CSEDU 2011 Abstracts


Area 1 - Information Technologies Supporting Learning

Full Papers
Paper Nr: 24
Title:

LINKING DIGITAL LIBRARIES TO COURSES - … with Particular Application to Language Learning

Authors:

Ian H. Witten, Shaoqun Wu and Xiaofeng Yu

Abstract: We describe how collections of documents built with Greenstone, an open source digital library system that is widely used internationally, can be integrated into courses offered within Moodle, a leading open source course management system. The scheme provides students with convenient searching and browsing facilities that are accessed directly from the Moodle interface. Library collections are stored on a separate server with which the course management server communicates; institutions can decide whether to run their own digital library server or use an external one. Collections are built with the standard Greenstone Librarian Interface, or with a simpler interface intended for teachers, and can be made available institution-wide or restricted to particular courses. FLAX, an extension to Greenstone, allows the text within a collection to be used as the basis of language learning exercises, under teacher control. The scheme is freely available for download as a Moodle module.
Download

Paper Nr: 56
Title:

LEARNING ENVIRONMENT FOR ORGANIZATIONS IT MANAGEMENT SUPPORTED BY A SIMULATION GAME

Authors:

Olga Lucía Giraldo, Olga Lucero Vega and Juan Erasmo Gómez

Abstract: There is growing evidence about organizational need of aligning business and IT (Gartner, Inc., 2009). This alignment requires special IT managerial skills for understanding business and identifying core processes. Results show that IT governance frameworks can improve the alignment of IT and business. Companies aligning IT with the business and governing IT have higher profits than their competitors, experience shorter time to market, attain better value from their IT investment, have better access to shared data, have less risk of failure of mission-critical systems, have better top management satisfaction of IT -80%-, and have lower IT costs- 25% (Ross, et al., 2006). Nowadays students are trained on general managerial skills in management programs but knowledge about IT governance and tool support is confined to the CxO level, and is not part of undergraduate education. Moreover education of IT governance tools is not feasible for undergraduate students because it involves working with real companies that are not willing to risk their IT investment, or their results on undergraduate student projects. The MIT Sloan School of Management Center for Information Systems Research –CISR proposed a framework of IT Governance that begins by defining an Operating Model a company must implant. The key dimensions of this model are the level of integration and standardization of business processes (Ross, et al., 2006). In this paper we present an ICT supported learning environment to train undergraduate students in IT managerial skills and IT governance tools. With this environment so student can experience how their decisions have an impact on the organizational life cycle and their effectiveness. The main contribution of this work is proposing alternatives to surpass barriers for developing IT managerial skills in IT undergraduate students. Starting with the time barrier, strategic IT decisions have mostly long term impacts; trial and error decision making that is not possible for in real situations; and last, but not least, students bringing into play decisions that expose business continuity without catastrophic consequences.
Download

Paper Nr: 70
Title:

POSITIVE EFFECTS OF REFLECTIVE EPORTFOLIO ON OVERSEAS EXCHANGE LEARNING EXPERIENCE

Authors:

Ron Kwok Chi Wai, Hokling Cheung Hok Ling, Josephine Chen Yingjun, Thadani Dimple, Bandyopadhyay Rupa, Tania Lau Yuenkei and Anthony Wong Man Chun

Abstract: This study aims to propose a reflective ePortfolio approach and examine its effects on the outcomes of students’ learning experience in their overseas exchange studies, the area that has been under-researched to date. Based on the engagement theory, we proposed a research model and hypotheses to test the effectiveness of our proposed ePortfolio approach (in terms of students’ affective engagement, cognitive engagement and behavioural engagement via the use of the reflective ePortfolio system) on outcomes of student overseas exchange learning experience (in terms of satisfaction with exchange experience, satisfaction with ePortfolio, perceived achievement in learning, and actual achievement in learning). The findings of this study provide potentially important practical implications for educators, students and designers of ePortfolio on the use of ePortfolio for student exchange.
Download

Paper Nr: 72
Title:

RUNAWAY - A Web-based, Visual Programming System and Extensible Framework for 3D Animation

Authors:

Robert James Tucker

Abstract: This paper describes the design and implementation of the initial prototype of Runaway: a visual programming system for an extensible, web-based, 3D animation framework. Runaway is the first known project to introduce jointed 3D character models as part of a visual programming system on the internet. The framework provides a flexible, programmable, forward-kinematic model of jointed virtual bones. This model consists of developer-defined discrete geometry and programmed behaviours that together enable scenes to be rendered and manipulated. Character definitions with an arbitrary number of joints are supported, giving the user fine-grained control. The system introduces beginner level programming to individuals, motivating them by placing 3D characters within a scene that can be manipulated through introductory programming concepts such as sequences, conditionals and loops. The current prototype of the Runaway framework is compact (less than 5,000 lines of code), and runs on the Adobe Flash Platform.
Download

Paper Nr: 82
Title:

USING LEARNING TRACKING DATA TO SUPPORT STUDENTS’ SELF-MONITORING

Authors:

Madeth May and Sébastien George

Abstract: This paper presents TrAVis (Tracking Data Analysis and Visualization Tools), a Web-based system, implemented to assist the participants in the learning process in analyzing the tracking data of Computer-Mediated Communication activities. While most of the existing systems in the same genre are exclusively dedicated to the teachers and only a few are accessible by students, TrAVis is objectively designed and built for both teachers and students. TrAVis is a technological solution that enables the students to monitor in real-time the individual or group activity. It is also considered a “reflective tool” that helps students analyze their own activities in relation to those of others. This paper focuses on (a) the visualization of students’ tracking data to enhance self-monitoring process and (b) the experiment we have conducted in an authentic learning situation. It also discusses the feedbacks we received from the students regarding their perception on the usability and utility of TrAVis.
Download

Paper Nr: 92
Title:

IMAGE CAPTURE FOR CONCRETE PROGRAMMING - Building Schemata for Problem Solving

Authors:

Vladimir Estivill-Castro and Brendan Bartlett

Abstract: Problem solving in IT consists of expressing an algorithm for abstract models of computation. This has proven to be hard, but it can be taught, specially when students are exposed to concrete and visual illustrations of artefact behaviour. IT graduates require problem-solving skills, but it is difficult to teach such problem-solving skills in the context of huge bodies of technological concepts, large programming languages and the need for system-focused courses required for accreditation. We propose to design and develop concrete programming activities that will enable to articulate problem solving across many subjects. The goal is also to place concepts in the context of concrete problems, and to progress from concrete settings (where programming is achieved by building structures) to visual settings (where programming is achieved by re-arranging icons in a GUI), and later to textual programming in imperative APIs like MaSH. We capture the participants constructions with a camera and this is a program that produces behavior. The approach delivers the potential to take students to investigate research questions.
Download

Paper Nr: 99
Title:

MATRIX AND TENSOR FACTORIZATION FOR PREDICTING STUDENT PERFORMANCE

Authors:

Nguyen Thai-Nghe, Lucas Drumond, Tomáš Horváth, Alexandros Nanopoulos and Lars Schmidt-Thieme

Abstract: Recommender systems are widely used in many areas, especially in e-commerce. Recently, they are also applied in technology enhanced learning such as recommending resources (e.g. papers, books,...) to the learners (students). In this study, we propose using state-of-the-art recommender system techniques for predicting student performance. We introduce and formulate the problem of predicting student performance in the context of recommender systems. We present the matrix factorization method, known as most effective recommendation approaches, to implicitly take into account the latent factors, e.g. “slip” and “guess”, in predicting student performance. Moreover, the knowledge of the learners has been improved over the time, thus, we propose tensor factorization methods to take the temporal effect into account. Experimental results show that the proposed approaches can improve the prediction results.
Download

Paper Nr: 101
Title:

AUTOMATIZED MEMORY TECHNIQUES FOR VOCABULARY ACQUISITION IN A SECOND LANGUAGE

Authors:

Gözde Özbal and Carlo Strapparava

Abstract: Vocabulary acquisition is a very important step for learning a new language. On the other hand, many learners find this step difficult and time consuming. Several vocabulary teaching methods try to facilitate this step with various verbal and visual tips. However, the preparation of these tips generally necessitates a huge amount of time, money and human labor. In this paper, we propose to exploit Natural Language Processing driven creativity to develop an automatic system for task of vocabulary teaching. This system can automatically generate memorization tips for the words which users would like to memorize. The preliminary results are promising and motivating for further investigation, since they show that our approach can be quite effective on the related task.
Download

Paper Nr: 128
Title:

A NOVEL TUTOR-GUIDED PLATFORM FOR INTERACTIVE AUGMENTED REALITY LEARNING

Authors:

Héctor Martínez, David Abadía, Luis Miguel Sanagustín, Isabelle Hupont, Rafael Del-Hoyo and Carlos Sagüés

Abstract: Modern education is continuously incorporating new technologies in the learning process. Some of these technologies involve Augmented Reality applications and virtual agents. The proposed architecture aims to offer a novel tutor-guided platform for non-programming experienced users to develop intelligent Augmented Reality e-learning applications. The platform has been used to create a bakery tutorial and some children games with learning purposes as examples of its capabilities. A pilot experience has been carried out, and the feedback has shown good results concerning the usefulness and usability of the platform.
Download

Paper Nr: 141
Title:

A DISTANCE LEARNING SYSTEM WITH CUSTOMIZABLE SCREEN LAYOUTS FOR MULTIPLE LEARNING SITUATIONS

Authors:

Hiroyuki Nagataki, Koji Noguchi, Ryo Katsuma, Yukiko Yamauchi, Naoki Shibata, Keiichi Yasumoto and Minoru Ito

Abstract: In this paper, we propose a new distance learning system that can adapt to various styles of learning activity. We assume that the system is used in distance classes with multiple live-streaming videos. Our system has functions to change the screen layout to best suit for the current learning situation for each of the participants in a class. The system also has a function to efficiently monitor the behavior of many students at a time. These functions enable us to adapt various learning activities in distance learning classes. We implemented a prototype of the proposed system and evaluated it in experimental classes. We confirmed that our system improved the activities in the experimental classes.
Download

Paper Nr: 157
Title:

COMBINING TWO DECISION MAKING THEORIES FOR AFFECTIVE LEARNING IN PROGRAMMING COURSES

Authors:

Efthimios Alepis, Maria Virvou and Katerina Kabassi

Abstract: Recently it has been widely acknowledged that the recognition of emotions of computer users can provide more user friendly systems and eventually increase the productivity of users. User friendly interfaces are even more important for the design of educational software that is appropriate for young children. In human-human interaction the expression of emotions of people can be evident in different modes of interaction, such as in speech, in body language, and in facial expressions. In human-computer interaction evidence about the users’ emotional states can be drawn by the input devices each user uses for his/her interaction with a computer. In this paper we describe how two decision making theories have been combined in order to provide emotional interaction in an educational application. The resulting educational system is targeted to young children that are taught the basic principles of programming through our own implementation of a programming language called AffectLOGO.
Download

Paper Nr: 158
Title:

A DISTRIBUTED VIRTUAL COMPUTER SECURITY LAB

Authors:

Harald Vranken, Jens Haag, Tobias Horsmann and Stefan Karsch

Abstract: Universities offering courses in the field of analyzing, configuring and safeguarding computer networks, provide specific software and hardware resources to students for practical assignments. At distance universities these resources usually are not physically accessible for remote students. We initially addressed this issue by offering an environment which allows students to build virtual computer networks on their local computer. The environment consists of a preconfigured virtualized software package and is referred to as the virtual lab. This approach reaches its limits when students intend to perform group work similar to typical on-site courses. To remove this limitation, we developed an extended virtual lab, called the Distributed Virtual Computer Security Lab (DVCSL), in which distinct remote virtual labs can be connected across a connection network (e.g., the internet). The DVCSL allows remote students to perform networking and security exercises inside an encapsulated distributed common networking environment. The design of the DVCSL meets two major requirements: establishing a transparent communication path between remote virtual labs and assuring that non-participating systems outside the DVCSL are not affected by the transmitted data. In this paper we present the architecture of the DVCSL and demonstrate its functionality as well as its security by an example setup.
Download

