Search results for: educational games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 706

Search results for: educational games

556 The Use of Different Methodological Approaches to Teaching Mathematics at Secondary Level

Authors: M. Rodionov, N. Sharapova, Z. Dedovets

Abstract:

The article describes methods of preparation of future teachers that includes the entire diversity of traditional and computer-oriented methodological approaches. The authors reveal how, in the specific educational environment, a teacher can choose the most effective combination of educational technologies based on the nature of the learning task. The key conditions that determine such a choice are that the methodological approach corresponds to the specificity of the problem being solved and that it is also responsive to the individual characteristics of the students. The article refers to the training of students in the proper use of mathematical electronic tools for educational purposes. The preparation of future mathematics teachers should be a step-by-step process, building on specific examples. At the first stage, students optimally solve problems aided by electronic means of teaching. At the second stage, the main emphasis is on modeling lessons. At the third stage, students develop and implement strategies in the study of one of the topics within a school mathematics curriculum. The article also recommended the implementation of this strategy in preparation of future teachers and stated the possible benefits.

Keywords: Computer-oriented approach, traditional approach, future teachers, mathematics, lesson, students, education.

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555 Educational and Technological Perspectives in Doraemon - Hope and Dreams in Doraemon’s Gadgets

Authors: Miho Tsukamoto

Abstract:

A Japanese manga character, Doraemon, was made by Fujiko F. Fujio in 1969, was made into animation in 1973. The main character, Doraemon, is a robot cat, and is a well-known Japanese animated character. However, Doraemon is not only regarded as an animation character but it is also used in educational and technological programs in Japan. This paper focuses on the background of Doraemon, educational and technological perspectives on Doraemon, and comparison of the original Japanese animation and the US remade version, and the animator Fujiko’s dreams and hopes for Doraemon will be examined. Since Doraemon has been exported as animation and manga to overseas, perspectives toward Doraemon have changed. For example, changes of stories and characters can been seen in the present Doraemon animation. Not only the overseas TV productions which broadcast Doraemon but also the Japanese production has to consider violence, sexuality, etc. when editing episodes. Because of representation of cultural differences, Japanese animation is thought to contain more violence, discrimination, and sexuality in animation. With responses from overseas, the Japanese production was cautious about the US remade version. They cared about the US Broadcast Standard, and tried to consider US customs and culture in the US remade version. Seeing the difference, acculturation is necessary for exports of animation overseas. Moreover, observing different aspects of Doraemon domestically, Doraemon provides dreams and hopes to children.

Keywords: Animation, Change, Doraemon, Gadgets, Manga, Technology.

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554 Movies and Dynamic Mathematical Objects on Trigonometry for Mobile Phones

Authors: Kazuhisa Takagi

Abstract:

This paper is about movies and dynamic objects for mobile phones. Dynamic objects are the software programmed by JavaScript. They consist of geometric figures and work on HTML5-compliant browsers. Mobile phones are very popular among teenagers. They like watching movies and playing games on them. So, mathematics movies and dynamic objects would enhance teaching and learning processes. In the movies, manga characters speak with artificially synchronized voices. They teach trigonometry together with dynamic mathematical objects. Many movies are created. They are Windows Media files or MP4 movies. These movies and dynamic objects are not only used in the classroom but also distributed to students. By watching movies, students can study trigonometry before or after class.

Keywords: Dynamic mathematical object, JavaScript, Google drive, transfer jet.

