
Learning and Collaboration Technologies. Novel Learning Ecosystems
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The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The papers included in this volume are organized in the following topical sections: multimodal and natural interaction for learning; learning and teaching ecosystems; e-learning, social media and MOOCs; beyond the classroom; and games and gamification for learning.
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Content
- Intro
- Foreword
- HCI International 2017 Thematic Areas and Affiliated Conferences
- Contents -- Part I
- Contents -- Part II
- Multimodal and Natural Interaction for Learning
- Immersive Visualization Technologies to Facilitate Multidisciplinary Design Education
- Abstract
- 1 Introduction
- 2 Educational Needs and Multidisciplinary Programs
- 3 Emerging Visualization Technologies
- 4 Approach
- 5 Discussion
- References
- Peacemaking Affordances of Shareable Interfaces: A Provocative Essay on Using Technology for Social ...
- Abstract
- 1 Introduction
- 2 Background Work
- 2.1 Peace and Technology
- 2.2 Interactive Tabletops
- 2.3 Tabletops for Peace
- 3 Discussion
- Acknowledgements
- References
- Acoustic Filter
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Multi-channel Audio
- 2.2 Object-Based Audio
- 2.3 Ambisonics
- 3 Methodology
- 3.1 The Case Study Places
- 4 Audio Filter Design and Analysis: Basic Parameters
- 5 Filter Design
- 6 Conclusion
- Acknowledgments
- References
- Gesture Deviation in Interactive Communication - A Cross Cultural Study of Indian Case Examples
- Abstract
- 1 Introduction
- 2 Related Work on Gesture Based Studies
- 3 Methodology
- 4 Planning the Experiment and Methodology Used for the Cross-Cultural Study of Gestures Amongst Indi ...
- 4.1 Selection of Content for the Study
- 4.2 Selection of Subjects
- 4.3 Selection of the Medium for Documentation
- 4.4 Design and Studio Setup
- 4.5 Identification of Gestures from Secondary Literature
- 4.6 Method for Analysis of Video Recordings
- 4.7 Data on Total Gesture Types Taken for Observation and Study
- 5 Results and Observations
- 5.1 Deictic Gestures (D)
- 5.2 Iconic Gestures
- 5.3 Semaphoric Gestures (S)
- 5.4 Pantomimic Gestures
- 6 Conclusion
- 7 Implication for Interaction Design
- References
- Brain Tagging: A BCI and HCI Tagging System to Evaluate the Learning Contents
- Abstract
- 1 Introduction
- 2 A Review of Affective Metadata
- 2.1 Active Tagging: Knowledge Exchange and Experience Sharing
- 2.2 Passive Tagging: The EEG Signal Analysis
- 3 Brain Tagging: The System Design
- 3.1 Active HCI Tagging
- 3.2 Passive BCI Tagging
- 3.3 The Integrated Interface
- 3.4 The Timeline Chart
- 4 Conclusion
- Acknowledgements
- References
- Analytical Steps for the Validation of a Natural User Interface
- Abstract
- 1 Introduction
- 2 Real-World Applications
- 3 Experimental Validation
- 4 Conclusion
- References
- Monitoring Cognitive Workload in Online Videos Learning Through an EEG-Based Brain-Computer Interface
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Cognitive Workload
- 2.2 Brain-Computer Interface on Workload Recognition
- 3 EEG-Based Brain-Computer Interface to Assess Cognitive Workload
- 3.1 System Structure
- 3.2 Apparatus
- 3.3 EEG Data Recording and Denoising
- 3.4 Transformation and Feature Extraction
- 3.5 Classification
- 4 Experiment and Discussion
- 5 Conclusion and Future Work
- Acknowledgements
- References
- Learning and Teaching Ecosystems
- Lessons Learned from Evaluating an Authoring Tool for Learning Objects
- 1 Introduction
- 2 Related Works
- 3 Evaluation Process
- 3.1 Case Study
- 3.2 Usability Test
- 4 Results and Findings
- 4.1 Case Study
- 4.2 Usability Test
- 5 Final Considerations
- References
- ECoLab: A Cooperative System to Improve Training Processes