Paper Nr: 165
Title:

FROZEN STORIES - Capturing and Utilizing Frozen Stories for Teaching of Project Managers

Authors:

Tanja Buttler, Stephan Lukosch and Alexander Verbraeck

Abstract: Learning from projects is one of the major challenges which appears to be critical to consistent success of project-based organizations. To learn from past projects for current problem situations, knowledge and experience often has to be shared across time or space. However, while it seems to be possible to capture explicit knowledge (e.g. about products and technical problems), softer types of knowledge (i.e. knowledge about the processes that a team had deployed to achieve their goals and why these processes seemed to have worked well or badly) are more difficult to retain. By observing how knowledge people like managers or engineers communicate, we have found that they tell stories. Stories are an ancient way to communicate experiences (i.e. direct observations of or participation in events as a basis of knowledge) and are used by todays engineers to convey the challenges and solutions they encountered. Based on these grounds we propose an approach to freeze stories of project managers by capturing (and processing) their stories and thereby opening up an opportunity for sharing these stories across space and time. First trials of this approach are promising: it was easy for project managers to share experiences resulting in rich accounts. In addition, we tested the acceptance and applicability of frozen stories with apprentice project managers. We found that it reminded them of their own experiences and of stories they have heard. Furthermore, it stimulated the exchange of experiences with peers.
Download

Paper Nr: 177
Title:

OLD SCHOOL MEETS NEW SCHOOL: THE ADAPTIVE SCHOOL BOOK APPROACH - Adaptivity Extends Conventional School Books with Digital Media

Authors:

André Schulz and Merlin Becker

Abstract: The school book as the traditional learning medium is still going strong. The mere use of digital media is no guarantee for the improvement of learning. In this paper, the project “Adaptive School Book” (ASB, for short) is presented. The focus is on the combination of printed school books with digital media (media mix). This approach is extended to the adaptive deployment of digital media. The overall objective is the optimal support of the processes of teaching and learning. Therefore the authors developed an approach based on the analysis of adaptivity and the detailed discussion of the conditions of the application domain (focussing learning in school). The variety of the influencing factors, the open issues and the risks of uncertain decisions in the adaptation process show the need of a well-considered procedure of development. Therefore, four major steps of development have been proposed. The implementation of the first step of development is shown in a demonstrator. The evaluation of the demonstrator in the context of expert interviews and qualitative studies in school lessons provides important criteria and requirements for the future development of the approach.
Download

Paper Nr: 194
Title:

LEARNING AND GENDER DIFFERENCES IN A NARRATIVE-CENTERED LEARNING ENVIRONMENT

Authors:

John L. Nietfeld, Lucy R. Shores and Kristin F. Hoffmann

Abstract: This study examined the performance of 8th grade students within a narrative-centered learning environment (NLE) focused on science content. Students showed significant increases in science content knowledge after gameplay. Performance in the NLE was related to higher science self-efficacy and also led to increased presence, interest, and transfer of science concepts. No differences were found between genders for content knowledge, however different variables predicted success by gender. In addition, males entered the study with higher levels of reported gaming experience and showed early advantages for game score that dissipated by the end of play. Further findings and implications for learning are discussed.
Download

Short Papers
Paper Nr: 19
Title:

DEIXIS IN SYNCHRONOUS CSCL SYSTEMS - A Collection of Socio-technical Patterns

Authors:

Jacques Lonchamp

Abstract: There is a growing interest in synchronous CSCL systems that combine a communication space with a task space for supporting knowledge building by distributed or co-located small groups of learners. In that context, in which collaborative learning processes are scattered above two distinct spaces, deictic references to the objects in both spaces, the time of learners’ actions, and the identity of participants are very important. This paper describes a structured collection of high-level patterns whose purpose is to catalog and document design knowledge about the mechanisms, resources and practices for deictic referencing.

Paper Nr: 28
Title:

AN EMBODIED CONVERSATIONAL AGENT WITH ASPERGER SYNDROME

Authors:

Lynette van Zijl and Wessel Venter

Abstract: We discuss the development of an embodied conversational agent with Asperger-like communication skills. The agent was developed for use in educational software in a virtual environment specifically aimed at autism spectrum disorder software. We describe the design and implementation of the agent, and pay particular attention to the interaction between emotion, personality and social context. A 3D demonstration shows the typical output to conform to Asperger-like answers, with corresponding emotional responses.
Download

Paper Nr: 30
Title:

TOWARDS A COMPUTER AIDED PEDAGOGICAL ENGINEERING - Aided Production of Pedagogical Devices based on MAETIC Method

Authors:

Bénédicte Talon and Dominique Leclet

Abstract: The aim of this paper is to present the development of a Computer Aided Pedagogical Engineering studio which provides assistance to any teacher wishing to develop educational devices. The devices, which interest us allow the learning of vocational skills. They have been designed thanks to the pedagogical design method called MAUI. The Information and Communication Technologies will instrument the devices built from the studio. They will be adapted to the educational needs of the teacher. This article presents the context and motivations that led to the development of this studio. It then describes the MAUI design method which helped to design the educational devices based on the MAETIC pedagogical method. It then presents the conceptual architecture of the workshop and the various modules that compose it.
Download

Paper Nr: 46
Title:

TAKING RICH CONTEXT AND SITUATION IN ACCOUNT FOR IMPROVING AN ADAPTIVE E-LEARNING SYSTEM

Authors:

Isabela Gasparini, Ana Marilza Pernas, Amel Bouzeghoub, José Palazzo M. de Oliveira, José Valdeni de Lima and Marcelo S. Pimenta

Abstract: Although there are several approaches for adaptive e-learning systems, they focus mainly on technological and/or networking aspects without taking into account other contextual aspects, such as cultural and peda-gogical context. This paper presents a context-aware situation-dependent personalization approach designed for an adaptive e-learning system called AdaptWeb®, based on a rich context model as an extension to student modeling.
Download

Paper Nr: 50
Title:

KNOWLEDGE COMMUNITY - Moving Beyond Conventional Learning Management Systems

Authors:

Hsiang Hui Lek and Danny Chiang Choon Poo

Abstract: In this paper, we present a platform called Knowledge Community (K-Comm) which provides a higher level of engagement for student learning on the web. This platform is a knowledge-based social network which allows users to contribute and seek information. Users can ask questions or answer questions asked by other members. K-Comm also captures user profile, and based on a user’s participation, identifies his/her area of interest and expertise. The platform is built around the philosophy that each individual is an expert in their own area and has the potential to share and contribute. K-Comm is driven by community effort and being a social network, students are more willing to participate; but unlike other social networks, K-Comm does not distract, instead, it encourages knowledge sharing and contribution.
Download

Paper Nr: 61
Title:

COLLABORATION TRENDS DURING ACTION RESEARCH IN AN E-LEARNING ENVIRONMENT FOR DEVELOPING AND ACQUIRING EFFECTIVE PERSONAL KNOWLEDGE

Authors:

Janis Kapenieks

Abstract: The present article is devoted to the experience of teaching a bachelor level business course at the Riga Technical University using the action research approach during student group work in an e-learning environment. The objective of the article is to identify the main trends of collaborative work in an e-learning environment: what effect the students’ involvement in the action research method which is based on creating personal knowledge via reflection has on acquiring the course (1); how to measure and assess the students’ creativity (2); how collaboration within the group influences the development of knowledge and creativity (3). The methods of statistical and qualitative analysis as well as systemic content analysis of the students’ work are used in the article. The research allowed identifying several new trends which help to improve the effectiveness of e-learning.
Download

Paper Nr: 62
Title:

TOWARDS AUTOMATIC BEHAVIOR ANALYSIS OF LEARNERS IN A TECHNOLOGY-ENHANCED LEARNING ENVIRONMENT

Authors:

Noury Khayat, Michael Mock and Jörg Kindermann

Abstract: In the context of the European SCY project, a collaborative, learner-centric TEL environment is described. Reference workflows and workflow executions are analyzed to extract meaningful behavioural attributes automatically. The extracted patterns provide insights into learner behaviour.
Download

Paper Nr: 67
Title:

THE DESIGN AND IMPLEMENTATION OF A CRYPTOGRAPHIC EDUCATION TOOL

Authors:

Abdrah Abuzaid, Xiaohong Yuan, Huiming Yu and Bill Chu

Abstract: A Cryptographic Education Tool (CET) has been designed and implemented to aid teaching ciphers. This tool exhibits how change case, simple cipher, RSA and SDES work, and guides students step by step to generate encryption keys and uses generated keys to encrypt and decrypt messages. The design principles of the CET are user friendly, visualization-based, and easy to install and use. This tool has been successfully used in the Web Security class for spring 2010 in the Department of Computer Science at North Carolina A&T State University. Our experience exhibits that using this tool in the Web Security course helped students not only better understand the concepts of cryptography, but also gain significant knowledge of various algorithms and processes of key generation, encryption and decryption. Students’ survey and feedback reflected that this tool is very valuable for their educational experience. This tool could also be used in senior cryptography, networking and first year graduate level courses.
Download

Paper Nr: 68
Title:

TOM - A Multi-touch System for Learning Math

Authors:

Daniela Blanke and Georg Schneider

Abstract: Learning of mathematical concepts is a crucial point for high school students as well as students in science and engineering disciplines. In order to facilitate the learning of these abstract concepts we have developed a system to interactively explore these concepts based on a multi-touch table. The table is used as I/O device to additionally stimulate the haptic sense and to allow simple and intuitive gesture based interaction. Consequently we intend to further improve the learning outcome when using the TOM (Touchable Math) system. In this paper we will describe the concepts and the realisation of TOM, which is a modular framework using Interactive Math Objects, which represent basic mathematical concepts together with exercises related to these objects and a gesture based interaction concept.
Download

Paper Nr: 71
Title:

IF ONLY... - Designing Novel Games for Collaborative Learning with Smartphones and Sensors

Authors:

Clifford Randell, Ben Clayton, Tarim . and Tom Bennett

Abstract: In this project we describe research into playful learning experiences featuring smartphones and external sensors. We built and tested a number of games which can be played using environments populated with sensors and/or actuators interfaced wirelessly with smartphones. An overall story interlinking the games was developed based on the need for action to tackle climate change. Trials with teenage schoolchildren revealed approaches which both appeal to players and have the potential to educate.
Download

Paper Nr: 77
Title:

ADAPTIVITY IN 3D VIRTUAL ENVIRONMENTS FOR MULTI-USERS AND ITS APPLICATION IN ADULT BASIC EDUCATION

Authors:

Tassawar Iqbal, Klaus Hammermüller and A Min Tjoa

Abstract: e-Learning applications have started to exploit web-based three dimensional (3D) Virtual Environments (VEs) to augment learning experiences. Moreover adaptive support in these 3D VEs further endow potential to empower the learner’s experiences and enhance effectiveness of learning process by presenting personalized content and navigational support. Adaptivity in these 3D VEs however, sets the new challenges for the researchers. Most of the techniques that are devised for adaptive content presentation and navigation in 3D spaces are focused on single-user environment. Surprisingly few research efforts have been yet dispensed for the adaptivity in multi-users VEs, however based on textual VEs. In this paper, we present an adaptive approach for multi-users in 3D VEs. We customize the Adaptive Web 3D (AWE3D) architecture to provide the adaptive support in 3D VEs for multi-users. We design an adaptive learning scenario for Adult Basic Education (ABE) in 3D VE of OpenSim to explain, the proposed methodology.
Download

Paper Nr: 89
Title:

SEAMLESS LEARNING IN SERIOUS GAMES - How to Improve Seamless Learning-content Integration in Serious Games

Authors:

Viktor Wendel, Stefan Göbel and Ralf Steinmetz

Abstract: Although the concept of Serious Games and Digital Educational Games (DEGs) is not new, many of those are either not accepted as real games by players due to a lack of fun or they are not accepted by professionals - such as teachers or trainers - as a true alternative to traditional forms of learning due to insufficient didactic concepts and learning efficiency. A major reason for this is one of the grand challenges in Serious Games: Assessment integration, i.e. seamless integration of learning content and seamless and non-disruptive evaluation of learning success during play. Based on an analysis of the state of the art, we formulate a list of guiding principles for DEG design. Hereby the aspects of seamless integration of learning content into a game regarding game genre, the proper degree of realism, active and passive game elements, player evaluation and feedback, adaptation and personalization as well as learner types are considered. Furthermore, three awardwinning Serious Games/DEGs are discussed with respect to these guiding principles and underlying methods and concepts for assessment integration are analyzed.
Download

Paper Nr: 108
Title:

TOWARDS A FRAMEWORK FOR BUILDING A TOOL TO ASSIST L2 WRITING BASED ON SEARCH ENGINES CAPABILITIES - The Case of English Phrases and Collocations

Authors:

Grami M. A. Grami and Basem Y. Alkazemi

Abstract: Writing is one of the most difficult skills to learn and it gets more complicated when students learn to write in another language. In fact, results of language proficiency tests such as IELTS shows a systematic tendency of Arab students scoring less in writing than any other skill. Obviously there are various reasons that complicate the task of ESL writing but we focus here on the incorrect combination of words, more specifically collocations and lexical phrases, and its relation to L1 interference. We propose an alternative approach in teaching ESL writing which utilizes common search engines in finding out not only correct usage of words but systematic types of errors so they can be avoided. Moreover, students can use such an approach to validate their writing style in their coursework.
Download

Paper Nr: 109
Title:

AN OPEN LEARNING ENVIRONMENT BASED ON GENERIC COURSE

Authors:

Amar Balla and Nabila Bousbia

Abstract: This work is part of a large research project aiming at implementing of a distant learning platform, based on the Web. The goal of this article is to present the methodology adopted in the architecture of this system. Our architecture aims at offering a flexibility of options input, in order to be independent and adaptive with respect to all education systems. By the adoption of LTSA standards and the use of the 3 – tier architecture of the Web, our system ensures a maximum of interoperability with the other platforms. While following the nature even of the process of education, we adopted a hierarchical and generic structure for the platform elements.
Download

Paper Nr: 111
Title:

THE DIGITAL PATHFINDER - A Plug-and-Play Approach to Local History Instruction in the Field

Authors:

Ron Coleman, Jeff Bass, Chris Pryslopski, James Johnson, Don Fraser and Melodye Moore

Abstract: The Digital Pathfinder is an open source “plug-and-play” mobile electronic guide in field trials as an interdisciplinary project in the Hudson River Valley National Heritage Area. This paper introduces the project, its motivations, operational, instructional, and technical facets, and experimental results.
Download

Paper Nr: 118
Title:

A SYSTEM FOR GENERATING PEDAGOGICAL SCENARIOS FOR SERIOUS GAMES

Authors:

Aarij Mahmood Hussaan and Karim Sehaba

Abstract: Serious games are often used in education as they provide an excellent opportunity for learning. This paper presents our proposition of a system capable of generating adaptive learning scenarios for serious games. Thus, we have presented the architecture of this system. The domain knowledge is organized in three layers. These layers include the domain concepts, the pedagogical resources and the serious game resources. The approach we propose is capable to keep in account the specificities of serious games, the user profile and his/her goals while generating scenarios. Furthermore, it also uses the interaction traces as knowledge sources in the adaptation process. To test the applicability of our system we are working on the Project CLES (Cognitive and Linguistic Element Stimulation). This project targets producing serious games for users with cognitive disabilities. We’ve presented an example of how our system will generate a pedagogical scenario.
Download

Paper Nr: 126
Title:

A KNOWLEDGE BASED PLATFORM TO SUPPORT INFORMAL LEARNING IN DO-IT-YOURSELF RETAIL STORES

Authors:

Heide Lukosch and Pieter De Vries

Abstract: This paper is about an innovative approach to informal, workplace related learning in do-it-yourself retail stores. Most organizations ignore informal learning as a strategic tool, although this kind of learning dominates the workplace in many organizations. The objective of the project described here was to facilitate informal learning practices by the sales people on the work floor with an easy to use knowledge platform. The platform should be structured in line with current learning concepts, the specific target group and organizational requirements. An existing knowledge platform was upgraded in this sense to better serve the informal learning activities using a semantic approach and Microtraining, a didactical concept for structuring short learning sessions. This platform has been tested in practice in the retail stores. The outcome of the project shows that using the knowledge platform can indeed strengthen the advisory services of the employees. The semantic web as well as the Microtraining approach enhanced the usability of the platform and fostered self-directed learning, understood as an important component of informal learning practices.
Download

Paper Nr: 129
Title:

E-LEARNING APPLIED FOR TRAINING ON SAFETY AND HYGIENE IN ELECTRONICS ENGINEERS DEGREE

Authors:

Maria-Dolores Redel-Macias, Pilar Martinez-Jimenez and Antonio Cubero Atienza

Abstract: The use in the university of new teaching resources by e-learning, is becoming in a common practice, encouraging student participation, and improving academic achievement in learning the subject. An experience in the Safety and Hygiene course of Electronic Engineering degree, at the University of Cordoba –Spain-, has been developed by using different techniques like discussion forums, online quizzes, and a novel and powerful tool: a set of virtual laboratories about noise and vibrations at labour environment which are based on internet. These virtual laboratories promote the learning by different viewpoints like theoretical training, legal knowledge, learning videos, self-training exercises and simulation of use and working of real equipment for field measurement. These virtual laboratories had been evaluated by students who use them, being the results which are reflected in this work, highly satisfactory.
Download

Paper Nr: 133
Title:

AUTOMATIC GENERATION OF CLOZE QUESTIONS

Authors:

Mikuláš Gangur

Abstract: Teachers need to test their students in the most effective way i.e. they need the check to be as easy as possible, with a unique test for each student. This paper shows an example of how to generate a unique test containing cloze questions in a selected LMS. The system of cloze questions consists of a question together with an answer to it in a single task. We propose cloze questions to be generated in the XML structure. The creation procedure written in any programming language or in any appropriate environment is the basis of the generating process. The following items can be used as the procedure inputs - a task with a parameter as an input value, a problem solving function, or an XML template. The XML templates are the formulas of a proposed universal question format for the cloze type of questions according to the XML structure. In this way it is also possible to use other types of questions e.g. numeric or short answer questions. In our example we used the Matlab system to calculate the results of the given problems created from randomly generated input parameters (another environment with similar math libraries can be used in the same way). The randomly generated input parameters of the task are attached to the pattern of the task assignment. These randomly generated input parameters together with the results (calculated by means of the function solving given problem) represent the inputs into the generation process according to the chosen template. The output from this part of the generating process is a file with questions in a universal format. In the next stage we can translate the generated file with the help of the XSTL transformation rules to the appropriate style of the selected LMS. The paper shows an example of a translation into the XML Moodle format which is used for importing questions into the LMS Moodle or a translation into the LaTeX format, which is appropriate for creating questions in PDF. This format is suitable for creating both a teacher's version (with answers) and a student's version (without answers) and it even supports the test completion directly in a PDF document or HTML format suitable for web presentations.
Download

Paper Nr: 142
Title:

INTERACTIVE WHITEBOARD FOR COLLABORATIVE WORK - A Multi-agent based Solution

Authors:

Franck Gechter and Stéphane Galland

Abstract: An Interactive Whiteboard (IWB) is a device that is a giant tactile and projection screen. It can be considered as one of the main elements for pedagogical innovation with information technology. IWB allows to transform the classical classroom environment into a working and learning interactive environment. This pedagogical tool is particularly pertinent in higher school especially in scientific teaching where it allows to better illustrate scientific approach thanks to the ability to record annotations in association with a time line. If the use of IWB seems to be natural in lecture, it can also be used in tutorial and practical class where collaborative work is particularly important. The collaborative ability is closely tied to the softwares used. Few software have functionalities aimed at facilitate collaborative work. This feature is the main issue of this article. To develop this ability, a multi-agent approach has been chosen. Multi-agent systems approach is one of the most interesting thanks to its intrinsic properties and features such as simplicity, flexibility, reliability, selforganization/emergent phenomena, low cost agent design and adaptation skills,... This paper presents the solution developed in order to make IWB able to communicate with each other.
Download

Paper Nr: 152
Title:

EXTENDING THE USE OF VIRTUAL WORLDS AS AN EDUCATIONAL PLATFORM - Network Island: An Advanced Learning Environment for Teaching Internet Routing Algorithms

Authors:

John McCaffery, Alan Miller and Colin Allison

Abstract: Virtual worlds provide a rich platform for supporting exploratory education. Their ability to bring together multimedia, programmability, interactivity and enhanced presence in a distributed 3D virtual environment makes them an excellent basis for interactive learning. This paper outlines work done in the virtual world OpenSim to create a learning environment for teaching the core algorithms which underpin Internet routing. This work demonstrates the power of virtual worlds to serve as a platform for developing 3D learning scenarios. To achieve this it was necessary to move beyond the limitations of the traditional virtual world scripting paradigm. This meant developing a system that allowed the power of high level software development to be added to the framework of a virtual world. Using OpenSim’s Mini Region Modules, an API has been developed which allows for code written externally and compiled to software libraries to be imported into OpenSim via a scripting mechanism while the server is live. This mechanism has been used to develop a graph theory based visualisation tool that is fully situated within a virtual world. This visualiser is then used to demonstrate interactive simulations of Link State and Distance Vector routing algorithms. The mechanisms developed serve to highlight just how powerful virtual worlds can be as a development platform and how this power can be harnessed for education.
Download

Paper Nr: 154
Title:

HIDDEN PATTERNS IN LEARNER FEEDBACK - Generalizing from Noisy Self-assessment during Self-directed Learning

Authors:

Thomas Markus and Eline Westerhout

Abstract: We propose a method which uses high-level learner feedback to recommend learning materials that match the knowledge level of a specific learner. Machine learning and topic inference techniques will be applied to documents that were rated by the learner to infer information on the learner’s conceptual development. The inferred topics will be linked to a domain ontology, allowing us to offer the learner knowledge-rich feedback regarding his level of understanding. In addition, appropriate learning materials can be recommended on the basis of the learner’s computational model. The proposed method is especially useful in lifelong learning contexts, in which tutor support is often not available.
Download

Paper Nr: 162
Title:

A SMALL TOWN’S STREET AS AN EDUCATIONAL PROJECT - A Case Study: Asynchronus Interdisciplinary Education between a Greek University and Two Secondary Schools

Authors:

Xesternou Maria, Melina Iliopoulou and Despina Ino Pagoni

Abstract: The increasing demand of distance education and the growing degree of diversity of learner groups have created the practice of e-learning which takes place in virtual learning environments (VLEs). The present case study has joined a Greek university of periphery (University of Peloponnese, School of philology) with two private secondary schools (Psychico College of the Hellenic American Educational Foundation and Geitonas School) of the capital. The cognitive material is the history and profile of a commercial street in a historic town of Peloponnese (Kalamata): Aristomenous street. A group of secondary students attending courses of mathematics or sociology do team work in order to visualize the complete “image” of the street, its’ shops and houses, the architecture of the buildings serving the commercial needs in the 19th century, their cultural remainings, etc. A group of university students, undertaking their role of future educators, collaborate with them as tutors in order to provide material from their inhabited town, Kalamata, to search and propose references, to give advice, etc. The project has adopted several pedagogical theories of education and respects late tendencies in ICT educational practice. It is questioned how students of different ages and educational levels can work together in order to find more meaningful and efficient type of learning. The nature of their communication, their roles during the learning process and their commitment are being studied. A pilot project is being discussed during the academic year 2010-2011 before launching the application of the project for the three following academic years; a mixed evaluation method is planned.
Download