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553 An Analysis of Gamification in the Post-Secondary Classroom

Authors: F. Saccucci

Abstract:

Gamification has now started to take root in the post-secondary classroom. Educators have learned much about gamification to date but there is still a great deal to learn. One definition of gamification is the ability to engage post-secondary students with games that are fun and correlate to class room curriculum. There is no shortage of literature illustrating the advantages of gamification in the class room. This study is an extension of similar thought as well as an extension of a previous study where in class testing proved with the used of paired T-test that gamification did significantly improve the students’ understanding of subject material. Gamification itself in the class room can range from high end computer simulated software to paper based games of which both have advantages and disadvantages. This analysis used a paper based game to highlight certain qualitative advantages of gamification. The paper based game in this analysis was inexpensive, required low preparation time for the faculty member and consumed approximately 20 minutes of class room time. Data for the study was collected through in class student feedback surveys and narrative from the faculty member moderating the game. Students were randomly selected into groups of four. Qualitative advantages identified in this analysis included: 1. Students had a chance to meet, connect and know other students. 2. Students enjoyed the gamification process given there was a sense of fun and competition. 3. The post assessment that followed the simulation game was not part of their grade calculation therefore it was an opportunity to participate in a low risk activity whereby students could subsequently self-assess their understanding of the subject material. 4. In the view of the student, content knowledge did increase after the gamification process. These qualitative advantages identified in this analysis contribute to the argument that there should be an attempt to use gamification in today’s post-secondary class room. The analysis also highlighted that eighty (80) percent of the respondents believe twenty minutes devoted to the gamification process was appropriate, however twenty (20) percentage of respondents believed that rather than scheduling a gamification process and its post quiz in the last week, a review for the final exam may have been more useful. An additional study to this hopes to determine if the scheduling of the gamification had any correlation to a percentage of the students not wanting to be engaged in the process. As well, the additional study hopes to determine at what incremental level of time invested in class room gamification produce no material incremental benefits to the student as well as determine if any correlation exist between respondents preferring not to have it at the end of the semester to students not believing the gamification process added to the increase of their curricular knowledge.

Keywords: Gamification, inexpensive, qualitative advantages, post-secondary.

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552 An Introduction to E-Content Producing Algorithm for Screen-Recorded Videos

Authors: J. Darsareh, M. Nikafrooz

Abstract:

Some teachers and e-content producers, based on their experiences, try to produce educational videos using screen recording software. There are many challenges they may encounter while producing screen-recorded videos. These are in the domains of technical and pedagogical challenges like; designing the production roadmap, preparing the screen, setting the recording software, recording the screen, editing, etc. This article presents some procedures for producing acceptable and well-made videos. These procedures are presented in the form of an algorithm for producing screen-recorded video. This algorithm presents the main producing phases, including design, pre-production, production, post-production, and distribution. These phases consist of some steps which are supported by several technical and pedagogical considerations. Following these phases and steps according to the suggested order helps the producers to produce their intended and desired video by saving time and also facing fewer technical problems. It is expected that by using this algorithm, e-content producers and teachers gain better performance in producing educational videos.

Keywords: E-content, educational video production, screen recording software, screen-recorded videos, e-content producing algorithm.

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551 Proposing Robotics Challenge Centered on Material Transportation in Smart Manufacturing

Authors: Brehme D’napoli Reis de Mesquita, Marcus Vin´ıcius de Souza Almeida, Caio Vin´ıcius Silva do Carmo

Abstract:

Educational robotics has emerged as a pedagogical tool, utilizing technological artifacts to engage students’ curiosity and interest. It fosters active learning of STEM education competencies while also cultivating essential behavioral skills. Robotic competitions provide students with platforms to collaboratively devise diverse solutions to shared problems, fostering experience exchange, collaboration, and personal growth. Despite the prevalence of current robotic competitions, especially in Brazil, simulating real-world challenges like natural disasters, there is a notable absence of industry-related tasks. This article presents an educational robotics initiative centered around material transportation within smart manufacturing using automated guided vehicles. The proposed robotics challenge was executed in a competition held in Ac¸ailˆandia city, Maranh˜ao, Brazil, yielding satisfactory results and inspiring teams to develop time-limited solution strategies.

Keywords: Educational robotics, STEM education, robotic competitions, material transportation, smart manufacturing.

