validate the proposed model a prototype was built and tested through a case study. Results obtained demonstrate the effectiveness of this approach to group formation stage for CSCL environments, which constitutes an attempt to improve learning processes.
Sebastián Torres, Oscar M. Salazar, Demetrio A. Ovalle
Using Large Margin Nearest Neighbor Regression Algorithm to Predict Student Grades Based on Social Media Traces
Abstract
Predicting students’ performance is a popular objective of learning analytics, aimed at identifying indicators for learning success. Various data mining approaches have been applied for this purpose on student data collected from learning management systems or intelligent tutoring systems. However, the emerging social media-based learning environments have been less explored so far. Hence, in this paper we present an approach for predicting students’ performance based on their contributions on wiki, blog and microblogging tool. An innovative algorithm (Large Margin Nearest Neighbor Regression) is applied, and comparisons with other algorithms are conducted. Very good correlation coefficients are obtained, outperforming commonly used regression algorithms. Overall, results indicate that students’ active participation on social media tools is a good predictor of learning performance.
Florin Leon, Elvira Popescu
Adaptive Agent-Based Environment Model to Enable the Teacher to Create an Adaptive Class
Abstract
Learning management systems are used as a support tool in the process of knowledge sharing. Teachers add the material related to the domain of knowledge and also elaborate pedagogical mediation activities for the students. This process, in general, results in a learning environment that presents the same content for all participants, not taking into account the differences that exist between each of them, both in performance and behavior in the environment. The purpose of this work is to show an adaptive, agent-based environment model to enable the teacher to use some tools to create an adaptive class. In this model, resources and activities are made available to the participants in an individualized and adaptive way according to a previous configuration made by the teacher on the learning environment. The system was developed using Moodle to be used as a test bed case study and a basic calculus course was created to perform a practical evaluation test of the proposed model with real students as participants.
Cecilia Giuffra Palomino, Carolina Schmitt Nunes, Ricardo Azambuja Silveira, Sara Rodríguez González, Marina Keiko Nakayama
Answer Identification Model for Methodological Question in Student Texts
Abstract
Writing research findings turns out to be hard work. For college students, the complexity is increased by the lack of experience in writing scientific texts. Defining the general objective allows students to set forward the way for the development of the thesis. One of the three questions suggested by the authors of methodology books; “What will you do?”, serves as a guide for the objective formulation. In this work we developed an Answer Identification Model to approach such question, employing a Language Model and an Answer Scanning Method. This model can be used to identify answers to open questions that seek to reveal specific content. We are reporting initial results of the analysis of a test collection in Computer and Information Technologies.
Samuel González-López, Aurelio López-López
The Design of a Smart Tray with Its Canteen Users: A Formative Study
Abstract
The ability of taking responsible decisions concerning eating depends on the eating context. This paper considers users of university canteen environments. It outlines the GAPH project and system for informing canteen users about their eating choices, and the effects of choices on their diet. The main component of the system is a tangible solution: the smart GAPH tray. The paper presents the design approach for rapidly deploying tray prototypes, and for assessing them in their natural context. It focuses on the most recent study concerning end users’ interaction with the GAPH tray, and reflects over its results also in terms of the chosen design approach for tangibles for novel contexts.
Vincenzo Del Fatto, Rosella Gennari, Alessandra Melonio, Guerriero Raimato

Methodologies for the Design, Personalisation, User Modelling and Adaptation in TEL

Frontmatter
Assessing the Role of Computer Simulation in Chemistry Learning
Abstract
Simulation and Computation make a versatile teaching strategy, and may be an important way to motivate students and lecturers to achieve meaningful learning. Indeed, this work refers to a study whose main objective is to set the influence that a teaching approach based on the use of computer simulation would have on students’ learning, compared to the one in use today. This work involved the participation of two classes of 11th grade at a Secondary School in Lisbon, Portugal, where the main goal is to teach a specific topic to an untried student’s group. With regard to the simulation environment, it will be grounded on a Proof Theoretical approach to Knowledge Representation and Reasoning, which caters for the handling of incomplete, unknown or even self-contradictory information or knowledge.
