
Methodologies and Intelligent Systems for Technology Enhanced Learning, 10th International Conference. Workshops
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This book features papers from workshops at the 10th International Conference on Methodologies and Intelligent Systems for Technology Enhanced Learning, which was hosted by the University of L'Aquila (Italy) from 17th to 19th June 2020.
The workshops provided participants with the opportunity to present and discuss novel research ideas on emerging topics complementing the main conference. They particularly focused on multi-disciplinary and transversal aspects such as TEL in nursing education programs, social and personal computing for web-supported learning communities, interactive environments and emerging technologies for eLearning, and TEL for future citizens.
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Content
- Intro
- Preface
- Organisation of MIS4TEL 2020
- General Chair
- Technical Program Chair
- Paper Co-chair
- Proceedings Chair
- Publicity Chair
- Workshop Chair
- Local Organizing Committee
- Organizing Committee
- Contents
- Workshop on Interactive Environments and Emerging Technologies for eLearning (IEETeL)
- Workshop on Interactive Environments and Emerging Technologies for eLearning, IEETeL
- Organization
- Organizing Committee
- Program Committee
- Construction of Fuzzy-Classification Expert System in Cerebral Palsy for Learning Performance Facilitation
- 1 Introduction
- 2 The Expert Systems: State-of-the-Art
- 2.1 Expert Systems in Medicine and Cerebral Palsy
- 2.2 Artificial Intelligence Methods in Expert Systems
- 2.3 Expert Systems for Educational Purposes
- 3 Expert System Construction
- 4 The Expert System Verification
- 5 Conclusions
- References
- Security in Multimedia Information Systems: Analysis and Prediction
- 1 Introduction
- 2 The Method
- 3 The-State-of-the-Art
- 3.1 Determined Security Methods
- 4 Development of Secure Multimedia Information System
- 5 Predictive Model
- 6 Conclusion
- References
- Estimating Student's Performance Based on Item Response Theory in a MOOC Environment with Peer Assessment
- 1 Introduction
- 2 Process of Validation for the IRT Approach to PA
- 3 The Peer Assessment Data-Set
- 3.1 The Data Generation Procedure
- 3.2 The Features of the Generated Data
- 4 The Item Response Theory
- 4.1 The Generalized Partial Credit Model
- 4.2 The GPCM with Rater Parameters
- 4.3 The Parameter Estimation
- 5 Results
- 6 Conclusions and Future Work
- References
- Retrieving Relevant Knowledge from Forums
- 1 Introduction
- 1.1 Context
- 1.2 Related Work
- 1.3 Contribution
- 2 Sorting Information from a Discussion Thread
- 2.1 Assess the Quality of Information
- 2.2 Example 1
- 2.3 Example 2
- 3 Discussion
- 4 Conclusion
- 4.1 Future Work
- References
- Negative Badges in Teamwork Evaluation - Preliminary Results
- 1 Introduction
- 2 Badges in Team Review
- 3 Project Settings and Team Review Methodology
- 4 Results
- 4.1 Awarding Badges
- 4.2 Survey
- 5 Conclusions
- References
- What Do Higher Education Students Have to Say About Gamification?
- 1 Introduction
- 2 Related Work
- 3 Context of Study
- 4 Methodology
- 5 Results
- 5.1 Perceptions of the Gamified Learning Experience
- 5.2 Appreciation of the Gamification Design
- 5.3 Conditioning Factors
- 5.4 Suggestions for Improvement
- 6 Final Synthesis
- References
- Analysis of Relationship Between Students' Creative Skill and Learning Performance
- 1 Introduction
- 2 Classification Machine Learning Algorithms
- 3 Experiment and Models
- 4 Models Performance Comparison
- 5 Conclusions
- References
- Evaluating Statistical and Informatics Competencies in Medical Students in a Blended Learning Course
- 1 Introduction
- 2 Related Work
- 3 Course Structure
- 3.1 Medical Statistics Module
- 3.2 Health Informatics Module
- 4 The Study
- 5 Results
- 6 Discussion and Conclusions
- References
- Workshop on TEL in Nursing Education Programs (NURSING)
- Workshop on Technology Enhanced Learning in Nursing Education, NURSING
- Organization
- Organizing Committee
- Program Committee
- A Serious Game and Negotiation Skills in Nursing Students: A Pilot Study
- 1 Introduction
- 1.1 Serious Games
- 1.2 Aims of the Study
- 2 Methods
- 2.1 Design, Setting, Sample and Data Collection
- 2.2 Intervention
- 2.3 Instruments
- 2.4 Data Analysis