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550 Intervention Targeting in Environmental Networks

Authors: Chukwudi Henry Dike

Abstract:

We explore targeted subsidy in a set-up for which manufacturing firms in a waste-spillover network make endogenous production decisions. Here, games of substitution in digraphs arises where waste-producing firms internalise negative externality in a quadratic fashion. We find neutrality in intervention policies that create or reduce spillover links. Most importantly, we observe centrality distinction in asymmetric digraphs so that the dependence and power of each firm play unique roles. Here we see that in targeted subsidy, a firm with greater centrality guarantees optimal welfare improvement. This centrality however measures the weakness of each firm’s Nash-based link to other neighbourhood firms i.e., lower negative externality.

Keywords: Centrality, externality, key-player, Nash-Equilibrium.

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549 Strategy Analysis and Creation by Simulation in the General Game

Authors: Gábor Szűcs, Gábor Neszveda, Xin Fang

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In this paper the General Game problem is described. In this problem the competition or cooperation dilemma occurs as the two basic types of strategies. The strategy possibilities have been analyzed for finding winning strategy in uncertain situations (no information about the number of players and their strategy types). The winning strategy is missing, but a good solution can be found by simulation by varying the ratio of the two types of strategies. This new method has been used in a real contest with human players, where the created strategies by simulation have reached very good ranks. This construction can be applied in other real social games as well.

Keywords: competition, cooperation, finding good strategy, General Game

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548 A Program Based on Artistic and Musical Activities to Acquire Educational Concepts for Children with Learning Difficulties

Authors: Ahmed Amin Mousa, Huda Mazeed, Eman Saad

Abstract:

The study aims to identify the extent of effectiveness of the artistic formation program using some types of pastes to reduce the hyperactivity of the kindergarten children with learning difficulties. The researchers have discussed the aforesaid topic, where the research sample included 120 children of ages between 5 to 6 years, from five schools for special needs, learning disability section, Cairo Governorate. The study used the quasi-empirical method, which depends on designing one group using the pre& post application measurements for the group to validate both, hypothesis and effectiveness of the program. The variables of the study were specified as follows; artistic formation program using Paper Mache as an independent variable, and its effect on the skills of kindergarten child with learning disabilities, as a dependent variable. The researchers utilized the application of an artistic formation program consisting of artistic and musical skills for kindergarten children with learning disabilities. The tools of the study, designed by the researchers, included: observation card used for recording the culling paper using pulp molding skills for kindergarten children with learning difficulties during practicing the artistic formation activity. Additionally, there was a program utilizing Artistic and Musical Activities for kindergarten children with learning disabilities to acquire educational concepts. The study was composed of 20 lessons for fine art activities and 20 lessons for musical activities, with obligation of giving the musical lesson with art lesson in one session to cast on the kindergarten child some educational concepts.

Keywords: musical activities, developing skills, early childhood, educational concepts, learning difficulties

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547 Learning through Shared Procedures -A Case of Using Technology to Bridge the Gap between Theory and Practice in Officer Education

Authors: O. Boe, S-T. Kristiansen, R. Wold

Abstract:

In this article we explore how computer assisted exercises may allow for bridging the traditional gap between theory and practice in professional education. To educate officers able to master the complexity of the battlefield the Norwegian Military Academy needs to develop a learning environment that allows for creating viable connections between the educational environment and the field of practice. In response to this challenge we explore the conditions necessary to make computer assisted training systems (CATS) a useful tool to create structural similarities between an educational context and the field of military practice. Although, CATS may facilitate work procedures close to real life situations, this case do demonstrate how professional competence also must build on viable learning theories and environments. This paper explores the conditions that allow for using simulators to facilitate professional competence from within an educational setting. We develop a generic didactic model that ascribes learning to participation in iterative cycles of action and reflection. The development of this model is motivated by the need to develop an interdisciplinary professional education rooted in the pattern of military practice.

Keywords: Development in higher education, experiential learning, professional education, simulation.

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546 Evaluation of Cognitive Benefits among Differently Abled Subjects with Video Game as Intervention

Authors: H. Nagendra, Vinod Kumar, S. Mukherjee

Abstract:

In this study, the potential benefits of playing action video game among congenitally deaf and dumb subjects is reported in terms of EEG ratio indices. The frontal and occipital lobes are associated with development of motor skills, cognition, and visual information processing and color recognition. The sixteen hours of First-Person shooter action video game play resulted in the increase of the ratios β/(α+θ) and β/θ in frontal and occipital lobes. This can be attributed to the enhancement of certain aspect of cognition among deaf and dumb subjects.

