
Learning and Collaboration Technologies. Technology in Education
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
More details
Other editions
Additional editions

Content
- Intro
- Foreword
- HCI International 2017 Thematic Areas and Affiliated Conferences
- Contents -- Part II
- Contents -- Part I
- STEM Education
- Using Augmented Reality Interactive System to Support Digital Electronics Learning
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Overview of Augmented Reality
- 2.2 Logic Gate and Its Truth Table
- 3 Related Work
- 4 System Development
- 4.1 Application Development
- 4.2 System Setup
- 4.3 Virtual Configuration
- 4.4 Mapping AR and Logic Gate
- 5 Implementation
- 6 Summary and Conclusion
- References
- An AI System for Coaching Novice Programmers
- Abstract
- 1 Introduction
- 2 Curriculum
- 2.1 Assignments
- 2.2 Team Based Learning
- 3 Software Evaluation Tools
- 4 Development Plan
- 5 Program Evaluation
- 6 Future Work
- 7 Conclusion
- References
- Affective Walkthroughs and Heuristics: Evaluating Minecraft Hour of Code
- 1 Introduction
- 2 Overview of Hour of Code Minecraft
- 3 Minecraft Hour of Code and Affective Walkthrough
- 3.1 Method
- 3.2 Findings
- 3.3 Discussion
- 4 Minecraft Hour of Code and Affective Heuristic Evaluation
- 4.1 Method
- 4.2 Findings
- 4.3 Discussion
- 5 Conclusions
- References
- Fairy Houses: A Creative Engineering Experience
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Hardware
- 3.2 Software
- 4 Evaluation
- 4.1 Interactive Display
- 4.2 Student Team
- 5 Conclusion
- 6 Future Work
- References
- Make World, A Collaborative Platform to Develop Computational Thinking and STEAM
- Abstract
- 1 Introduction
- 1.1 Programming and Computational Thinking
- 2 Make World Platform Overview
- 2.1 The Community
- 3 The Piloting of Make World
- 3.1 Approval of the Ethics Committee of the University of Deusto
- 3.2 Pre-piloting Process
- 3.3 Experimentation with Students
- 4 Results
- 5 Conclusions
- Acknowledgement
- References
- Manipulation of Mathematical Expressions in Collaborative Environments
- 1 Introduction
- 1.1 Online Tools for Communication of Symbolic Academic Content
- 2 Input and Manipulation of Mathematical Expressions
- 2.1 Structure-Based Editors
- 2.2 Pen-Based Input
- 3 An Alternative Hybrid Input Method
- 4 Conclusion
- References
- Designing Tools that Allows Children in the Early Childhood to Program Robots
- Abstract
- 1 Introduction
- 2 User-Centered Design
- 3 Design Process of Programming Tools for Early Childhood
- 3.1 First Iteration
- 3.2 Second Iteration
- 3.3 Third Iteration
- 3.4 Fourth Iteration
- 3.5 Fifth Iteration
- 3.6 Sixth Iteration
- 3.7 Seventh Iteration
- 4 Conclusion
- Acknowledgments
- References
- Decision-Making for Interactive Systems: A Case Study for Teaching and Learning in Bioinformatics
- Abstract
- 1 Introduction
- 2 Background
- 3 Case Study: Methodological Course
- 3.1 Subject Matter Expert (SME)
- 3.2 Data Gathering Process
- 4 Results
- 4.1 Data Gathering I
- 4.2 Data Gathering II - Results - Part 1: Biological Databases
- 4.3 Data Gathering II - Results - Part 2: Sequences and Macromolecular Structures Viewers
- 4.4 Interpretation II
- 5 Conclusion
- Acknowledgments
- References
- Preschool Learning with a Fingertip
- Abstract
- 1 Introduction
- 2 Emergent Literacy and Quantity-Number Competencies in Preschool Education
- 3 Media Literacy in Preschool Education
- 4 Concept of Tablet-Based Training Program in Preschool
- 5 Conclusion
- References
- Diversity in Learning
- Augmentative and Alternative Communication in the Literacy Teaching for Deaf Children
- Abstract
- 1 Introduction
- 2 System Communication and Deaf Children
- 3 Literacy in Deaf Children
- 4 Methodology
- 4.1 Analysis
- 4.2 Analysis
- 4.3 Pre-production
- 4.4 Production
- 5 Conclusions and Future Work
- References
- Girls in Robot Class_Smart Textiles Interactive Tool-Kits to Enhance the Participatory of Women in Technology