- 2.5 Ethical Considerations
- 3 Results
- 4 Discussion
- 5 Conclusions
- References
- Interprofessional High-Fidelity Simulation on Nursing Students' Collaborative Attitudes: A Quasi-experimental Study Using a Mixed-Methods Approach
- 1 Introduction
- 2 Method
- 2.1 Study Design and Participants
- 2.2 IPE Training
- 2.3 Instruments
- 2.4 Data Collection Procedure
- 2.5 Sample Size and Statistical Study Power
- 2.6 Data Analysis
- 3 Results
- 3.1 Quantitative Analysis
- 3.2 Qualitative Analysis
- 4 Discussion
- 5 Conclusions
- References
- From High-Fidelity Patient Simulators to Robotics and Artificial Intelligence: A Discussion Paper on New Challenges to Enhance Learning in Nursing Education
- 1 High-Fidelity Simulation in Nursing Education
- 1.1 Key Elements of High-Fidelity Simulation
- 1.2 Realism in High-Fidelity Simulation
- 2 Characteristics and Limits of High-Fidelity Patient Simulators
- 3 From High-Fidelity Patient Simulators to Humanoid Patient Simulators
- 4 Conclusion
- References
- The Concept of High-Fidelity Simulation and Related Factors in Nursing Education: A Scoping Review
- 1 Introduction
- 1.1 Aim
- 2 Methods
- 2.1 Study Design and Search Strategy
- 2.2 Eligibility Criteria and Study Selection
- 2.3 Data Charting Process and Variables
- 2.4 Critical Appraisal of Sources and Synthesis of Results
- 3 Results
- 3.1 The Concept of High-Fidelity Simulation
- 3.2 HFS as an Innovative Educational Strategy
- 3.3 HFS as a Realistic Learning Experience for Skills Improvement
- 3.4 Main Features Related to HFS
- 3.5 How to Define High-Fidelity Simulation
- 4 Discussion and Conclusions
- References
- The Use of Simulation for Teaching Therapy Management: An Observational Descriptive Study on 2nd and 3rd Year Students of the Nursing Degree Course of Reggio Emilia
- 1 Introduction
- 1.1 Background
- 1.2 Context of the Study
- 2 Scope
- 3 Method
- 4 Results
- 4.1 The Perception of the Laboratory Objectives Achievement
- 4.2 The Perception of the Usefulness of the Learning Outcomes in the Internship Activities
- 4.3 The Perception of the Usefulness of the Learning Outcomes for the Future Professional Role
- 5 Discussion
- 6 Conclusions
- References
- Computer Laboratory: The Key to Access the Electronic Databases in Learning Evidence-Based Practice
- 1 Introduction
- 1.1 Background
- 1.2 Context of the Study
- 2 Scope
- 3 Method
- 4 Results
- 5 Discussion
- 6 Conclusions
- References
- Perspectives in Nursing Education: From Paper Standardized Taxonomies to Electronic Records Applied in Nursing Practice
- 1 Introduction
- 2 The Caring Project Experience
- 2.1 Results of the Caring Project
- 2.2 Implication for Nursing Practice and Education
- 3 Perspectives and Frontiers of Nursing EHR in Education
- References
- The Perceived Usefulness of a Problem-Solving Incorporated into Blended Learning in Nursing Education: A Descriptive Study
- 1 Introduction
- 2 Blended Learning: Theoretical Elements
- 3 Architecture and Components of Problem-Solving Incorporated into Blended Learning (PSIBL)
- 4 Objective
- 5 Method
- 6 Results
- 7 Discussion
- 8 Conclusion
- References
- Authoring Interactive-Video Exercises with ELEVATE: The NLS Procedure Case Study
- 1 Introduction
- 2 The ELEVATE Tool Suite
- 3 The NLS Procedure Use Case
- 4 Authoring Interactive Video Exercises
- 4.1 Step 1: Definition of Training Requirements
- 4.2 Step 2: Interactive-Video Exercise Implementation
- 5 Related Work
- 6 Conclusion and Future Work
- References
- Workshop on Social and Personal Computing for Web-Supported Learning Communities (SPeL)
- Workshop on Social and Personal Computing for Web-Supported Learning Communities, SPeL
- Organization
- Workshop Organizers and PC Chairs
- Program Committee
- Extending and Evaluating a Collaborative Note-Taking Application: A Pilot Study
- 1 Introduction
- 2 EduNotes Web Application
- 3 Experimental Study
- 4 Conclusion
- References
- Enhancing Learning Opportunities for CS: Experiences from Two Learning Systems
- 1 Introduction
- 2 Background: Digital Learning in CS
- 2.1 Programming Tutoring System (ProTuS)
- 2.2 VirtuaL Learning Environment (ViLLE)
- 3 Thematic Overview of Research
- 3.1 Learning Analytics Research in ProTuS
- 3.2 Learning Analytics Research in ViLLE
- 4 Discussion
- 4.1 Concrete Benefits of Digital Learning
- 4.2 Most Promising Research Approaches