Keywords: Cognitive enhancement, video games, EEG band powers, Deaf and Dumb subjects.

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545 Understanding of Heritage Values within University Education Systems in the Kingdom of Saudi Arabia

Authors: Mahmoud Tarek Mohamed Hammad

Abstract:

Despite the importance of the role and efforts made by the universities of the Kingdom of Saudi Arabia in reviving and preserving heritage architecture as an important cultural heritage in the Kingdom, The idea revolves around restoration and conservation processes and neglects the architectural heritage values, whose content can be used in sustainable contemporary architectural works. Educational values based on heritage architecture and how to integrate with the contemporary requirements were investigated in this research. For this purpose, by understanding the heritage architectural values as well as educational, academic process, the researcher presented an educational model of questionnaire forms for architecture students and the staff at the Architecture Department at Al-Baha University as a case study that serves the aims of the research. The results of the research show that heritage values especially those interview results are considered as a positive indicator of the importance of these values. The students and the staff need both to gain an understanding of heritage values as well as an understanding of theories of incorporating those values into the design process of contemporary local architecture. The research concludes that a correct understanding of the heritage values, its performance, and its reintegration with modern architecture technology should be focused on architectural education.

Keywords: Heritage architecture, academic work, heritage values, sustainable contemporary local architectural.

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544 Strategic Information in the Game of Go

Authors: Michael Harre, Terry Bossomaier, Ranqing Chu, Allan Snyder

Abstract:

We introduce a novel approach to measuring how humans learn based on techniques from information theory and apply it to the oriental game of Go. We show that the total amount of information observable in human strategies, called the strategic information, remains constant for populations of players of differing skill levels for well studied patterns of play. This is despite the very large amount of knowledge required to progress from the recreational players at one end of our spectrum to the very best and most experienced players in the world at the other and is in contrast to the idea that having more knowledge might imply more 'certainty' in what move to play next. We show this is true for very local up to medium sized board patterns, across a variety of different moves using 80,000 game records. Consequences for theoretical and practical AI are outlined.

Keywords: Board Games, Cognitive Capacity, Decision Theory, Information Theory.

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543 Multivariate Assessment of Mathematics Test Scores of Students in Qatar

Authors: Ali Rashash Alzahrani, Elizabeth Stojanovski

Abstract:

Data on various aspects of education are collected at the institutional and government level regularly. In Australia, for example, students at various levels of schooling undertake examinations in numeracy and literacy as part of NAPLAN testing, enabling longitudinal assessment of such data as well as comparisons between schools and states within Australia. Another source of educational data collected internationally is via the PISA study which collects data from several countries when students are approximately 15 years of age and enables comparisons in the performance of science, mathematics and English between countries as well as ranking of countries based on performance in these standardised tests. As well as student and school outcomes based on the tests taken as part of the PISA study, there is a wealth of other data collected in the study including parental demographics data and data related to teaching strategies used by educators. Overall, an abundance of educational data is available which has the potential to be used to help improve educational attainment and teaching of content in order to improve learning outcomes. A multivariate assessment of such data enables multiple variables to be considered simultaneously and will be used in the present study to help develop profiles of students based on performance in mathematics using data obtained from the PISA study.

Keywords: Cluster analysis, education, mathematics, profiles.

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542 A Task-Based Design Approach for Augmented Reality Systems

Authors: Costin Pribeanu, Rytis Vilkonis, Dragoş Daniel Iordache

Abstract:

User interaction components of Augmented Reality (AR) systems have to be tested with users in order to find and fix usability problems as early as possible. In this paper we will report on a user-centered design approach for AR systems following the experience acquired during the design and evaluation of a software prototype for an AR-based educational platform. In this respect we will focus on the re-design of the user task based on the results from a formative usability evaluation. The basic idea of our approach is to describe task scenarios in a tabular format, to develop a task model in a task modeling environment and then to simulate the execution.