Margarida Figueiredo, Catarina Rafael, José Neves, Henrique Vicente
Literature-Based Analysis of the Potentials and the Limitations of Using Simulation in Nursing Education
Abstract
“Simulation,” in terms of its application in nursing education, is the imitation and replication of some of, or nearly all, the fundamental aspects of a clinical situation to strengthen comprehension and teach best practices.
An extensive review of literature was performed in order to understand what are the potentials and the limitations of using simulation in nursing education.
Likely, the benefits of using simulation will depend on the educational objectives: simulation can be used not only by nursing students to gain clinical competences in a safe learning environment, but also by experienced professionals to get expertise in facing unpredictable, rare, or risky real-life situations.
Because of the evident advantages in terms of cost, risk, and benefits, the use of simulation in nursing education is ineludible, and its implementation in curricular programs is recommended.
Cristina Petrucci, Carmen La Cerra, Valeria Caponnetto, Ilaria Franconi, Elona Gaxhja, Ivan Rubbi, Loreto Lancia
Use of Internet and Wellbeing: A Mixed-Device Survey
Abstract
The debate on the effects of Internet for people’s wellbeing is nowadays being paid more attention by the researchers in line with the worldwide constant increasing rates of Internet use. However, current data are contradictory and support opposite positions. We focused on the relation between Internet use and wellbeing for a sample of university Italian students (n = 101) involved in a mixed-device survey. They completed weekly, for five weeks, an on-line questionnaire measuring the amount of time spent virtually and non-virtually for different purposes (social, learning, and leisure Internet use, and social non-virtual use) and wellbeing in terms of emotions and life satisfaction. We analyzed the data with Generalized Linear Mixed Models (GLMM). The results indicated that the amount of time for virtual and non-virtual activities influenced differently emotions, but it was not related to life satisfaction. The findings are discussed taking into account their theoretical and applied relevance.
Daniela Raccanello, Roberto Burro, Margherita Brondino, Margherita Pasini
TEL Methodologies in Health Education. Effectiveness of a Group Educational Intervention in Patients with T2DM
Abstract
Diabetes mellitus (DM) is an important problem for public health. This is because it affects a large portion of our society and the prevention, control and treatment of the disease and its complications have a significant impact on socioeconomics. Chronic care is one of the current challenges that the National Health System is faced with; eighty percent of primary care patients and sixty percent of those admitted to the hospital suffer from a chronic disease. In our study, we performed a quasi-experiment in a simple random sample of 30 patients with type 2 diabetes mellitus (T2DM), in order to test the effectiveness of using ICT in an educational intervention group of patients with T2DM, developed over 7 participatory sessions. A literary search has been conducted using important databases: PubMed, Embase Elsevier, CINAHL, in the specialized registers of the Cochrane Group Practice and Organization of Effective Care (Cochrane Effective Practice and Organization of Group Care), as well as various scientific search engines, such as Dialnet.
Elena Martín González, María Serrano Galán, Jesús Martín González, Angélica González Arrieta
Psychology of Programming: The Role of Creativity, Empathy and Systemizing
Abstract
In this paper, we started to analyse the impact of individual cognitive processes on early programming learning and performances. In particular, we focused our attention on divergent thinking, creative personality and brain type, analysed within the theoretical framework of the Empathizing-Systemizing (E-S) Theory. We involved a sample of students in the first year of a bachelor curriculum in Applied Mathematics at the University of Verona. We used this sample to analyse the relations between cognitive styles and programming attitudes and performances. We also explored sex differences, concerning both the level of each measure and these relations.