Paper Nr: 168
Title:

VRTUOSI - A Pioneer Virtual Exchange Program between Five European Universities

Authors:

Andrés Redchuk, Javier M. Moguerza and Javier Cano

Abstract: Exchange programs have been very successful in Europe at the undergraduate level. However, difficulties arise when attempting to implement it at the postgraduate level because of the ties (personal, professional, etc.) of more mature students. We describe here the organization and implementation of VRTUOSI, a pioneer virtual exchange program between five European universities. We also introduce a Six-Sigma based methodology designed and developed to improve the quality in the VRTUOSI standards. We describe its structure and web implementation, as well as its application to improve other european e-learning programs and our online Master in Decision Systems Engineering (MDSE), emphasizing its positive effects on its internationalization and popularization.
Download

Paper Nr: 169
Title:

HELP DESIGN AND HELP USE IN A COMPUTER BASED LEARNING ENVIRONMENT

Authors:

J. C. Sakdavong, F. Amadieu, N. Huet and C. Dupeyrat

Abstract: This paper presents the framework of elaboration of help in a text-processing computer-based learning environment. A multiagent software system have been developed including help. Then it was tested in participants who had to learn autonomously and for which we analyzed the behavioral pattern of using help. Results showed a lack of regulation and highlight the need for adding a metacognitive guidance enabling learner to efficiently use help.
Download

Paper Nr: 171
Title:

OPENING TEL SYSTEMS FOR TEACHERS - A Domain-specific Modeling & Model-driven Engineering Approach

Authors:

El Amine Ouraiba, Christophe Choquet and Philippe Cottier

Abstract: Despite their quality, few TEL systems are actually adopted in educational institutions. These educational technologies have not always the necessary flexibility for use in real educational contexts that often requiring the rapid adaptations to new and often unexpected events (Cottier et al., 2008). Indeed, TEL environements should be designed as “open” in which the teacher himself is able to lead the adaptation and reengineering of learning system at an abstract level. In our work, we consider that opening of pedagogical scenario allows for the opening of TEL system. This article focuses on an approach based on the Domain-Specific Modeling and Model-driven Engineering for supporting practitioner teachers in their activities through the instructional design process. In order to verify our proposal we took Hop3x as experimentation field. Our objective is to open this TEL system for its users by providing them a user-friendly editor which allows the design and adaptation of learning sessions at a high-level of abstraction. We illustrate the development process of Hop3x’s Domain-Specific Language and specific editor.
Download

Paper Nr: 173
Title:

COMPREHENSION SUPPORT OF SQL STATEMENT USING DOUBLE-TREE STRUCTURE

Authors:

Takehiko Murakawa and Masaru Nakagawa

Abstract: SQL is a practical programming language used mainly in the query to relational database. However there have been rarely met support tools for database programmers’ understanding with relation to SQL statements. We have proposed a framework where a clamshell diagram which looks like a symmetrical, double tree is drawn given an SQL statement. In this paper, we report an automatic conversion system of SQL statements into clamshell diagrams. The system parses the given statement and arranges the configuration which differs slightly from the well-known syntax tree. Moreover we actually generated some dozens of diagrams for SQL statements using the system to make sure that it can readily draw diagrams.
Download

Paper Nr: 175
Title:

LAYOUT FOR LEARNING - Designing an Interface for Students Learning to Program

Authors:

Suzan Badri, James Denholm-Price and James Orwell

Abstract: Many students have difficulty learning to program. It is conjectured that this difficulty may be increased by a disorganisation of the resources available to the student while they are learning. The unfamiliarity of terms and concepts, and frustration with mysterious errors, is exacerbated by the struggle with multiple windows and the attempt to memorize patterns which would be better viewed concurrently. As a consequence, a layout for learning programming is proposed: the aim of the proposal is to ensure that the students can easily arrange for the relevant resources to be displayed concurrently, without further manipulation of the application windows. Three types of resource are considered: the editor, the question sheet (instructions) and further reference resources such as glossaries, descriptions of concepts and common tasks. An HTML template is proposed to accommodate these last two types of resource. It is designed to allow all three materials to be positioned and selected and thereby allow for the concurrent display of the relevant resources. An evaluation of these proposals is presented, and the prospects for further development are considered.
Download

Paper Nr: 185
Title:

A MIXED-INITIATIVE INTELLIGENT TUTORING SYSTEM - Based on Learning from Demonstration

Authors:

Omar Alvarez-Xochihua, Riccardo Bettati, Lauren Cifuentes and Rene Mercer

Abstract: We present the design and evaluation of the framework of a Mixed-Initiative Intelligent Tutoring System that augments existing tutoring systems by integrating two interactive modes: instructor-student, and intelligent tutor-student. These interactive modes are intended to support students in well- and ill-defined problem solving. In this paper we discuss the use of the Learning from Demonstration approach to derive the solution paths and the appropriate tutorial actions in response to observed student behavior and instructor intervention in the cybersecurity domain. Our method aims to discover large portions of domain and tutoring knowledge from instructors’ interactions with students at run time. We describe the use of a Weighted Markov Model approach for data representation for sequential data. Our experimental results indicate that the proposed technique is useful for data sets of sequences.
Download

Paper Nr: 186
Title:

USER-CENTERED COMPUTER SCIENCE - High-ceiling and Low-floor Approaches to Programming Languages and Algorithms

Authors:

Stefano Federici

Abstract: Understanding computer science algorithms is one of the steepest obstacles when learning computational science. In this paper I will describe a novel approach to learning standard programming languages and basic computer science algorithms that is based on BYOB, one of the more relevant extension of Scratch, a programming tool developed by MIT. In the proposed approach, students can build several algorithms by themselves without having to cope with all the knowledge about programming usually needed when using a standard programming language.
Download

Paper Nr: 214
Title:

A DYNAMIC TEACHING SYSTEM TO SUPPORT THE DESIGN OF STRUCTURAL STEEL MEMBERS

Authors:

Essam Zaneldin and Bilal El-Ariss

Abstract: Advanced computer programs used for structural analysis and design have become widely used, however, classical and easy-to-use tools, such as design charts and tables, are still preferable by students, who need simple tools instead of sophisticated and time-consuming programs. These tools help students electronically retrieve section properties-related information and use this information in the design of structural members. It is, therefore, clear that design charts, tables, and section properties should be made electronically available to engineering students. In this study, Microsoft Visual Basic, a widely-used and easy-to-use programming language, was used to develop a system that provides students with the ability to create powerful forms that can be used for different steel sections and their properties. The system was developed to produce steel section properties provided in the AISC and CISC Manuals of Steel Construction and needed in the design charts. This paper describes how the system was developed and presents some real-world examples to illustrate its ease-of-use and powerful capabilities over current practices. Comments and recommendations pertaining to future developments in the field are then presented in the conclusions.
Download

Paper Nr: 225
Title:

COMPUTER-ASSISTED GRAMMAR PRACTICE FOR ORAL COMMUNICATION

Authors:

Stephen Bodnar, Catia Cucchiarini and Helmer Strik

Abstract: Gaining the ability to speak proficiently is an important goal in second language learning, and grammatical correctness is an important dimension of oral proficiency. To acquire the ability to produce grammatically correct speech in everyday conversational situations, learners must practice producing speech until they can do so with little to no conscious effort. For maximum pedagogical effectiveness, practice exercises should challenge learners to produce spoken output and provide corrective feedback (CF) on their productions so that learners may notice and correct their mistakes. In this paper, we survey the field of Intelligent Computer assisted Language Learning (ICALL) to examine the extent to which current offerings meet the pedagogical requirements for training grammatical accuracy in oral communication. Our analysis shows that few grammarfocused systems support oral practice, and that systems which do offer oral practice tend to train conversational fluency. In response to these findings, we present our position that grammar accuracy should be addressed in ICALL systems and that, in spite of technological limitations, it is possible to deploy speech technology in ICALL systems to support spoken interaction and allow individualized oral grammar practice and feedback.
Download

Paper Nr: 23
Title:

A BUSINESS PROCESS MANAGEMENT BASED VIRTUAL LEARNING ENVIRONMENT - Customised Learning Paths

Authors:

Ayodeji Adesina and Derek Molloy

Abstract: Virtual Learning Environments (VLEs) such as Moodle help facilitate the management of educational courses for students, in particular by helping lecturers with course administration and students manage their own learning. However, problems still remain; in particular, e-learning environments provide a “one size fits all” approach to the learning process, where each student must follow the same learning path through course materials, regardless of their prior knowledge, learning requirements or of possible learning disabilities. This paper presents the development of an e-learning system based on Business Process Management (BPM) concepts, principles and technologies, which are used by the enterprise business community for managing workflow. The developed system allows for the creation of customised learning paths through course materials in a blended pedagogical approach within a custom VLE.
Download

Paper Nr: 55
Title:

UPDATEABLE EDUCATIONAL APPLICATIONS BASED ON COMPRESSED XML DOCUMENTS

Authors:

Tomasz Müldner, Christopher Fry and Jan Krzysztof Miziołek

Abstract: Many recent educational applications, including stand-alone and client-server applications, use XML-based data. Unfortunately, XML data are verbose, which results in large memory overhead and a low throughput for network-based applications. In addition, most XML-based educational applications do not support an essential feature, namely updates of data. In this paper we describe a specific type of XML compression and outline its application to education. The use of the proposed approach will result in a new generation of XML-based educational applications, which do not suffer from the afore-mentioned problems.
Download

Paper Nr: 69
Title:

AN EDUCATIONAL SERVICES ARCHITECTURE TO SHARE E-LEARNING RESOURCES

Authors:

Shanshan Yang, Mike Joy and Teemu H. Laine

Abstract: Today many quality e-learning applications have been developed. They are widely used to cover varied aspects of learning and teaching activities, such as developing learning materials, delivering learning activities, and performing assessment tasks. Different applications rely on different technologies, require different access characteristics, and are distributed on different servers across many organisations. However, people cannot fully benefit from these valuable resources as they have not been shared effectively and efficiently — there are many varieties of these resources, but these have not been properly described and linked. In this paper, we propose a service oriented approach as a potential solution to better sharing and reuse of e-learning resources, because it allows resources to be better discovered, accessed and linked.
Download

Paper Nr: 74
Title:

MAXIMIZING LIBRARY PRESENCE WHILE MINIMIZING ONLINE MAINTENANCE

Authors:

Peggy Lynn MacIsaac

Abstract: This paper presents challenges and opportunities for an academic library to increasing its presence in an online learning management system (LMS). Successful examples from Athabasca University, Canada’s Open University will highlight the benefits of a collaborative team approach to course development and LMS software applications. This case study demonstrates how an academic library can participate fully as an active partner in the learning process. Specific focus is given to the seamless access for students from the LMS to licensed electronic resources.
Download

Paper Nr: 85
Title:

PRACTICAL STUDENT TEACHING THROUGH INTEGRATED TRUE, VIRTUAL AND REMOTE LABORATORIES

Authors:

A. Martí Campoy, J. C. Campelo, J. J. Serrano, M. Alonso and S. Coll

Abstract: Currently data acquisition cards are being widely used by process control engineers. In this paper an integrated tool supporting work on a true, virtual and remote laboratory is described. The presented techniques provide different levels of independence from the direct access to the real system through a remote access to it or interacting with a virtual system based on simulation. One significant contribution, apart from the integrated approach, is its simple use by the students since the students can move from real lab to virtual with no changes in their work.
Download