Keywords: AR-based educational systems, task-based design, usability evaluation.

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541 Motivating the Independent Learner at the Arab Open University, Kuwait

Authors: Hassan A. Sharafuddin, Chekra A. Allani

Abstract:

Academicians at the Arab Open University have always voiced their concern about the efficacy of the blended learning process. Based on 75% independent study and 25% face-toface tutorial, it poses the challenge of the predisposition to adjustment. Being used to the psychology of traditional educational systems, AOU students cannot be easily weaned from being spoonfed. Hence they lack the motivation to plunge into self-study. For better involvement of AOU students into the learning practices, it is imperative to diagnose the factors that impede or increase their motivation. This is conducted through an empirical study grounded upon observations and tested hypothesis and aimed at monitoring and optimizing the students’ learning outcome. Recommendations of the research will follow the findings.

Keywords: Academic performance, blended learning, educational psychology, independent study, pedagogy.

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540 A Study of Hamilton-Jacobi-Bellman Equation Systems Arising in Differential Game Models of Changing Society

Authors: Weihua Ruan, Kuan-Chou Chen

Abstract:

This paper is concerned with a system of Hamilton-Jacobi-Bellman equations coupled with an autonomous dynamical system. The mathematical system arises in the differential game formulation of political economy models as an infinite-horizon continuous-time differential game with discounted instantaneous payoff rates and continuously and discretely varying state variables. The existence of a weak solution of the PDE system is proven and a computational scheme of approximate solution is developed for a class of such systems. A model of democratization is mathematically analyzed as an illustration of application.

Keywords: Differential games, Hamilton-Jacobi-Bellman equations, infinite horizon, political-economy models.

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539 Using the Combined Model of PROMETHEE and Fuzzy Analytic Network Process for Determining Question Weights in Scientific Exams through Data Mining Approach

Authors: Hassan Haleh, Amin Ghaffari, Parisa Farahpour

Abstract:

Need for an appropriate system of evaluating students- educational developments is a key problem to achieve the predefined educational goals. Intensity of the related papers in the last years; that tries to proof or disproof the necessity and adequacy of the students assessment; is the corroborator of this matter. Some of these studies tried to increase the precision of determining question weights in scientific examinations. But in all of them there has been an attempt to adjust the initial question weights while the accuracy and precision of those initial question weights are still under question. Thus In order to increase the precision of the assessment process of students- educational development, the present study tries to propose a new method for determining the initial question weights by considering the factors of questions like: difficulty, importance and complexity; and implementing a combined method of PROMETHEE and fuzzy analytic network process using a data mining approach to improve the model-s inputs. The result of the implemented case study proves the development of performance and precision of the proposed model.

Keywords: Assessing students, Analytic network process, Clustering, Data mining, Fuzzy sets, Multi-criteria decision making, and Preference function.

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538 A Neuroscience-Based Learning Technique: Framework and Application to STEM

Authors: Dante J. Dorantes-González, Aldrin Balsa-Yepes

Abstract:

Existing learning techniques such as problem-based learning, project-based learning, or case study learning are learning techniques that focus mainly on technical details, but give no specific guidelines on learner’s experience and emotional learning aspects such as arousal salience and valence, being emotional states important factors affecting engagement and retention. Some approaches involving emotion in educational settings, such as social and emotional learning, lack neuroscientific rigorousness and use of specific neurobiological mechanisms. On the other hand, neurobiology approaches lack educational applicability. And educational approaches mainly focus on cognitive aspects and disregard conditioning learning. First, authors start explaining the reasons why it is hard to learn thoughtfully, then they use the method of neurobiological mapping to track the main limbic system functions, such as the reward circuit, and its relations with perception, memories, motivations, sympathetic and parasympathetic reactions, and sensations, as well as the brain cortex. The authors conclude explaining the major finding: The mechanisms of nonconscious learning and the triggers that guarantee long-term memory potentiation. Afterward, the educational framework for practical application and the instructors’ guidelines are established. An implementation example in engineering education is given, namely, the study of tuned-mass dampers for earthquake oscillations attenuation in skyscrapers. This work represents an original learning technique based on nonconscious learning mechanisms to enhance long-term memories that complement existing cognitive learning methods.