Margherita Pasini, Ugo Solitro, Margherita Brondino, Roberto Burro, Daniela Raccanello, Margherita Zorzi
Analysis Learning Styles Though Attentiveness
Abstract
Attention is one of the most widely misused and overgeneralized constructs found in the educational, learning, instructional, and psychological sciences. It would be convenient for teachers if they could grasp the attentiveness states of learners in their classes precisely so that they could try to improve the way to deliver the course material in a manner that could attract more learners. When students are doing learning activities using the news technologies is very hard for the teacher detected if each student her/his level of attentiveness. Furthermore, different student learn in different ways, each one preferring a different learning style. This paper presents an experience using different learning styles with a system that monitoring attention, with the aim of providing a non-intrusive and non-invasive way, reliable and easy tool that can be used freely in schools, without changing or interfering with the established working routines. Specifically, we look at desk students in learning activities, in which the student spends long time interacting with the computer.
Dalila Durães, Javier Bajo, Paulo Novais

Technology-Based Learning Experiences and Game-Based Learning Studies

Frontmatter
Toward a Cognitive Robotics Laboratory Based on a Technology Enhanced Learning Approach
Abstract
Educational Robotics is an innovative way for increasing the attractiveness of science education and scientific careers for young people. It promotes the development of system thinking and problem solving through design, creation and programming of tangible artifacts for creating personally meaningful objects and addressing real-world societal needs. Cognitive robotics is about doing robotics that deals with cognitive phenomena such e.g., as perception, attention, and learning. As a consequence, it is regarded as very beneficial if university program studies include the teaching of both theoretical and practical knowledge on robotics and cognitive robotics as well. To follow these guidelines, we introduce a three-year plan aimed at designing, launching, and evaluating an CR course, based on a Laboratory according to a TEL approach.
Giovanni De Gasperis, Tania Di Mascio, Laura Tarantino
First Steps Towards the Design of Tangibles for Graph Algorithmic Thinking
Abstract
The paper presents exploratory steps of the design of interactive tangible objects for the scaffolding of algorithmic thinking of 9–13 years old school classes, and specifically graph algorithmic thinking. By following a participatory design process, such tangibles are rapidly designed and used in studies with their intended users–learners and their teachers. The paper presents an exploratory study with designers and teachers, and lessons learnt from it.
Andrea Bonani, Vincenzo Del Fatto, Gabriella Dodero, Rosella Gennari, Guerriero Raimato
EOLo: A Serious Mobile Game to Support Learning Processes
Abstract
A great deal of interest is now being given to the use of serious games to improve specific issues of learning processes at different levels of education both in primary and secondary schools as well as in universities worldwide. The aim of this paper is to propose a serious game model supported by mobile computing for improving learning of specific topics regarding AVC (Adaptive Virtual Courses). The model incorporates three main modules: the web-based backend, the mobile application (game) and finally, the instructional design module in charge of the game content management. The implementation of the model was achieved through the development of EOLo, a functional prototype which was validated using a case study applied to a secondary school English course. The results show that students are motivated with the use of EOLo thanks to the healthy competition offered by the game during the development of learning activities. In addition, the system allows the detection of learning failures and from these generates a proactive feedback based on the recommendation of educational resources.
Oscar M. Salazar, Santiago Álvarez, Demetrio A. Ovalle
SNIFF: A Game-Based Assessment and Training Tool for the Sense of Smell
Abstract
In this paper, we describe SNIFF, an integrated software and hardware environment meant to assess and train the sense of smell with a gamified approach. The sense of smell is usually neglected in digital application, but is important because it can foster motivation and engagement in learners.
SNIFF can be played in two modes, the assessment and the training which exploits the functionalities of an intelligent tutoring systems support. SNIFF was preliminary tested on 19 people to validate stimuli and the tool effectiveness in discriminating people smelling abilities.
Michela Ponticorvo, Fabrizio Ferrara, Raffale Di Fuccio, Andrea Di Ferdinando, Orazio Miglino
Backmatter
Metadaten
Titel
Methodologies and Intelligent Systems for Technology Enhanced Learning
herausgegeben von
Pierpaolo Vittorini
Rosella Gennari
Tania Di Mascio
Sara Rodríguez
Fernando De la Prieta
Carlos Ramos
Ricardo Azambuja Silveira
Copyright-Jahr
2017
Electronic ISBN
978-3-319-60819-8
Print ISBN
978-3-319-60818-1
DOI
https://doi.org/10.1007/978-3-319-60819-8