- Abstract
- 1 Introduction
- 2 Literature Research
- 2.1 Smart Textiles, e-Textiles from Taiwan Textiles Industry
- 2.2 Robot, Puppet, and Textiles
- 2.3 Stem + Art
- 2.4 Gender + Icon
- 3 Process
- 3.1 Course Contents
- 3.2 Digital Printing Prototype
- 3.3 Interactive Modules and Electronic Circuit Theory
- 3.4 Digital Embroidery and Sewing Techniques
- 4 Evaluation
- 4.1 Surveys
- 5 Conclusions and Future Works
- Acknowledgments
- References
- A Model for Collaboration in Virtual Worlds Bringing Together Cultures in Conflict
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Types of Virtual Worlds
- 3 Intercultural Literacy
- 4 Collaboration in Virtual Worlds
- 4.1 The "Six Learnings" Framework
- 5 The TEC Model
- 5.1 Project Design
- 5.2 The Process
- References
- Different Students - Different Ways: Challenges of Integrating Non-traditional Students in Higher Education and How Electronic Learning Can Support Inclusion
- Abstract
- 1 Introduction
- 2 Empirical Study
- 2.1 Research Design
- 2.2 Results and Implications
- 2.3 Conceptual Design of Learning Scenario
- 2.4 Combined Approach for the Learning Module "Scientific Writing for Academic Purposes"
- 2.5 Evaluation
- 3 Conclusion
- References
- "Beyond EFL Writing Anxiety": Tapping into the Individual Emotionality of Proficient EFL Writers Through Semi-structured Analysis and Wearable Sensing Technology
- Abstract
- 1 Introduction and Background
- 2 Study One: The Qualitative Single Embedded Case Study
- 2.1 Qualitative Case Study
- 2.2 Research Methods
- 2.3 Results
- 2.4 Analytical Discussion
- 3 Study Two: Anxiety Elicitation Through a Wearable Sensor
- 3.1 Study Procedure
- 3.2 Apparatus
- 3.3 Results and Discussions
- 4 Concluding Remarks
- References
- Training Socially Responsible Engineers by Developing Accessible Video Games
- 1 Introduction
- 2 Background
- 2.1 Social Responsibility and Higher Education
- 2.2 Disability and Cerebral Palsy
- 2.3 Video Games and Disability
- 3 Methodology
- 4 Results
- 4.1 First Iteration: Footb-all Game
- 4.2 Second Iteration: Formula Chair Game
- 4.3 Third Iteration: Fisio Run
- 4.4 Fourth Iteration
- 5 Discussion
- 6 Conclusions and Further Work
- References
- The Use of a New Visual Language as a Supporting Resource for People with Intellectual Disabilities
- Abstract
- 1 Introduction
- 2 Theoretical Framework
- 2.1 Accessibility Problems for People with Disabilities
- 2.2 New Visual Language: VILA
- 3 Methodological Framework
- 4 Experiment and Results
- 4.1 Evaluation of Software Prototype
- 4.2 Advantages of Using VILA
- 5 Discussion
- 6 Conclusions
- References
- "Thinking in Pictures?" Performance of Chinese Children with Autism on Math Learning Through Eye-Tracking Technology
- Abstract
- 1 Introduction and Background
- 2 Related Work
- 2.1 Mathematics Learning of Individuals with ASD
- 2.2 Eye-Tracking for Behavioral Analysis During the Decision-Making Process
- 2.3 Eye-Tracking for Behavioral Analysis in ASD Research
- 2.4 Preferences of Presentation Format Among Children with ASD
- 3 Our Math Learning Application: Prototype Version
- 3.1 Application Design and Math Training Problem Presentation Styles
- 4 Our Math Learning Application: Eye-Tracking Version (v2.0 and v3.0)
- 5 Study Results and Discussions
- 5.1 Participants, Apparatus and Study Procedure
- 5.2 Results and Discussions
- 6 Concluding Remarks
- Acknowledgements
- References
- Learning Analytics
- Dashboard for Actionable Feedback on Learning Skills: Scalability and Usefulness
- 1 Introduction
- 2 Related Work
- 3 Situation of This Study
- 4 Learning Skills Dashboard
- 4.1 Learning Skills
- 4.2 Dashboard Design
- 4.3 Data Sources and System Infrastructure
- 5 Results
- 5.1 Target Group and Data Collection
- 5.2 Dashboard Interaction
- 5.3 Feedback
- 5.4 Student Profile and Behavior
- 6 Discussion, Conclusion, and Future Work
- References
- Can We Apply Learning Analytics Tools in Challenge Based Learning Contexts?