Keywords: Emotion, emotion-enhanced memory, learning technique, STEM.

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537 Analysis of Take-off Phase of Somersaults with Twisting along the Longitudinal Body Axis

Authors: P. Hedbávný, M. Kalichová

Abstract:

The contribution deals with problem of take-off phase of back somersault with twisting with various numbers of twists along longitudinal body axis. The aim was to evaluate the changes in angles during transition phase from back handspring to back somersault using 3D kinematic analysis of the somersaults. We used Simi Motion System for the 3D kinematic analysis of the observed gymnastic element performed by Czech Republic female representative and 2008 Summer Olympic Games participant. The results showed that the higher the number of twists, the smaller the touchdown angle in which the gymnasts lands on the pad in the beginning of take-off phase. In back somersault with one twist (180°) the average angle is 54°, in 1080° back somersault the average angle is 45.9°. These results may help to improve technical training of sports gymnasts.

Keywords: back somersault with twisting, biomechanicalanalysis, take-off

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536 Looking for a Favorable Central Place for the Establishment of Educational and Health Care Centre to Equally Facilitate Both Genders in Taluka Kunri of District Umerkot, Sindh, Pakistan

Authors: Muhammad Liaquat Ali, Nasir-uddin Khan, Mushtaq Hussain, Asif Mansoor, Muhammad Shahid

Abstract:

Population in rural areas are scattered in the form of different villages or settlements. The proper selection of land to launch any educational or health activities to equally facilitate both the genders is the sticky situation, both for Govt. and Private organizations. Govt. spends substantial funds for the establishment of education institution/health centre at the place which is feasible and accessible to general public. However for specific gender, the gender population is also considered so that both the gender may be benefited equally. In this research, efforts have been made to illustrate how one can choose or locate the best central place/ area in Taluka Kunri of district Umerkot Sindh Pakistan where the Educational or Health activity is to be initiated. For the purpose the concept of centre of mass theorem is used as a tool to develop mathematical model, subsequently utilize in achieving the objectives.

Keywords: Centre of mass theorem, Establishment of technical/ vocational/ health care centre, Gender population of taluka Kunri of District Umerkot, Graphical interpretation of town committee/villages.

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535 Educational Experiences in Engineering in the COVID-19 Era and Their Comparative Analysis: Spain, March-June 2020

Authors: Borja Bordel, Ramón Alcarria, Marina Pérez

Abstract:

In March 2020, in Spain, a sanitary and unexpected crisis caused by COVID-19 was declared. All of a sudden, all degrees, classes and evaluation tests and projects had to be transformed into online activities. However, the chaotic situation generated by a complex operation like that, executed without any well-established procedure, led to very different experiences and, finally, results. In this paper, we are describing three experiences in two different Universities in Madrid. On the one hand, the Technical University of Madrid, a public university with little experience in online education was considered. On the other hand, Alfonso X el Sabio University, a private university with more than five years of experience in online teaching was involved. All analyzed subjects were related to computer engineering. Professors and students answered a survey and personal interviews were also carried out. Besides, the professors’ workload and the students’ academic results were also compared. From the comparative analysis of all these experiences, we are extracting the most successful strategies, methodologies, and activities. The recommendations in this paper will be useful for courses during the next months when the sanitary situation is still affecting an educational organization. While, at the same time, they will be considered as input for the upcoming digitalization process of higher education.