Paper Nr: 96
Title:

A VISUAL TRAINING DEVICE FOR LEARNING CHINESE CHARACTER OF CHILDREN WITH DEVELOPMENTAL DYSLEXIA

Authors:

Hanae Yamazoe, Takashi Kawai and Masutomo Miyao

Abstract: A visual training device (the visual training tool) has been developed to assist in the recognition and understanding of Chinese characters (Kanji). The visual training tool presents that strokes of a Kanji character are separated and reconstructed. The visual training tool method was more effective than the traditional Japanese teaching methods for learning Kanji among Japanese children with developmental dyslexia (Yamazoe et al., 2008). In the present study, we developed and evaluated the web-based visual training tool for Japanese children with developmental dyslexia. The findings of the present study indicate that the web-based visual training tool is effective for Japanese children with developmental dyslexia to memorize and to write Kanji strokes.
Download

Paper Nr: 119
Title:

VIRTUAL BIOLOGY EXERCISE FOR THE ACTIVE LEARNING OF MENDELIAN GENETICS AND DEVELOPMENT OF KEY COMPETENCES

Authors:

Miro Puhek and Andrej Šorgo

Abstract: Over years of growing peas Gregor Mendel set the basis of modern genetics. When he was comparing different peas he used problem based activities and practical work. All these methods can be described as key activities for developing competences. With these activities students tend to gain more knowledge and the teachers do not have to worry that students would be under challenged. While it is hard to expect that teachers will turn classes into gardens to grow peas, the virtual experiments are far more reachable. The cooperation between Sinergise and Faculty of Natural Sciences and Mathematics results in developing interactive virtual environment that will stimulate students to actively learn about science. With the exercise Mendelian Genetics students have to solve problems that they are introduced to and consequently at the same time learn new terms connected with Mendelian genetics. The virtual exercise was created to stimulate the development of various competences, important in natural sciences. In the paper we presented the virtual exercise, which was initially tested on 31 students in second grade of lower secondary school. Results show that students did not come across extraordinary difficulties while working on it. When working on the explanation of the problem, the exercise helped the students with less knowledge.
Download

Paper Nr: 130
Title:

A SERIOUS GAME FOR SECOND LANGUAGE ACQUISITION

Authors:

Marilisa Amoia, Claire Gardent and Laura Perez-Beltrachini

Abstract: This paper describes an interactive learning system specifically designed for second language acquisition. In order to render the learning experience more fun, to engage the learner and to help him maintaining long-term motivation, the system was implemented as a 3D video game. It brings together the ability of virtual reality environments such as Second Life to reproduce immersive experiences and NLP language technology, thereby providing both situated learning and automatic authoring of training activities in context.
Download

Paper Nr: 134
Title:

A MODEL-DRIVEN AND EXTERNAL APPROACH FOR LEARNING DESIGN UPON LEARNING MANAGEMENT SYSTEMS

Authors:

Aymen Abedmouleh, Pierre Laforcade, Lahcen Oubahssi and Christophe Choquet

Abstract: The research work presented is about helping teachers-designers in focusing on instructional design activities when using widely spread Learning Management System. We originally propose to focus on the implicit LMS pedagogical language and to exploit it outside of the LMS by well-suited instructional design tools. We concretely propose to follow a Domain Specific Modeling approach in order to formalize the LMS abstract syntax (meta-model) and to use it as a basis for the elaboration and development of Visual Instructional Design Languages and dedicated tools. We also propose to extend LMSs with a communication API for importing/exporting courses/scenarios from/to these graphical editors.
Download

Paper Nr: 137
Title:

CHARACTER-EYES - Story-driven Inquiry from a Character’s Viewpoint

Authors:

Annika Wolff, Paul Mulholland and Zdenek Zdrahal

Abstract: Inquiry-based learning encourages students to pose questions, find and interpret multiple pieces of evidence and to present conclusions in a coherent presentation. The goal of this research is to demonstrate that narrative and story can support inquiry learning on a number of different levels. Characters who undertake familiar inquiry processes, such as a detective or an investigative journalist, can act as a focus around which an inquiry task can be conducted and a story can be constructed. These characters are intended to support a learner by helping them to understand the sorts of activities they may need to do in their own inquiry. More functional aspects of narrative can also underpin the process of the inquiry and assist a learner in understanding important relationships between facts. Finally, parallels between narrative structure and an inquiry process can be exploited to support a learner through the different stages of inquiry and provide help in producing the output and constructing a story, based on the conclusions of the task.
Download

Paper Nr: 138
Title:

3D HUMAN ANATOMY LEARNING - Demonstration of 3D Tools used in Teaching: 3D Videos, Podcasts, PDF

Authors:

Patrice Thiriet, Christophe Batier, Olivier Rastello, Emmanuel Sylvestre, Nora Van Reeth, Aymeric Guillot, Christian Collet and Nady El Hoyek

Abstract: Human anatomy courses are based on 3D technology since 2006 in Lyon 1 University. The major instructional tools will be presented: 3D Video animation –some of them integrated into podcast – and PDF. Every PDF file contains one 3D image of an anatomical structure that can be moved and turned in space or zoomed. We can even hide or show parts of an anatomical structure and name them, make cut sections, move apart a joint or bones and then put it together. All these 3D images of anatomical structures can be assembled in a portfolio or integrated and animated in a PDF. 3D instructional tools help the students in creating mental images of the anatomical structures, make them rotate in space and better understand their spatial organization which is essential in learning anatomy. An instructional design using this 3D technology is implemented in an online server called Spiral. Our educational evaluations show that students give very positive feedbacks our teaching method using 3D technology.
Download

Paper Nr: 147
Title:

A TECHNICAL SOLUTION OF A ROBOTIC E-LEARNING SYSTEM IN THE SYROTEK PROJECT

Authors:

Jan Chudoba, Jan Faigl, Miroslav Kulich, Tomáš Krajník, Karel Košnar and Libor Přeučil

Abstract: SyRoTek (a system for a robotic e-learning) is a robotic virtual laboratory being developed at Czech Technical University in Prague. SyRoTek provides access to real mobile robots placed in an arena with dynamically reconfigurable obstacles enabling variety of tasks in the field of mobile robotics and artificial intelligence. The robots are equipped with several sensors allowing students to realize how robots’ perception works and how to deal with uncertainties of the real world. An insight to a technical solution of the SyRoTek project is presented in this paper.
Download

Paper Nr: 149
Title:

ADAPTIVITY IN MOODLE BEYOND THE LIMITS OF ADAPTIVITY IN MOODLE

Authors:

Klaus P. Jantke and André Schulz

Abstract: Learning management systems (LMS, for short) have meanwhile gained an enormous practical relevance. Nevertheless, the quality of service offered is, at least in some respect, astonishingly behind the state of the art. Adaptivity of system behavior is such a field in which we confine ourselves to much less than we can afford. The authors develop an original approach, demonstrate an implementation, and discuss the benefits for learning of an adaptivity approach which is integrated into the LMS moodle although it apparently goes beyond the limits of moodle. The approach is sufficiently generic to be carried over to other LMSs.
Download

Paper Nr: 150
Title:

AN EVALUATION STRATEGY FOR THE MOODLE LEARNING ENVIRONMENT BASED ON BLOOMS TAXONOMY

Authors:

Emily Bagarukayo, Theo P. van der Weide and Jude Lubega

Abstract: Learning environments are based on core foundations, describing how knowledge is acquired and used, the underlying pedagogical philosophy, the supported learning process, the role of technique and culture, and related pragmatics. Bloom's Digital Taxonomy (BDT) describes the various thinking skills, ranging from low to high order thinking skills. We relate the learning environment Moodle to BDT by relating the core foundations with the thinking skills. We evaluate Moodle from different points of views: - methods, effectiveness and comparison with the existing learning environments.
Download

Paper Nr: 176
Title:

EASY EDUCATIONAL LITERATURE COMPREHENSION - Applying TermPedia to Information Retrieval Knowledge Domain

Authors:

Proscovia Olango, Gosse Bouma and Henny Klein

Abstract: This paper provides a detailed description of how TermPedia which is a document enrichment tool, is applied to educational literature in order to help students easily understand their reading material. The paper assumes that technical terms are one of the major hindrances to document content comprehension. TermPedia has the ability to extract, define, and link technical terms to Wikipedia. It is expected that relevant term definitions and explanations will ease the comprehension of educational documents by students and thereby improve their reading speed and shorten the time they needed for knowledge acquisition.
Download

Paper Nr: 180
Title:

ON-DEMAND HELP SYSTEMS BASED ON WEBBLE TECHNOLOGY

Authors:

Jun Fujima and Andrea Hofmann

Abstract: As many researchers pointed out, conventional help systems are not used or useless. In this paper, we introduce new functionality into the conventional on-demand help systems to create an effective help system. Proposed functionality is based onWebble technology. In theWebble technology, every part of application or compound documents can be reusable components. We use this feature positively in the composition of help documents to enrich functionality of help systems. By using this feature, the contents in help documents can be highly interactive as well as reusable by users for other purposes. We have shown deferent types of help systems and its usage in the Webble-based e-learning environment. Users can extract a part of the help documents and reuse it on their own environment.
Download

Paper Nr: 191
Title:

THE NEWSPAPER GAME - Automatic Identification of Text Genres to Enhance Language Learning

Authors:

Debora Ramalho Barros, Carlo Emmanoel T. de Oliveira, Carla Verônica M. Marques and Cláudia Lage Motta

Abstract: Genre has been receiving a lot of thought in Brazilian schools, due to its great importance on language learning. According to the Brazilian Education Boarder the work with genre and text production is a possible way to solve its issue on high rate functioning illiteracy. This paper aims to discuss ways of implementing an intelligent-web based system that analyses characteristics of 8 textual genres found in the newspaper support media. During the game, the player can build a newspaper and exercise writing different genres, while a Bayesian agent recognizes genres.
Download

Paper Nr: 207
Title:

LIFE SCIENCES VIEWING ROOM

Authors:

Bart M. ter Haar Romeny, Mark (L. C. M.) Bruurmijn, Laurens E. O. Leeuwis and Y. Kang

Abstract: A radiological picture archiving and communication system (PACS) has been installed at the department of Biomedical Engineering of TU/e for student and researchers use. The availability of large sets of high resolution 3D image data sets, and the extensive interactive 3D manipulation possibilities, turn out to be an important support and stimulation for the students in their projects. The system can be considered an ultimate interactive 3D anatomy book.
Download

Paper Nr: 220
Title:

A PROPOSED METHOD FOR GENERATING QUESTION TESTS BASED ON PRESCRIPTION DRUG NAME SIMILARITY

Authors:

Keita Nabeta, Hirotsugu Ishida, Masaomi Kimura, Michiko Ohkura and Fumito Tsuchiya

Abstract: An educational program aimed at orienting medical staff on proper prescription drug use needs to be implemented to avoid medical errors. Presently, pharmacists are guided by information provided in package inserts. However, these inserts are not suitable educational materials because their descriptions are usually very complex. A huge effort is needed to create educational materials for each of the 20,000 prescription drugs currently used in Japan. Therefore, it is necessary to develop a learning support system with functions that can generate educational materials automatically from a drug information database. Here, we propose a method for generating multiple-choice tests that allows students to associate brand and generic drug names based on similarity.
Download

Paper Nr: 222
Title:

THE ULTIMATE REPOSITORY SYSTEM IN THE EDUCATIONAL WORLD - Larger Number of Repository Systems Can only Waste Users’ Time and Cause Distractions

Authors:

Dimo Boyadzhiev

Abstract: The main feedback from the potential key users states that there are too many repository systems in the educational world. The mere effort to try to find a resource quite often ends up in hours of assessing different searching possibilities and filtering possible useful links and materials. A simple solution to that situation would be to have a single intuitive, easy to use, resource rich and fast repository systems which would be able to answers the needs of various users based on the user’s preferences and profiles.