- Abstract
- 1 Introduction
- 2 Challenge Based Learning Experiments
- 3 Possible Applications of Learning Analytics Tools to CBL Experiences
- 4 Application of a LA in a CBL Experiment
- 4.1 How CBL Is Applied
- 4.2 Tools Employed for the Implementation
- 4.3 Results Obtained from the Application of the LA Tool
- 5 Conclusions
- References
- Learning Analytics and Spelling Acquisition in German - Proof of Concept
- Abstract
- 1 Introduction
- 1.1 Research Questions
- 1.2 Outline
- 2 Background
- 2.1 German Orthography
- 2.2 Intelligent Dictionary
- 2.3 Categorization
- 2.4 Platform
- 3 Results
- 3.1 Findings
- 4 Discussion and Conclusion
- Acknowledgments
- References
- Data Analysis of Coaching and Advising in Undergraduate Students. An Analytic Approach
- Abstract
- 1 Introduction
- 2 Theoretical Framework
- 2.1 Coaching and Self-regulated Learning
- 2.2 Tutoring Systems and Learning Analytics
- 3 Case Study and Method
- 3.1 Sample
- 3.2 Procedure
- 4 Main Results
- 5 Conclusions and Future Work
- Acknowledgments
- References
- Learning Analytics and Its Paternalistic Influences
- Abstract
- 1 Introduction
- 2 Learning Analytics
- 2.1 Learning Analytics Defined
- 2.2 Ethical Issues
- 3 Paternalism
- 3.1 Soft/Hard and Weak/Strong Paternalism
- 3.2 Libertarian Paternalism
- 3.3 Moral Proxies and Choice Architects
- 3.4 Four Facets of Technological Paternalism
- 4 Learning Analytics and Prima Facie Cases of Paternalism
- 4.1 The Distribution of Benefits
- 4.2 Case One: eAdvising
- 4.3 Case Two: Digital Fences
- 4.4 Case Three: Libraries and Learning Analytics
- 5 Values at Risk and Recommendations
- 5.1 Liberal Education
- 5.2 Student Academic Freedom
- 5.3 Recommendations
- 6 Conclusion
- References
- Development of a Dashboard for Learning Analytics in Higher Education
- Abstract
- 1 Introduction
- 2 Background
- 3 Development of the Dashboard
- 3.1 Foundation of the Development
- 3.2 The Final Concept
- 4 Conclusion, Restrictions and Outlook
- Acknowledgments
- References
- Mixing and Matching Learning Design and Learning Analytics
- Abstract
- 1 Introduction
- 2 Learning Design at the Open University
- 2.1 Aligning Learning Analytics and Learning Design
- 2.2 Research Questions
- 3 Methodology
- 3.1 Study Context
- 3.2 Measurement of Learning Design
- 3.3 Data Analysis
- 4 Results and Discussion
- 4.1 Learning Design Within and Between Modules
- 4.2 Learning Design at Individual Task Level
- 5 Conclusion
- Appendix
- References
- Improving the Learning and Collaboration Experience
- Attitudes Towards Mobile Devices in Estonian Basic Education: Using the Framework of the UTAUT Model
- Abstract
- 1 Introduction
- 1.1 Measures of Attitude
- 1.2 Attitudes Towards Technology in Educational Setting
- 1.3 The Present Study
- 2 Methods
- 2.1 Participants
- 2.2 The Instruments
- 2.3 Data Analysis
- 3 Results
- 3.1 Attitude Factors for Students
- 3.2 Attitudes as Predictors of Behavioural Intention and the Use of Mobile Devices
- 4 Discussion
- 4.1 Limitations and Future Studies
- Acknowledgement
- References
- A Guidance and Evaluation Approach for mHealth Education Applications
- Abstract
- 1 Introduction
- 2 Why Mobile Health Education Apps are Important
- 3 Selected Usability Metrics for the Framework
- 4 Motivation for Constructing a Framework
- 5 Framework Design Stages
- 5.1 First Design for the Framework