Keywords: educational experience, online education, higher education digitalization, COVID, Spain

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534 Learning and Teaching in the Panopticon:Ethical and Social Issues in Creating a Virtual Educational Environment

Authors: K. Sheehy, R. Ferguson, G. Clough

Abstract:

This paper examines ethical and social issues which have proved important when initiating and creating educational spaces within a virtual environment. It focuses on one project, identifying the key decisions made, the barriers to new practice encountered and the impact these had on the project. It demonstrates the importance of the 'backstage' ethical and social issues involved in the creation of a virtual education community and offers conclusions, and questions, which will inform future research and practice in this area. These ethical issues are considered using Knobel-s framework of front-end, in-process and back-end concerns, and include establishing social practices for the islands, allocating access rights, considering personal safety and supporting researchers appropriately within this context.

Keywords: distance education, ethics, virtual environments.

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533 Ensemble Approach for Predicting Student's Academic Performance

Authors: L. A. Muhammad, M. S. Argungu

Abstract:

Educational data mining (EDM) has recorded substantial considerations. Techniques of data mining in one way or the other have been proposed to dig out out-of-sight knowledge in educational data. The result of the study got assists academic institutions in further enhancing their process of learning and methods of passing knowledge to students. Consequently, the performance of students boasts and the educational products are by no doubt enhanced. This study adopted a student performance prediction model premised on techniques of data mining with Students' Essential Features (SEF). SEF are linked to the learner's interactivity with the e-learning management system. The performance of the student's predictive model is assessed by a set of classifiers, viz. Bayes Network, Logistic Regression, and Reduce Error Pruning Tree (REP). Consequently, ensemble methods of Bagging, Boosting, and Random Forest (RF) are applied to improve the performance of these single classifiers. The study reveals that the result shows a robust affinity between learners' behaviors and their academic attainment. Result from the study shows that the REP Tree and its ensemble record the highest accuracy of 83.33% using SEF. Hence, in terms of the Receiver Operating Curve (ROC), boosting method of REP Tree records 0.903, which is the best. This result further demonstrates the dependability of the proposed model.

Keywords: Ensemble, bagging, Random Forest, boosting, data mining, classifiers, machine learning.

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532 A Dynamic Composition of an Adaptive Course

Authors: S. Chiali, Z.Eberrichi, M.Malki

Abstract:

The number of framework conceived for e-learning constantly increase, unfortunately the creators of learning materials and educational institutions engaged in e-formation adopt a “proprietor" approach, where the developed products (courses, activities, exercises, etc.) can be exploited only in the framework where they were conceived, their uses in the other learning environments requires a greedy adaptation in terms of time and effort. Each one proposes courses whose organization, contents, modes of interaction and presentations are unique for all learners, unfortunately the latter are heterogeneous and are not interested by the same information, but only by services or documents adapted to their needs. Currently the new tendency for the framework conceived for e-learning, is the interoperability of learning materials, several standards exist (DCMI (Dublin Core Metadata Initiative)[2], LOM (Learning Objects Meta data)[1], SCORM (Shareable Content Object Reference Model)[6][7][8], ARIADNE (Alliance of Remote Instructional Authoring and Distribution Networks for Europe)[9], CANCORE (Canadian Core Learning Resource Metadata Application Profiles)[3]), they converge all to the idea of learning objects. They are also interested in the adaptation of the learning materials according to the learners- profile. This article proposes an approach for the composition of courses adapted to the various profiles (knowledge, preferences, objectives) of learners, based on two ontologies (domain to teach and educational) and the learning objects.

Keywords: Adaptive educational hypermedia systems (AEHS), E-learning, Learner's model, Learning objects, Metadata, Ontology.

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531 Technology for Enhancing the Learning and Teaching Experience in Higher Education

Authors: Sara M. Ismael, Ali H. Al-Badi

Abstract:

The rapid development and growth of technology has changed the method of obtaining information for educators and learners. Technology has created a new world of collaboration and communication among people. Incorporating new technology into the teaching process can enhance learning outcomes. Billions of individuals across the world are now connected together, and are cooperating and contributing their knowledge and intelligence. Time is no longer wasted in waiting until the teacher is ready to share information as learners can go online and get it immediatelt.