- Abstract
- 1 Introduction
- 2 ECoLab Model
- 2.1 Methodological Model
- 2.2 Continuous Refinement Model
- 3 Case of Study
- 3.1 Description
- 3.2 Case of Study Results
- 4 Conclusions
- References
- A Metamodel Proposal for Developing Learning Ecosystems
- Abstract
- 1 Introduction
- 2 Methodology
- 3 High-Level Requirements
- 4 Ecosystems Metamodel
- 5 Modeling the Ecosystem for Scientific Knowledge Management in a PhD Program
- 6 Conclusions
- Acknowledgement
- References
- Needs Analysis as a Cornerstone in Formation of ICT Competence in Language Teachers Through Specially Tailored In-service Training Course
- Abstract
- 1 Introduction
- 2 Methods
- 3 Findings
- 3.1 BIO Data
- 3.2 Basic Skills of Using ICT and Using ICT for Foreign Language Teaching
- 3.3 Professional Development in the Field of ICT
- 3.4 Attitude Towards Using ICT for FLT
- 3.5 Analysis
- 3.6 Second Questionnaire Analysis
- 4 Outcomes
- 5 Conclusions
- Acknowledgements
- References
- Design Considerations for Competency Functionality Within a Learning Ecosystem
- Abstract
- 1 Introduction - Competency Management
- 2 Canadian Competency Frameworks
- 2.1 Medical Competency Frameworks
- 2.2 Professional Competency Frameworks
- 2.3 Competency-Based Education and Prior Learning Assessment
- 2.4 Implementation Challenges
- 3 Competency Implementation Within LPSS
- 4 User Feedback on LPSS Competency Functionality
- 4.1 Online Survey
- 4.2 User Feedback on Competency Functionality
- 4.3 Feedback on the LPSS System and the User Interface
- 4.4 Usability Evaluation
- 5 Design Considerations for Future LPSS Development
- 6 Conclusions
- References
- Integrated Learning Environment for Blended Oriented Course
- Abstract
- 1 Introduction
- 1.1 The Issues of Higher Education
- 1.2 Background on Pedagogical Approaches for Efficient Learning
- 1.3 Proposal for a Digital Support for Guided Self-learning, Called ONAAG
- 2 Training Context
- 2.1 Motivation and Description of the Audience
- 2.2 Opportunities to Create ONAAG Project
- 2.3 Impacts of ONAAG Project
- 3 Standard Scenario of the Blended-Oriented Hybrid Course
- 3.1 Scenario with ONAAG Spine
- 3.2 ONAAG-1, to Prepare Lessons, Consolidate the Prerequisites and Evolve
- 3.3 ONAAG-2, to Implement Knowledge in New Contexts and Develop Expertise
- 4 Results After 3-Years of Experimentation with ONAAG
- 4.1 Some Figures About ONAAG
- 4.2 Better Learning Outcomes
- 4.3 Learners' Satisfaction and Learning Attitudes
- 4.4 Some Specificities Between the Two Parts of ONAAG
- 4.5 Impacts of Previous Training and Professional Routes
- 4.6 Trainer's Satisfaction
- 4.7 Technical Requirements and Final Results in 2016
- 5 ONAAG's Project Development
- 5.1 A Project that Respects the Agile Approach
- 5.2 A Project Leading to Innovation and CoP
- 5.3 Projects Impact on the Parties: The Trainer's Responsibility
- 5.4 Future Prospects
- 6 Conclusion
- Acknowledgement
- References
- The Development of a Mediation Artifact for Representing Teaching Practices: A Study Connecting the ...
- Abstract
- 1 Introduction
- 2 Mediation Artifacts for Representing Practices
- 3 The Research Path
- 3.1 Study Meetings
- 3.2 The Design Process of the Mediation Artifact
- 3.3 Testing the Mediation Artifact
- 4 Discussion
- 5 Final Comments
- Acknowledgments
- References
- On the Potential of Using Virtual Reality for Teacher Education
- Abstract
- 1 Introduction
- 2 Virtual Reality: Defining the Terms
- 3 Using Virtual Reality in Education: State-of-the Art
- 4 Preliminary Experimental Evaluation
- 5 Developing an Integrated VR-Based Teacher Training Tool
- 6 Conclusions
- Acknowledgements
- References
- e-Learning, Social Media and MOOCs
- Exploring the Impact of Social Learning Networks in M-Learning: A Case Study in a University Enviro ...