- 5.2 Second Design for the Framework
- 5.3 Third Design for the Framework
- 6 Qualitative Results for the Framework
- 7 Quantitative Results for the Framework
- 8 Conclusion
- References
- Collaborative Hybrid Agent Provision of Learner Needs Using Ontology Based Semantic Technology
- Abstract
- 1 Introduction
- 2 Knowledge Navigation
- 2.1 Semantic Knowledge Representation
- 2.2 Agency and AI
- 2.3 Personalisation and the Learning Space
- 3 Using Ontologies and Agents to Personalise an Individual Student's Experience
- 3.1 Users
- 3.2 Client Interface
- 3.3 Ontologies
- 3.4 Services
- 4 A Framework for Working in Hybrid Groups
- 4.1 Degrees of Freedom in Dialogs
- 4.2 An Example
- 5 Conclusions and Future Work
- References
- Improving Success/Completion Ratio in Large Surveys: A Proposal Based on Usability and Engagement
- Abstract
- 1 Introduction
- 2 Background: The Spanish Observatory for University Employability and Employment (OEEU)
- 3 Research Goals and Experiments Proposal
- 3.1 Overall Research Goals
- 3.2 Experiments Proposal
- 3.2.1 Study About How to Improve the Invitation Processes to Graduates
- 3.2.2 A Study About What Improvements Can Be Implemented in Questionnaires to Improve Participation and Completion Ratios
- 3.2.2 A Study About What Improvements Can Be Implemented in Questionnaires to Improve Participation and Completion Ratios
- 4 Proposed Improvements for the Questionnaire
- 4.1 Proposal for the Invitation Letter to the Questionnaires
- 4.2 Proposal to Amend the Questionnaire for Variant B
- 4.3 Proposal to Amend the Questionnaire for Variant C
- 5 Evaluation by Experts
- 5.1 Feedback Questionnaire
- 5.2 Results and Discussion
- 6 Conclusions
- Acknowledgments
- References
- Interaction Design Principles in WYRED Platform
- Abstract
- 1 Introduction
- 2 WYRED Project Information Data-Sheet
- 3 WYRED Platform Technological Base
- 3.1 Interaction Facilitator
- 3.2 Security and Privacy Supporter
- 3.3 Data Analysis Platform
- 4 WYRED Platform Requirements
- 4.1 Information Requirements
- 4.1.1 Users' Visible Information
- 4.1.2 Users' Private Information
- 4.1.3 Platform Information
- 4.2 Functional Requirements
- 4.2.1 Content Moderation
- 4.2.2 Social Dialogue
- 4.2.3 Engagement
- 4.2.4 Documents
- 4.2.5 Research Area
- 4.3 Non-functional Requirements
- 4.3.1 Platform Design
- 4.3.2 Platform Technologies
- 4.3.3 Security and Privacy Issues
- 5 Conclusions
- Acknowledgments
- References
- Personal and Shared Perspectives on Knowledge Maps in Learning Environments
- Abstract
- 1 Introduction and Related Work
- 2 Multi-perspective Concept Maps
- 2.1 User Activities
- 2.2 Usage Scenario and User Interface
- 2.3 Proof-of-Concept Prototype
- 3 Qualitative Evaluation
- 3.1 Assumptions
- 3.2 Experimental Setup
- 3.3 Results
- 4 Discussion and Requirements
- 4.1 Improving the Interaction
- 5 Conclusions
- Appendix A
- Appendix B
- References
- Designing a Peer Feedback Mobile Application as a Professional Development Tool
- 1 Introduction
- 2 Design Considerations
- 2.1 Iterative Design Process
- 2.2 Limitations
- 2.3 Design Decisions
- 3 The Peer Feedback App
- 3.1 Use Within an Organisation
- 3.2 Benefits for Organisations
- 4 Impact and Results
- 4.1 Pre-trial
- 4.2 Full Trials
- 5 Discussion
- 6 Conclusions
- References
- The Influence of Trust on User Interactions in e-Transaction Platforms: The Context of a Developing Country