The objectives of this paper are to understand the reasons why changes in teaching and learning methods are necessary, to find ways of improving them, and to investigate the challenges that present themselves in the adoption of new ICT tools in higher education institutes.

 To achieve these objectives two primary research methods were used: questionnaires, which were distributed among students at higher educational institutes and multiple interviews with faculty members (teachers) from different colleges and universities, which were conducted to find out why teaching and learning methodology should change.

The findings show that both learners and educators agree that educational technology plays a significant role in enhancing instructors’ teaching style and students’ overall learning experience; however, time constraints, privacy issues, and not being provided with enough up-to-date technology do create some challenges.

Keywords: E-books, educational technology, educators, e-learning, learners, social media, Web 2.0, LMS.

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530 A Recommender Agent to Support Virtual Learning Activities

Authors: P. Valdiviezo, G. Riofrio, R. Reategui

Abstract:

This article describes the implementation of an intelligent agent that provides recommendations for educational resources in a virtual learning environment (VLE). It aims to support pending (undeveloped) student learning activities. It begins by analyzing the proposed VLE data model entities in the recommender process. The pending student activities are then identified, which constitutes the input information for the agent. By using the attribute-based recommender technique, the information can be processed and resource recommendations can be obtained. These serve as support for pending activity development in the course. To integrate this technique, we used an ontology. This served as support for the semantic annotation of attributes and recommended files recovery.

Keywords: Learning activities, educational resource, recommender agent, recommendation technique, ontology.

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529 e-Plagiarism Detection at Glamorgan

Authors: Esyin Chew, Haydn Blackey

Abstract:

There are increasingly plagiarism offences for students in higher education in the digital educational world. On the other hand, various and competitive online assessment and plagiarism detection tools are available in the market. Taking the University of Glamorgan as a case study, this paper describes and introduces an institutional journey on electronic plagiarism detection to inform the initial experience of an innovative tool and method which could be further explored in the future research. The comparative study and system workflow for e-plagiarism detection tool are discussed. Benefits for both academics and students are also presented. Electronic plagiarism detection tools brought great benefits to both academics and students in Glamorgan. On the other hand, the debates raised in such initial experience are discussed.

Keywords: Educational Technology, Plagiarism detection, Turnitin

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528 The Wider Benefits of Negotiations: Austrian Perspective on Educational Leadership as a ‘Power Game’ for Trade Unions

Authors: Rudolf Egger

Abstract:

This paper explores the relationships between the basic learning processes of leading trade union workers and their methods for coping with the changes in the life-courses of societies today. It will discuss the fragile discourse on lifelong learning in trade unions and the “production of self-techniques” to get in touch with the new economic forms. On the basis of an empirical project, different processes of the socialization of leading trade union workers will be analysed to discover the consequences of the lifelong learning discourse. The results show what competences they need to develop for the “wider benefits of negotiations”. The main challenge remains to make visible how deeply intertwined trade union learning and education are with development in an ongoing dynamic economic process, rather than a quick-fix injection of skills and information. There is a complex relationship existing between the three ‘partners’, work, learning and society forming. The author suggests that contemporary trade unions could be trendsetters who make their own learning agendas by drawing less on formal education and more on informal and non-formal learning contexts. This is in parallel with growing political and scientific consciousness of the need to arrive at new educational/vocational policies and practices.

Keywords: Lifelong learning, Trade unions, Non-formal learning, Educational/vocational policies.

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527 Classroom Teacher Candidates' Definitions and Beliefs about Technology Integration

Authors: Ahmet Baytak, Cenk Akbıyık

Abstract:

The purpose of this paper is to present teacher candidates- beliefs about technology integration in their field of study, which is classroom teaching in this case. The study was conducted among the first year students in college of education in Turkey. This study is based on both quantitative and qualitative data. For the quantitative data- Likert scale was used and for the qualitative data pattern matching was employed. The primary findings showed that students defined educational technology as technologies that improve learning with their visual, easily accessible, and productive features. They also believe these technologies could affect their future students- learning positively.

Keywords: Educational technology, classroom teacher candidates, technology integration, teacher education.

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