- 4.3 Ethical and Pedagogical Considerations
- 4.4 Next Generation of Learning Analytics
- 5 Conclusions
- References
- A Dynamic Recommender System for Online Judges Based on Autoencoder Neural Networks
- 1 Introduction
- 2 Related Works and Background
- 3 Recommending Tasks Using Autoencoder Neural Network
- 3.1 Experimental Evaluation
- 4 Conclusions
- References
- Lessons Learned from Implementing Blended Learning for Classes of Different Size
- 1 Introduction
- 2 Course ``Innovation and Entrepreneurship Basics''
- 2.1 Small Size Class
- 2.2 Middle Size Class
- 2.3 Large Size Class
- 2.4 Method
- 3 Factors Influencing the Implementation of Blended Learning at Scale
- 3.1 Operational Factors Influencing Blended Learning
- 3.2 Instructional Factors Influencing Blended Learning
- 3.3 Technical Factors Influencing Blended Learning
- 4 Discussion
- 5 Conclusions and Next Steps
- References
- A Pilot Study to Inform the Design of a Supportive Environment for Challenge-Based Collaboration
- 1 Introduction
- 2 Methods
- 2.1 Participants
- 2.2 Cases
- 2.3 Questionnaires
- 3 Results
- 4 Discussion of Guidelines
- 5 Conclusions
- References
- Intelligent Pedagogic Agents (IPAs) in GEA2, an Educational Game to Teach STEM Topics
- 1 Introduction
- 2 Background
- 2.1 Conversational Agent
- 2.2 Intelligent Pedagogic Agent
- 3 Intelligent Pedagogic Agent in Gea2: A New Earth
- 3.1 Dialogue Management System
- 3.2 Emotions and Schooling: Process of IPA Development
- 3.3 Unsolicited Hints
- 4 Conclusion
- References
- Workshop on Technology - Enhanced Learning for Future Citizens (TEL4FC)
- Workshop on Technology - Enhanced Learning for Future Citizens, TEL4FC
- Organization
- Workshop Organizers and PC Chairs
- Program Committee
- Awareness of Cybersecurity: Implications for Learning for Future Citizens
- 1 Learning to (Inter-)Act with Technology
- 2 Awareness of Cybersecurity: The CS-AWARE Project
- 3 Study 1: Story Telling
- 4 Study 2: System Administrators Operating an Awareness Tool, Thinking Aloud
- 5 Implications for TEL4FC
- References
- Roobopoli: A Project to Learn Robotics by a Constructionism-Based Approach
- 1 Introduction
- 2 Related Work
- 3 Roobopoli: The Project and the Proposed Approach
- 4 Experiments and Lessons Learned
- 4.1 Roobopoli at High-School Experiment
- 4.2 Middle-School Experiment
- 4.3 Lessons Learned
- 5 Conclusions and Future Directions
- References
- Cyber Security Education for Children Through Gamification: Challenges and Research Perspectives
- 1 Introduction
- 2 Background and Motivation
- 3 Research Goals and Method
- 3.1 Research Context
- 3.2 Research Method, Data Collection and Analysis
- 4 Conclusion
- References
- Becoming Safe: A Serious Game for Occupational Safety and Health Training in a WBL Italian Experience
- 1 Introduction
- 2 Materials and Methods
- 2.1 The Aim of the Study
- 2.2 The Participative Process
- 2.3 The Video Game "Sicuri si diventa" - (Becoming Safe)
- 3 Digital as Opportunity for Education and OSH Training
- 3.1 Digital Opportunities and Skills Needs
- 3.2 Digital Divide and Education
- 4 Results
- 5 Conclusions
- References
- Education Meets Knowledge Graphs for the Knowledge Management
- 1 Introduction
- 2 Related Work
- 3 Knowledge Management by Knowledge Graphs
- 4 ELODIE and the Datalet Mechanism
- 5 Discussion
- 6 Conclusions and Future Directions
- References
- StoryVR: A Virtual Reality App for Enhancing Reading
- 1 Introduction
- 2 Virtual Reality and Electronic Literature
- 3 Background Research
- 4 Design and Implementation
- 4.1 User Interface
- 4.2 Graphics
- 4.3 Sounds
- 4.4 Virtual Agent as Narrator
- 4.5 User Tracking
- 5 Conclusion
- References
- Ph.D. and Master's Student Competition
- Ph.D. and Master's Student Competition
- Organization
- Organizing Committee
- Designing IVR Serious Games for People with ASD
- 1 Introduction
- 2 Related Literature
- 3 Preliminary Considerations
- 4 Future Works
- References
- Improved Feedback in Automated Grading of Data Science Assignments
- 1 Introduction
- 2 Research Proposal
- 2.1 Current Limitations
- 2.2 Proposed Improvements
- 3 Expected Benefits
- References
- Smart Object Design by Children as Protagonists
- 1 Introduction
- 2 The SNaP Game
- 3 Workshops with Children
- 4 Conclusions and Future Work
- References
- Author Index
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