Paper Nr: 227
Title:

LEARNING STYLES THEORY FOR INTELLIGENT LEARNING ENVIRONMENTS - Adapting the Instruction

Authors:

Yasmín Hernández and Guillermo Rodríguez

Abstract: It is well known that personalized tutoring helps to improve the learning process and to obtain better results. With this aim we are developing a model including the learning styles of the students. We based our model on the Felder-Silverman Learning Styles Model. According to the student learning style, the instruction is established by a proposed set of rules. To prove our model we propose to use an LMS in compliance with SCORM. In this paper we present our general proposal.
Download

Area 2 - Learning/Teaching Methodologies and Assessment

Full Papers
Paper Nr: 21
Title:

TEACHING GLOBAL SOFTWARE ENGINEERING AND INTERNATIONAL PROJECT MANAGEMENT - Experiences and Lessons Learned from Four Academic Projects

Authors:

Florian Matthes, Christian Neubert, Christopher Schulz, Christian Lescher, José Contreras, Robert Laurini, Béatrice Rumpler, David Sol and Kai Warendorf

Abstract: As part of the ongoing globalization process, software is no longer developed by a sole enterprise which is based at one single location only. In turn, distributed engineering teams are continuously producing software by bringing in their local knowledge and country-specific expertise. Due to this cooperation on a global-scale, today's software engineers require distinct skills and capabilities allowing them to face a paradigm called Global Software Engineering (GSE). However, regarding today's universities curricula, the teaching of GSE can be seen as an emerging discipline which is increasingly gaining attention. This paper depicts the progression and lessons learned from four different globally distributed software engineering projects executed by late bachelor and master students from five different universities of four countries. In doing so, the article facilitates future GSE endeavors in academia and industry.
Download

Paper Nr: 54
Title:

ICT ENHANCED LEARNING EXPERIENCE FOR AN INTRODUCTORY OBJECT ORIENTED PROGRAMMING COURSE - A Case Study

Authors:

Olivier Camp and Richard Woodward

Abstract: Anyone used to teaching programming is aware of the difficulties that are behind this discipline. This, of course, is also true for students who find programming very hard to learn. These difficulties are of many orders: the teaching of the theoretical aspects of the language, the elaboration of adapted and relevant practical labworks, the constant fight against plagiarism (either between learners in the same class, from work done by learners in previous years or from the Internet) and finally the accurate assessment of the students’ programs. This paper presents a case study in which an online tool was used during a beginner’s course on “Object Oriented Programming in Java” to help counter balance these difficulties. The tool we present here, not only supports the students by giving them constant feedback on their work and on its adequacy with what is expected, but also helps the instructors in charge of the course in following the students’ progression, detecting potential cases of plagiarism and assessing the practical work done by the students. This tool was developped using simple Java APIs and opensource applications, and was made available to the learners through the course’s page on the school’s Moodle e-campus.
Download

Paper Nr: 105
Title:

IMPROVEMENT OF A LECTURE GAME CONCEPT - Implementing Lecture Quiz 2.0

Authors:

Bian Wu, Alf Inge Wang, Erling Andreas Børresen and Knut Andre Tidemann

Abstract: A problem when teaching in classrooms in higher education is lack of support for interaction between the students and the teacher during the lecture. We have proposed a lecture game concept that can enhance the communication and motivate students through more interesting lectures. It is a multiplayer quiz game, called Lecture Quiz. This game concept is based on our current technology rich and collaborative learning environment and was proved as a viable concept in our first prototype evaluation. But based on our previous implementing experiences and students’ feedbacks about this game concept, it was necessary to improve this first lecture quiz prototype in four aspects: 1) Provide a more extensible and stable system; 2) Easier for students to start and use; 3) Easier for the teachers to use; and 4) Good documentation to guide the further development. According to these aims, we developed the second version of Lecture Quiz and carried out an evaluation. Through comparing the evaluation data from second version with first version of Lecture Quiz, we found that both surveys show that the Lecture Quiz concept is a suitable game concept for improving lectures in most of aspects and that Lecture Quiz have been improved in several ways, such as editor for the teachers to update the questions, improved architecture that could be easy to extend to the new game modes, web-based student clients to get an easier start than first version of lecture quiz, etc. The results are encouraging for further development of the Lecture Quiz platform and for exploring more in this area.
Download

Paper Nr: 131
Title:

eGRADER - The Programming Solutions’ Grader in Introductory Java Courses

Authors:

Fatima AlShamsi and Ashraf Elnagar

Abstract: This paper presents a graph-based grading system for Java introductory programming courses, eGrader. This system grades submission both dynamically and statically to ensure a complete and through grading job. While dynamic analysis is based on JUnit framework, the static analysis is based on the graph representation of the program and its quality which is measured by software metrics. The graph representation is based on the Control Dependence Graphs (CDG) and Method Call Dependencies (MCD). eGrader outperformed existing systems in two ways: the ability of grading submission with semantic-errors, effectively, and generating reports for students as a feedback on their performance and instructors on the overall performance of the class. eGrader is well received by instructors not only for saving time and effort but also for its high success rate represented by four performance measures which are sensitivity (97.37%), specificity (98.1%), precision (98.04%) and accuracy (97.07%).
Download

Paper Nr: 136
Title:

TOWARDS EFFECTIVE BLENDED LEARNING WITH 3D MUVE - An Analysis of Use Case Implementations for 3D MUVE Learning

Authors:

Indika Perera, Colin Allison, John McCaffery and Alan Miller

Abstract: Technology enhanced learning has been a mainstream educational process, which has introduced a variety of techniques to use in different contexts to fulfil learning objectives and goals. E-Learning has been widely used to fulfil various learning requirements from primary education to university and research based education. However, criticisms on the existing learning methods on competence to cater for societal and human needs within the context of learning are not rare, associating the constraints of behavioural, cultural, and pedagogical. 3D Multi User Virtual Environments (MUVE), in contrast, show a promising future for dynamic learning activities, complementing blended learning methods with high collaboration and user engagement, in which some of those would not have been possible with existing learning practices. This paper, nonetheless, shows that the present 3D MUVE learning use cases are not well defined, yet educationalists tend to practice and expect the conventional e-Learning use cases in 3D MUVE, creating inconsistencies and losing the significance of 3D MUVE for learning. It also proposes a novel approach to consider effective 3D MUVE learning use cases. The use case analysis has been done on a blended perspective. Moreover, the paper critically argues about the effectiveness of learning activities designed with 3D MUVE and e-Learning through selected case studies.
Download

Paper Nr: 140
Title:

TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE OF UNIVERSITY PROFESSORS WHO ADOPTED AN ONLINE AUTHORING TOOL IN THEIR EDUCATIONAL PRACTICES - A Case Study of blended Learning Experiences in Health Science Education

Authors:

Miriam Struchiner, Taís Rabetti Giannella and Marina Bazzo de Espíndola

Abstract: This paper is an analysis of cases of university professors’ incorporation of information and communication technology (ICT) in their instruction in terms of their expression of their pedagogical, technological and content knowledge. Our analysis is based on semi-structured interviews with nine professors who used a web-based authoring tool to build virtual learning environments (VLEs) to support their classroom courses. Results show that the manner in which professors incorporate ICT in their classrooms is expressed in terms of the specifics of the field of Health and Science education, with regards to the nature of both teaching content and teaching strategy. Thus, much focus was given to the use of resources that enabled visualization of abstract phenomena, the use of primary sources of information, the development of new ways to carry out practical activities, and communication tools that broadened the space for solving cases and problems.
Download

Short Papers
Paper Nr: 31
Title:

AN EDUCATIONAL TOOL BASED ON SEMANTIC TABLEAUX FOR VERIFICATION AND DEBUGGING OF ALGORITHMS - Experiences and Results

Authors:

Rafael del Vado Vírseda, Fernando Pérez Morente and Sergio Esquembri Martínez

Abstract: While logic plays an important role in several areas of Computer Science (CS), most educational softwares developed for teaching logic ignore their application in a more large portion of the CS education domain. In this paper we describe an innovative methodology based on a logic teaching tool on semantic tableaux to prepare students for using logic as a formal proof technique in other topics of CS, such as the formal verification of algorithms and the declarative debugging of imperative programs, which are at the basis of a good development of software. Along the academic course 2009/2010 we have evaluated the part of the tool concerning the analysis of algorithms and software engineering. The evaluation has been carried out by means of tests, some of them managed from a Virtual Campus, with open access to all the students, and another one managed in a computer laboratory with a controlled group. We show the results of this educational experiment and the benefit for students from the use of this tool in the current CS teaching of the design and analysis of correct and efficient imperative programs.

Paper Nr: 57
Title:

ICT/ ELEARNING FOR DEVELOPING VISUAL SPATIAL THINKING IN UNIVERSITY SCIENCE TEACHING

Authors:

E. Marcia Johnson, Elaine Khoo, Bronwen Cowie, Willem de Lange and Rob Torrens

Abstract: This paper reports on two case studies (in Earth and Ocean Sciences and Engineering) that explored the potential of ICT/ eLearning in first-year university courses. Findings from the research supported the value of adopting three dimensional visualization software and eLearning tools to scaffold students’ emergent visual spatial thinking and conceptual understanding. However, some constraints, which limited the potential of the ICT/ eLearning approaches, were also identified. The research contributes to increased understanding of appropriate conditions for the planning and application of ICT/ eLearning tools to bridge students’ conceptual, visual, and spatial thinking in university-level science teaching.
Download

Paper Nr: 84
Title:

LEARNING-ORIENTED ASSESSMENT OF WIKI CONTRIBUTIONS - How to Assess Wiki Contributions in a Higher Education Learning Setting

Authors:

Emilio J. Rodríguez-Posada, Juan Manuel Dodero, Manuel Palomo-Duarte and Inmaculada Medina-Bulo

Abstract: Computer-Supported Collaborative Learning based on wikis offers new ways of collaboration and encourages participation. When the number of contributions from students increases, traditional assessment procedures of e-learning settings suffer from scalability problems. In a wiki-based learning experience, some automatic tools are required to support the assessment of such great amounts of data. We have studied readily available analysis tools for the MediaWiki platform, that have complementary input, work modes and output. We comment our experience in two Higher Education courses, one using HistoryFlow and another using StatMediaWiki, and discuss the advantages and drawbacks of each system.
Download

Paper Nr: 88
Title:

INTEGRATING A SIMPLE SENSOR-BASED TESTBED IN SIGNAL PROCESSING COURSES - A Recipe to Design an Electronic Instrument

Authors:

Belén Torrente, Adriana Dapena, Santiago J. Barro, Julio Bregáins and Carlos J. Escudero

Abstract: The widespread idea that traditional classroom lectures is not the best teaching approach has motivated educators to continuously seek new ways to encourage students towards active involmenent. Studies show that constructivist learners tend to explore the concepts covered in laboratory activities, resulting in a richer understanding. In this sense, we will propose to integrate simple sensor-based electronic musical instruments in signal processing courses to help students understand basic concepts, while making them to interact with a real systems that integrates, at once, software and hardware components.
Download

Paper Nr: 113
Title:

LEARNING THEORY THROUGH VIDEOS - A Teaching Experience in a Theoretical Course based on Self-learning Videos and Problem-solving Sessions

Authors:

Marta Arias, Carles Creus, Adrià Gascón and Guillem Godoy

Abstract: In this paper we describe a teaching experience applied to a theoretical course thought in a computer science degree. The main feature of our experiment is the introduction of videos specifically designed for self-learning as part of the learning process. Master classes are replaced by working sessions in which the involvement of students gains prominence. The teacher explains almost nothing in class. Instead, most of the time is devoted to the presentation of solutions to exercises assigned to students in advance. All presentations are done by students, and the teacher only intervenes in order to complete explanations and correct mistakes. The result of our experiment is promising from several perspectives. The exam results are better with the new approach. The students learn to learn on their own and take better advantage of the time in class. The work load is uniformly distributed along the course. The new approach also benefits the teacher since he/she spends considerably less time preparing theory lectures, and gets continuous feedback to better follow the students developement. The videos are valuable in themselves and have been made publicly available. In fact, our students prefer them to a master class. They can pause, rewind and replay the video, take a rest, and postpone the lecture if necessary. Moreover, the interest for these videos goes beyond our university boundaries: according to the visits’ place of origin and posted comments, they are being used by students from other countries.
Download

Paper Nr: 117
Title:

TOWARDS K-SET FRAMEWORKS IN EDUCATION

Authors:

Mark Sh. Levin

Abstract: The paper addresses k-set frameworks as a basic for education (teaching and students projects). The material consists of the following: (i) scheme of designing a structural description for a new domain (as a new .world.), (ii) k-set problems (one-set problems as decision making/ordering, two-set problems as assignment/allocation, etc.), (iii) problems of hierarchy design and restructuring/reconfiguration (hierarchical clustering, spanning trees, reconfiguration of spanning trees), (iv) combined frameworks (decision making framework, framework for system testing/maintenance, planning in distributed computer environment), and (v) educational scheme based on k-set problems/frameworks.
Download

Paper Nr: 121
Title:

PROJECT MANAGEMENT LEARNING IN A COLLABORATIVE DISTANT LEARNING CONTEXT - An Actual On-going Experience

Authors:

Enrique Crespo, Fernando Alba-Elías, Ana González-Marcos, Joaquín Ordieres-Meré and Manuel Castejón-Limas

Abstract: The goal of this paper is to show the results of an on-going experience on teaching project management to grade students by following a development scheme of management related competencies on an individual basis. In order to achieve that goal, the students are organized in teams that must solve a problem and manage the development of a feasible solution to satisfy the needs of a client. The innovative component advocated in this paper is the formal introduction of negotiating and virtual team management aspects, as different teams from different universities at different locations and comprising students with different backgrounds must collaborate and compete amongst them. The different learning aspects are identified and the improvement levels are reflected in a rubric that has been designed ad hoc for this experience. Finally, the effort frameworks for the student and instructor have been established according to the requirements of the Bologna paradigms. This experience is developed through a software-based support system allowing blended learning for the theoretical and individual’s work aspects, blogs, wikis, etc., as well as project management tools based on WWW that allow the monitoring of not only the expected deliverables and the achievement of the goals but also the progress made on learning as established in the defined rubric.
Download

Paper Nr: 159
Title:

SUPPORTING THE IDENTFICATION OF TEACHERS’ INTENTION THROUGH INDICATORS

Authors:

Aina Lekira, Christophe Després and Pierre Jacoboni

Abstract: In this paper, we deal with the instrumentation of teachers’ activities: the regulation of learners’ activities and their self regulation. Indeed, this latter is essential in order to have better learning effects during learning sessions. Supporting teachers self regulation implies giving them information about the real impact of their work, i.e. do the effect of their interventions meet their initial intention. Here, the focus is on the identification of the latter. To do this, we adopt a declarative approach and rely on indicators. Moreover, to assess our proposition, Hop3x, a TEL system, was designed and a pilot test was carried out.
Download

Paper Nr: 160
Title:

TOWARDS A GENERIC INTEGRATION OF ADAPTIVE ASSESSMENT SYSTEMS WITH LEARNING ENVIRONMENTS

Authors:

Christian Saul, Felix Dürrwald and Heinz-Dietrich Wuttke

Abstract: Personalization is becoming a crucial factor in many areas of life including education. Currently, a learning environment (LE) such as moodle, ILIAS, OLAT and dotLRN is far from being able to adapt the assessment to the students’ individual context, prior knowledge and preferences, because personalization is still insufficiently implemented or even not addressed in this system. In contrast, an adaptive assessment system (AAS) takes the students’ characteristics into account in order to personalize the assessment, which may result in more objective assessment findings. This paper analyzes how current open standards and specifications can be used to achieve integration between LEs and AASs seamlessly, so that they can profit from each other. For that reason, both LEs and AASs requirements are analyzed, because they have great influence on the further considerations. LEs require control information as well as assessment information from the AASs, which in turn require student as well as assessment information from the LEs. As a result of the paper, an interworking of several standards and specifications (OPAQUE, IEEE LTSC PAPI, IMS LIP, IMS QTI, etc.) is proposed, which can be used to achieve integration between LEs and AASs.
Download

Paper Nr: 209
Title:

CLICKERS AND DEEP LEARNING IN A LARGE UNDERGRADUATE MANAGEMENT COURSE?

Authors:

Jennifer D. E. Thomas, Danielle Morin and Marylène Gagné

Abstract: The idea that clicker technology, a type of electronic polling technology, could have any relationship to students’ acquisition of higher-order learning skills is seen by many as highly unlikely, especially in large classes. Nonetheless, that is precisely what the results of this study seem to indicate. In a study of a large undergraduate Management course in Organizational Behaviour (OB) which blended clicker technology use, classroom lecture, and online course management content, students’ perceptions of the acquisition of higher-order thinking skills and team-building skills from the integration of these various resources in the course were solicited. Clicker technology, the aspect of the course reported in this paper, was favourably rated for the acquisition of critical thinking skills and problem-solving skills; it was somewhat less so for acquisition of research skills and creative idea generation, and the team-building skills. They also reported a preference for learning with clickers than without and felt its use increased student engagement.
Download

Paper Nr: 219
Title:

USING THE SUPERVISORY ELIPSE E3 IN DISTANCE EDUCATION

Authors:

Marcelo Macedo, Rinaldo Pismel Franco and Fernando Ostuni Gauthier

Abstract: The aim of this article is to present a method to control a didactic bench containing a frequency converter, a programmable logic controller PLC and an electric motor. To achieve the proposed objective, a computer equipped with surveillance software and a digital camera control these devices, making it possible to view and track all actions that occur on the bench. The bench controller computer is connected by internet to other computers, physically far from each other, and has a communication software that allows remote users to monitor and interact with processes running on the bench. This method opens the opportunity for distance learning, where students can interact with remote experiences and no longer as a passive user.
Download

Paper Nr: 32
Title:

FOCUSING ON ICT IN THE EUROPEAN HIGHER EDUCATION AREA - The Bologna Process and its Implications in the Innovation of the Teaching-learning Process

Authors:

Pablo Murta, Marta Arce-Urriza and José Enrique Armendáriz-Iñigo

Abstract: The Bologna Process is one of the milestones of the European Union. All European countries are adapting their higher education degrees to this new paradigm that pursues a common professional with the same set of skills across all countries. Its aim is to generate one of the most competitive economies in the world based on knowledge and assuring its sustainability. On the other hand, ICT is one of the cornerstones of this type of economy; thus, it does make sense to consider it as a key factor in higher education. In this paper, we relate the Bologna Process to the usage of ICT in universities focusing on the case of Spain. In particular, we give a brief overview of the preliminary usage of Sakai in our University.
Download

Paper Nr: 112
Title:

COMPUTER-AIDED SELF-ASSESSMENT AND INDEPENDENT LEARNING IN HIGHER EDUCATION

Authors:

Peter Morris and Shane Dowdall

Abstract: This paper outlines the process and evaluates the effectiveness of introducing software for self-assessment and independent learning in a Mathematics module. Many students identify mathematics as a problem area, and lecturers must maintain standards and meet learning outcomes for their modules. With limited resources, difficulties arise from increasing student numbers and a more diverse cohort. The aim of this study was to enable students to learn independently, reduce mathematical anxiety, and improve self-efficacy and competencies in mathematics, through the use of technology. Software, consisting of visual tutorials and online assessments, was introduced to a Mathematics module on a first year undergraduate degree programme. Students could take and retake online assessments given within supervised technology-led sessions, with their best result recorded. The advantages of this include improved accessibility, alternative teaching styles, self-paced tutorials, timely automated feedback and self-assessment for learning. The problems encountered are highlighted and solutions suggested which may have relevance to mathematics lecturers and learning support units. Our research findings show that the aims of the initiative were broadly met. Notably, the initiative enabled most students to bridge the gap between their expected and actual level of mathematical competency, and improved mathematical self-efficacy for identified groups of students.
Download

Paper Nr: 112
Title:

COMPUTER-AIDED SELF-ASSESSMENT AND INDEPENDENT LEARNING IN HIGHER EDUCATION

Authors:

Peter Morris and Shane Dowdall

Abstract: This paper outlines the process and evaluates the effectiveness of introducing software for self-assessment and independent learning in a Mathematics module. Many students identify mathematics as a problem area, and lecturers must maintain standards and meet learning outcomes for their modules. With limited resources, difficulties arise from increasing student numbers and a more diverse cohort. The aim of this study was to enable students to learn independently, reduce mathematical anxiety, and improve self-efficacy and competencies in mathematics, through the use of technology. Software, consisting of visual tutorials and online assessments, was introduced to a Mathematics module on a first year undergraduate degree programme. Students could take and retake online assessments given within supervised technology-led sessions, with their best result recorded. The advantages of this include improved accessibility, alternative teaching styles, self-paced tutorials, timely automated feedback and self-assessment for learning. The problems encountered are highlighted and solutions suggested which may have relevance to mathematics lecturers and learning support units. Our research findings show that the aims of the initiative were broadly met. Notably, the initiative enabled most students to bridge the gap between their expected and actual level of mathematical competency, and improved mathematical self-efficacy for identified groups of students.
Download

Paper Nr: 203
Title:

A RESEARCH-BASED LEARNING APPROACH FOR UNDERGRADUATE STUDENTS - The Internship Program in Research and Innovation Model

Authors:

Nathalíe Galeano, Ruben Morales-Menendez and Francisco J. Cantú Ortíz

Abstract: World-class universities have usually been recognized for their intellectual contributions, and key ones are the products of the research (publications, patents, innovations, technology developments, spin-offs, etc.) they perform, and the impact these products have on the technological and economic development of regions of influence. After a literature review process and the review of how research activities with undergraduate students are promoted and coordinated in top ranked universities, the authors suggest three different approaches a university can follow for integrating research-based learning into the undergraduate curriculum: the stand alone approach, the attachment approach and the inserted approach. In the inserted approach an undergraduate student is interested in doing research out of her/his personal interest and the university supports these students by integrating them into research groups. The experiences and results of designing and implementing the inserted approach in the Tecnológico de Monterrey are presented in this paper, together with the integration of this program in the Knowledge-based Development model of the University that integrates the Research Chairs and Incubation Cells initiatives.
Download

Paper Nr: 226
Title:

EXTENDED LEARNING - Ultilizing Social Spaces and Mixed Reality in Academic Environments

Authors:

Larysa N. Nadolny

Abstract: This paper introduces the concept of extended learning through the addition of emerging social technology in academic environments. In order to address the technological advances and learning spaces of the next generation, it is imperative for higher education institutions to take advantage of the tools used by students today. Suggested technological applications include social networking, immersive gaming, augmented reality, and virtual worlds. Discussion includes methods for integration and sample applications.
Download

Paper Nr: 228
Title:

FLEXIBILITY ON LEARNING PROCESS

Authors:

José Palma and Martinha Piteira

Abstract: On this paper we present a methodology (FlexLearn), which allows flexibility on learning process. Using this methodology will be possible students to choose frequenting classrooms or online classes. On this paper we present some rules and procedures, which certainly may provide flexibility on the teacher’s curricular unity. We also present those we consider to be the best practices to the FlexLearn methodology application success. On a curricular unity that implements FlexLearn methodology, teacher will be able to provide instructions, contents and activities proposals, ensuring classroom and online activities students learning. The activities proposals contents, both for classroom and online students, must be equivalent, assuring the learning compliance.
Download