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Settings of the Study
- 3.1 Sample and Study Instrument
- 3.2 Sampling Technique and Survey Structure
- 4 Analysis and Discussion
- 5 Conclusions
- References
- Improving Concepts of E-Learning by Using ERP Systems for an Interactive Knowledge Diffusion
- Abstract
- 1 Motivation
- 2 Enterprise Resource Planning Systems
- 3 Knowledge Transfer in Enterprise Simulations
- 4 Research Design
- 5 Results
- 5.1 Experimental Setup
- 5.2 Meta-analysis
- 5.3 Motivations and Expectation
- 5.4 Effects on Teamwork, Cooperation and Communication
- 5.5 Effects on Practical Relevance, Knowledge Diffusion and Experiences
- 5.6 Effects on Process Understanding and Skills Improvement
- 6 Conclusion and Future Research
- References
- Using Phenomenography to Understand Cultural Values in Facebook
- Abstract
- 1 Background
- 2 Short History and Culture in Cyprus
- 3 Facebook and ICT Usage in Cyprus
- 4 Cultural Differences in Social Networks
- 5 The Current Study
- 6 Method
- 6.1 Interview Process
- 6.2 Interview Participants
- 6.3 Online Survey
- 6.4 Online Survey Participants
- 7 Categories of Description
- 7.1 Facebook Usage and Activities
- 7.2 Self-disclosure, Trust and Privacy
- 7.3 Friendship Ties
- 7.4 Friend Request Invitation
- 7.5 Self-promotion
- 7.6 Online Survey and Discussion
- 8 Conclusion
- References
- Exploring the Determinants Affecting the Adoption of Social Web Applications Used in Massive Online ...
- Abstract
- 1 Introduction
- 1.1 Massive Online Open Courses
- 1.2 Social Web Applications as a Backbone of Massive Open Online Courses
- 2 Background to the Research
- 3 Methodology
- 4 Results
- 5 Conclusions
- References
- E-safety in Web 2.0 Learning Environments: A Research Synthesis and Implications for Researchers and ...
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Development of E-safety Corpus
- 2.2 Refinement of E-safety Corpus
- 2.3 Synthesis
- 3 Findings
- 3.1 Students' and Teachers' Attitudes and Experiences Towards E-safety in OSNs
- 3.2 E-safety Actions, Practices and Policies in OSNs
- 3.3 Evaluation of Schools' E-safety Regulations in OSNs
- 3.4 Internet Safety Education
- 3.5 Implications for Researchers and Practitioners
- 3.6 Security and Privacy Enhancing Web-Based Tools Review
- 4 Conclusion
- 5 Limitations
- Acknowledgments
- References
- Pedagogical Voice in an E-Learning System: Content Expert Versus Content Novice
- Abstract
- 1 Background
- 1.1 Theoretical Basis
- 2 Methods
- 2.1 The Reasoning Mind Edifice Platform
- 2.2 Experimental Design
- 2.3 Participants
- 3 Results
- 4 Discussion
- 5 Conclusion
- Acknowledgements
- References
- Adaptive and Cooperative Model of Knowledge Management in MOOCs
- Abstract
- 1 Introduction
- 2 Conceptual Model of ahMOOC
- 2.1 Methodological Model
- 2.2 Technological Model
- 3 Context of the Experience
- 4 Results
- 4.1 Completion Rate
- 4.2 Opinion Poll
- 5 Discussion
- 6 Conclusions
- Acknowledgements
- References
- The Quality of MOOCs: How to Improve the Design of Open Education and Online Courses for Learners?
- Abstract
- 1 Introduction
- 2 Open Education: What Is the Current Situation?
- 3 Quality in Open Education
- 4 Drop-Out Rates and Quality Indicators in MOOCs
- 5 Is Open Education the Next Revolution?