- Abstract
- 1 Introduction
- 2 Related Studies
- 3 Theoretical Foundation
- 3.1 Trust in e-Transaction and Online Systems
- 3.2 The Socio-technical Model of Trust
- 3.3 The Case of Remita
- 4 Methodology
- 5 Data Analysis, Findings and Discussions
- 5.1 Design Reflections
- 5.2 Limitations
- 5.3 Implications and Future Work
- 6 Conclusions
- Acknowledgments
- References
- Integration of Estonian Higher Education Information Technology Students and Its Effect on Graduation-Related Self-efficacy
- Abstract
- 1 Introduction
- 1.1 Dropout Rates
- 1.2 Dropout as a Process
- 1.3 Integration of IT Students
- 1.4 The Aim
- 2 Methods
- 2.1 Participants
- 2.2 The Instruments
- 2.3 Data Analysis
- 3 Results
- 3.1 Initial Model of the Graduation-Related Self-efficacy
- 3.2 Integrated Model of the Graduation-Related Self-efficacy
- 4 Discussion
- 4.1 Bivariate Associations Give a Simplified Impression of the Graduation-Related Self-efficacy
- 4.2 Academic Experience Has a Weak Effect on the Graduation-Related Self-efficacy
- 4.3 Social Work-Related Experience has a Major Effect on the Graduation-Related Self-efficacy
- 4.4 Limitations and Further Studies
- 5 Conclusions
- Acknowledgement
- References
- discuss: Embedding Dialog-Based Discussions into Websites
- 1 Introduction
- 2 Related Work
- 3 Dialog-Based Online Argumention
- 4 Functionality of Discuss
- 4.1 Embedding Discuss into Online Articles
- 4.2 Global Discussion
- 5 Implementation
- 5.1 Technical Foundation
- 5.2 Including Discuss in an Arbitrary Website
- 5.3 Execution Platform
- 6 Conclusion
- 7 Future Work
- References
- Design and Development of Intelligent Learning Companion for Primary School Students Based on the Tour of Well-Known Scenic Spots in Beijing
- Abstract
- 1 Introduction
- 2 Demand Analysis
- 3 Learner Analysis
- 3.1 Necessity
- 3.2 Analysis of Learners' General
- 3.2.1 Age
- 3.2.2 Personality Differences
- 4 Research Objective and Content
- 4.1 Research Objective
- 4.2 App Function
- 4.3 Research Content
- 5 Technical Route
- 5.1 Collect and Clarify the Relationship Between the Knowledge in Secondary School Textbook and Certain Scenic Spots
- 5.2 Develop the Incentive Mechanism
- 5.3 Making Electronic Resources
- 5.4 Program Writing
- 5.5 Test and Improve the App
- 5.6 Analyze Data and Write Paper
- 6 Expected Outcomes and Effect
- References
- The Evaluation on the Usability of Digital Storytelling Teaching System in Teaching
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 Development of the Application of Digital Storytelling to Teaching
- 2.2 Usability Evaluation of the System
- 3 Research Method
- 3.1 Experimental Tools
- 3.2 Research Subjects
- 3.3 Research Hypotheses
- 3.4 Questionnaire Design
- 3.5 Data Analysis Tool
- 4 Analysis and Discussion
- 4.1 Analysis of the Reliability and Validity of the Questionnaire
- 4.2 Analysis of Usability
- 5 Conclusion
- References
- Nellodee 2.0: A Quantified Self Reading App for Tracking Reading Goals
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Nellodee
- 4 Design and Implementation
- 4.1 Reading Page
- 4.2 Goals Page and Trends Page
- 5 Study Design Overview
- 5.1 Procedure
- 5.2 Measures
- 5.3 Interviews
- 6 Early Findings
- 7 Conclusion
- Acknowledgments
- References
- Author Index
System requirements
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.