- 6 Conclusions and Future Work
- Acknowledgments
- References
- E-Learning Supported Martial-Arts-Training
- Abstract
- 1 Introduction
- 2 Stances
- 2.1 Preliminary Stances
- 2.2 The Universal Approach Sequences Sans Partner
- 2.3 The Universal Approach Sequences with Partner
- 3 Motion-Tracking Validated E-Learning
- 4 Conclusion
- Acknowledgements
- References
- Beyond the Classroom
- Security Beyond Secrecy
- Abstract
- 1 Introduction
- 2 Problem Statement
- 2.1 Death of Secrecy
- 2.2 Distributed Information Architectures Blind Hierarchical Organizations
- 2.3 The Sovereignty of Complexity
- 2.4 Socio-Technical Systems Force Non-technical Variables into Design
- 2.5 Information Democratization Collapses Scale, Alters Security Paradigms
- 2.6 Data is "Dual-Use" Technology
- 2.7 People are "Data Producers"
- 2.8 Big Data Insights Invert (and Re-invent?) Critical Analysis
- 2.9 "Synthetic Intelligence" Is a Counterforce to AI
- 2.10 The Internet Is a Privately-Owned/Operated Commercial Space
- 2.11 Data is not Information
- 2.12 Power Laws in Bureaucracies Make Security-by-Secrecy Un-Economic
- 2.13 Attacks, Accidents, Acts of Nature Threaten Information Systems
- 3 Strategies and Solutions
- 3.1 Death of Secrecy
- 3.2 Distributed Information Architectures Blind Hierarchical Organizations
- 3.3 The Sovereignty of Complexity
- 3.4 Socio-Technical Systems Force Nontechnical Variables in System Design
- 3.5 Information Democratization Collapses Scale, Alters Security Paradigms
- 3.6 Data Is "Dual-Use" Technology
- 3.7 People Are "Data Producers"
- 3.8 Big Data Insights Invert (and Re-invent!) Causation
- 3.9 "Synthetic Intelligence" Is a Counterforce to AI
- 3.10 The Internet Is a Privately-Owned/Operated Commercial Space
- 3.11 Data Is not Information
- 3.12 Power Laws in Bureaucracies Make Security-by- Secrecy Un-Economic
- 3.13 AAA Risks Threaten Information Systems
- 4 Conclusions
- References
- Learning Together with CSCL Tools in the Classroom
- Abstract
- 1 Introduction
- 2 The Metafora Environment for Promoting L2L2
- 3 Description of the Collaso Tool
- 4 Discussion
- References
- Outdoor Studying System Using Bluetooth Low Energy Beacon-To Feel Cultural Sites
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Sightseeing Application
- 2.2 BLE Beacons
- 2.3 Our Previous Work on School Trips
- 3 Our Application Using BLE Beacons
- 3.1 Purpose of the Project
- 3.2 New Application Design
- 3.3 Design of Our Application
- 4 Experiments and Results
- 4.1 Quiz Function for Students
- 4.2 Navigation and Shop Information for Tourists (Web Questionnaires)
- 4.3 Regional Differences in the Evaluation About Tourism in Nikko
- 5 Conclusion
- 5.1 Evaluation of the BLE Beacon: Applications for Sightseeing on School Trips
- 5.2 Inheriting the Culture of World Heritage Sites
- 5.3 Experiencing Cultural Sites
- Acknowledgments
- References
- Measuring Usability of the Mobile Learning App for the Children
- Abstract
- 1 Introduction
- 2 "Learn English-Sindhi" App
- 3 Methodology
- 4 Results
- 4.1 Demographic Data
- 4.2 Usability Test
- 4.3 Fun Toolkit
- 4.3.1 Smileyometer
- 4.3.2 Again-Again Table
- 4.3.3 Fun-Sorter
- 5 Conclusions
- References
- An Analysis of the Note-Taking Function of the Audience Response System
- Abstract
- 1 Objective
- 2 Background
- 3 Method
- 3.1 Features of Note-Taking Function
- 3.2 Research Questions and Hypothesis
- 3.3 Use of the Note-Taking Function During Lectures
- 4 Discussion of Results
- Acknowledgement
- References
- Measuring User Engagement in Mobile Classroom Response System: A Case Study
- Abstract
- 1 Introduction
- 2 User Engagement
- 2.1 Interaction Log
- 2.2 Diary Study
- 3 Methodology
- 4 Result
- 4.1 User Types
- 4.2 Participation Types
- 4.3 Submission Types
- 4.4 Diary Entries
- 4.5 Holistic View on User Engagement Patterns
- 5 Conclusion
- Acknowledgement
- References
- Higher Education Disruption Through IoT and Big Data: A Conceptual Approach
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Main Concepts
- 2.2 Related Technologies
- 3 State of the Art
- 4 Conceptual Approach Proposal
- 4.1 Rational
- 4.2 Conceptual Approach
- 5 Conclusions
- References
- Connectivist, Context-Aware Communication Channels - Peer Finding Algorithm for Distributed Learning Networks
- 1 Introduction
- 2 Basic Models
- 2.1 Content Model
- 2.2 Context and Context-Awareness
- 2.3 User Model
- 2.4 Communication Channel Model
- 2.5 Co3 Channel Model
- 3 Peer Finding Algorithm for Co3 Channels
- 3.1 Thematic Competence
- 3.2 Thematic Relation
- 3.3 Tutor Competence
- 3.4 Seeker Relation
- 3.5 Weight Parameters
- 4 Live Chat Prototype
- 5 Summary and Outlook
- References
- Games and Gamification for Learning
- CodeAdventure: An Adventure Game for Computer Science Education
- Abstract
- 1 Introduction
- 2 Background and Related Work
- 3 Code Adventure
- 3.1 Storyline
- 3.2 Level Design
- 3.3 Room Design
- 3.4 End-User Monitoring
- 3.5 Feedback
- 3.6 Prototype Implementation
- 4 Conclusions and Future Work
- References
- Using Mental Models to Design for Learning: Lessons from Game Development
- Abstract
- 1 Introduction
- 1.1 What Is a Mental Model?
- 1.2 Mental Models in Games
- 2 How Mental Models Are Constructed
- 3 Implicit Construction of Mental Models in Games
- 3.1 Mapping
- 3.2 Feedback
- 3.3 Physical Examples
- 4 Explicit Construction of Mental Models in Games
- 4.1 Tutorials
- 5 Revealing Mental Models
- 5.1 Strategies to Reveal Mental Models
- 6 Applying Mental Models Game Design for Learning
- 7 Conclusion: Transfer to User Centered Design Practice
- References
- Strategic Design: Breaking Mental Models Initiates Learning in Video Games
- Abstract
- 1 Designing to Communicate
- 2 Using Mental Models to Better Understand User State of Mind
- 3 Another Way to Utilize Mental Models: Intentionally Breaking Them
- 4 How Game Designers Can Successfully Apply These Theories
- 5 Breaking Mental Models: Case Studies of an Effective Practice
- 6 Conclusion
- References
- Gamifying the Eating Experience: An Interactive Companion for Children's Nutrition Education and Behavior
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Design Concept
- 4 User Interface
- 5 Software
- 6 Process of Use
- 7 Conclusions and Future Work
- References
- Gamification Methods in Higher Education
- Abstract
- 1 Introduction
- 2 Diverse Definitions of Gamification in the Non-game Context of Education
- 3 Framework of Flow
- 4 Method
- 5 Results and Discussion
- 5.1 Defining Gamification
- 5.2 Gamification Drivers
- 5.3 Measuring Student Learning Outcomes with Gamification
- 5.4 Gamification Pedagogy
- 5.5 Gamification Elements
- 5.6 Personalizing Gamification Techniques
- 6 Evaluation of Gamification
- 7 Conclusion
- Appendix
- References
- Subliminal Learning. What Do Games Teach Us?
- 1 Introduction
- 2 Context
- 2.1 Learning and Video Games
- 2.2 Organic Tutorials
- 2.3 Subliminal Learning
- 3 Analysis of Level Design in Video Games
- 3.1 Methodology
- 3.2 Analysis Elements of Organic Tutorials
- 3.3 Comparative analysis of organic tutorials
- 4 Design Guide for Organic Tutorials
- 5 Conclusions and Further Work
- References
- Author Index
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