Area 3 - Social Context and Learning Environments

Full Papers
Paper Nr: 114
Title:

SMARTPHONE BASED E-LEARNING

Authors:

Anandha Gopalan, Spyridon Karavanis, Thomas Payne and Morris Sloman

Abstract: Children often attend schools intermittently in rural areas in Africa and India due to socio-economic conditions which make pupils augment their family income by working. An e-Learning solution could aid in raising the level of education by making it easier for children to fit schoolwork into the day, acting as a complement to when they are able to attend school. Traditional distance learning solutions based on computers are not suitable due to lack of infrastructure support. In this paper, we evaluate both text and voice based smartphone prototype environments which could provide the tools and services for pupils to download educational content, interact with teachers as well as other pupils to discuss topics. These have been implemented as a proof-ofconcept and the initial evaluation feedback, although not from target users, was very promising. We intend to re-implement the prototype and do a proper evaluation with rural-area school children.
Download

Paper Nr: 198
Title:

AFRICAN LANGUAGES AND ICT EDUCATION - Attitudes of Black University Students

Authors:

Lorenzo Dalvit, Sarah Murray and Alfredo Terzoli

Abstract: In South Africa, English plays a dominant role compared to African languages in empowering domain. Better access to Education through the use of African languages is an object of heated debate. This paper shows that an intervention involving the use of an African language in the domain of ICT Education can change the attitudes of Black university students. The methodology used included a survey with preliminary and follow-up questionnaires and interviews and an intervention involving the use of localised software and of an on-line glossary of computer terms translated, explained and exemplified in an African language (isiXhosa). This experience increased the support for the use of African languages as additional LoLT, even in the English-dominated field of study of Computer Science. This is an initial step towards promoting linguistic equality between English and African languages and social equality between their speakers.
Download

Short Papers
Paper Nr: 81
Title:

SOCIAL MECHANISMS TO MOTIVATE LEARNING WITH REMOTE EXPERIMENTS - Design Choices to Foster Online Peer-based Learning

Authors:

Thieme Hennis and Heide Lukosch

Abstract: If we consider knowledge to be the result of a negotiation process about references and meaning between individuals, then, we should consider it also a collective or social property. This view underlies numerous initiatives worldwide providing unrestricted online access to educational content, software tools, and implementation resources, commonly referred to as Open Educational Resources (OER). In earlier research on the use of Open Educational Resources at the TU Delft, we addressed the issue of sustainability of OER projects in terms of organization, motivation, types of resources, types of reuse, and funding and revenue models. In this paper, we focus on how social mechanisms can contribute to increase motivation amongst stakeholders to maintain and create useful content, and engage in meaningful interactions within learning communities.
Download

Paper Nr: 132
Title:

COLLABORATIVE LEARNING IN HETEROGENEOUS CLASSES - Towards a Group Formation Methodology

Authors:

Liana Razmerita and Armelle Brun

Abstract: Group work has been adopted as an important tool to support collaborative work in order to enhance learning processes. There is a wealth of literature related to group performance and the impact of group composition on group and individual performance. However, very few studies address the issue on how to automatically form groups. This article proposes a methodology that could be used by professors to form groups automatically taking into account different criteria as well as the students’ profile. This methodology is based on a pilot study that analyzes group composition of self-formed student groups. The pilot study findings suggest that students tend to form homogeneous group in terms of level of the knowledge. Furthermore, students report that working on common topics of interests was a decisive factor in forming the groups.
Download

Paper Nr: 188
Title:

ONLINE MEDIA IN FAVOUR OF THE DIGITAL INCLUSION - A Case Study with Elderly People in Brazil

Authors:

Antonia Lucinelma Pessoa Albuquerque and Placido Rogério Pinheiro

Abstract: The popularization of Internet access in home context has been making elderly people and others with no computer literacy to become more motivated to learn and to use those services. This paper presents a case study elaborated to get information on how Brazilian elderly are becoming computer literate, what are their difficulties and challenges to adapt themselves to the use of popular technologies nowadays. The goals of this research are to identify educational difficulties still faced by elderly in the learning process of home computer technologies, as well as to identify which main topics in the technology design are working as limiting factors for that process. We discuss the results, and describe a futuristic scenario to illustrate new paradigms of interaction built over the same previous concepts. We believe that keeping elderly motivated to learn could possibly contribute to increase the digital inclusion.
Download

Paper Nr: 223
Title:

ONLOCED - Finding Learning Resources and Communities

Authors:

Mohd Anwar, Hassan A. Karimi and Jessica G. Benner

Abstract: Online learning ability is enhanced when learners can have immediate access to suitable learning resources and a community of peers for collaboration is easily formed. Online Social Networks (OSNs), location information, and mobile devices can be used together to build a learning environment that can facilitate collaborative learning anywhere, anytime. To this end, in this position paper we discuss a new concept called OnLocEd, a model for it, and a R3 methodology that can be employed to build such a learning environment.
Download

Paper Nr: 90
Title:

TOWARD A COMPREHENSIVE QUALITY ASSURANCE FRAMEWORK FOR CONTINUING EDUCATION IN UNIVERSITIES

Authors:

Hsin-Ke Lu and Chia-Hui Lo

Abstract: From the global popularity of lifelong learning, people are looking for opportunities to improve their competence that triggers a booming market demand for continuing education. Developing a new strategy for this new challenge becomes the critical mission for universities to pursue the excellence in continuing education. To implement quality assurance mechanisms into administrative and operating systems, many universities were seeking international accreditations, for example, ISO 9000 family, and were implementing an organization-wide quality management system. However, in recent years, most universities started to consider the appropriateness of quality management system and shift to educational quality assurance systems, such as IWA 2:2003, ISO 10015, or Taiwan Training Quality System (TTQS), that guarantee a quality of education. In this research, we conducted an analysis of related literature to track and compare different quality assurance frameworks. Based on the analysis, practices and experiences in the selected case were considered to modify and improve original models.
Download

Area 4 - Domain Applications and Case Studies

Full Papers
Paper Nr: 123
Title:

EXPERIMENTAL RESEARCH VALIDATION FOR THE USE OF 3D IN TEACHING HUMAN ANATOMY

Authors:

Nady Hoyek, Christian Collet, Aymeric Guillot, Patrice Thiriet and Emmanuel Sylvestre

Abstract: ICAP department of Lyon 1 university developed instructional tools based on 3 dimensional (3D) technologies to assist human anatomy teachers. Three experimental researches aimed to validate the use of these tools. In study 1 we searched for correlations between spatial ability tests and anatomy examination scores. In study 2 we evaluated the effects of specific spatial ability training on anatomy examination results. Study 3 investigated the beneficial effects of using 3D tools during a short term learning session. We found that spatial ability is a predictor of success in learning human anatomy, however the benefits from using 3D tools is not effective during a 2-hours learning session.
Download

Short Papers
Paper Nr: 47
Title:

SIMULATION ELECTROMAGNETIC WAVES WEB AS INNOVATIVE METHODOLOGY TO IMPROVE THE QUALITY OF ELECTRONIC AND COMPUTER ENGINEERING FORMATION

Authors:

Pilar Martinez Jimenez, Gerardo Pedros Perez, Marta Varo, Mª Carmen Garcia Martinez, David Muñoz Rodriguez, Elena Varo-Martínez and Juan Luna Rodriguez

Abstract: In this work an introduction to the main design features of a computer-aided educational package addressed to students of the final years of Electronic and Computer Engineering is presented. The Software includes interrelated tutorial, computer simulations and test questions, in which graphical outputs, hypertexts and animations are widely used. The package is devoted to the simulation study the concepts and propagation electromagnetic waves. It provides instant numerical evaluation and a graphical display of different studies. The software presented in this paper has all the following features: an integrative character, personalized and active learning process, adaptability to teacher’s aims, versatility as a teaching tool, multimedia resources and simplicity. This study has been carried out with final-year students at the Superior Polytechnic School of Cordoba (Spain), with highly favourable results when compared with students who did not use the software.
Download

Paper Nr: 63
Title:

USING INTERACTION TRACES FOR EVOLUTIONARY DESIGN SUPPORT - Application on the Virtual Campus VCIel

Authors:

Karim Sehaba and Stéphanie Mailles-Viard Metz

Abstract: This article addresses evolutionary design in the context of e-learning devices. It proposes a design approach that takes into account the changing behaviours and needs of different actors (tutors, authors and learners) in order to evolve and adapt a training device to real practices. For this, our approach is to consider traces of interaction as knowledge sources that the designer can exploit in the design process. The principle technique of our proposal is to observe the quantitative and qualitative actions of actors on the learning platform and to represent them in modelled traces, to transform these traces in order to extract high level information on the actors activities, and finally, to propose visualisation tools of this information. We have applied our work in virtual campus VCIEL, where data for this study were obtained via participation of 2 designers, 13 tutors and 68 students from four classes that have been trained since 2006.
Download

Paper Nr: 115
Title:

EVALUATION OF A COMPUTER SUPPORT-BASED CROSS DISCIPLNE RESEARCH CONSORTIUM

Authors:

Reghu Anguswamy and William B. Frakes

Abstract: This paper presents the results of a survey of users of services of a computer support-based cross discipline research consortium. Usage statistics of the consortium resources is also presented. An ishikawa diagram and analysis for improving the services is also provided. The major challenge of the consortium is improving the visibility of its services and resources. The majority of the respondents had not heard of the consortium, while some who did know of the consortium were not aware of what it can offer. Some respondents were also concerned that the resources were not specific to their area of interest. However, the majority (84%) of the respondents who had used the resources were satisfied.
Download

Paper Nr: 205
Title:

ON OPERATIONAL SCHEME FOR REMOTE LECTURES IN INTER-UNIVERSITY DISTANCE LEARNING PROJECT

Authors:

Noriatsu Kudo, Kotaro Kataoka and Jun Murai

Abstract: This paper proposes an operational scheme to support remote lectures in an inter-university distance learning project. Besides the significant improvement of video conference systems, the operational aspect of remote lectures among participating universities tends to be less attended because its operation is basically independent in each university. Lack of a practical experience on operating remote lectures will introduce factors of reducing the quality, scalability or sustainability of the distance learning project. Our solution is to standardize the operational scheme among participating universities based on the concept of Layered Architecture of the remote lecture environment, Administrator that can access and maintain the entire environment, and Centralized Application Network to achieve these features. The proposed scheme has been evaluated at the actual operation of more than 600 remote lectures in an inter-university distance learning program in Japan since 2007.
Download

Paper Nr: 43
Title:

CHALLENGES IN TRAINING AND ASSESSMENT OF MINIMALLY INVASIVE SURGICAL SKILLS

Authors:

Magdalena K. Chmarra, Sharon P. Rodrigues, Frank-Willem Jansen and Jenny Dankelman

Abstract: Training and objective assessment of surgical competence receives more and more attention from society and medical communities, and is an ongoing research challenge. For obvious reasons of patient safety, ethics, and cost-effectiveness, there is a need to shift the training and assessment from the operating theatre to a simulated environment (e.g. skills lab). This paper presents the state of the art on training and assessment of surgical skills in minimally invasive surgery, and discusses remaining challenges.
Download

Area 5 - Quality, Evaluation and Accreditation Policies

Full Papers
Paper Nr: 79
Title:

THE DEVELOPMENT OF MAPQFTOOL - A Software Tool for National Qualifications Frameworks

Authors:

Philippos Pouyioutas, Harald Gjermundrod and Ioanna Dionysiou

Abstract: This paper presents the preliminary stages of the design of MapQFTool, a software tool that will provide support to the understanding and comparability of the National Qualifications Frameworks (NQFs) of the various European countries. The paper starts by providing background information on the Bologna Process and the Qualifications Frameworks. It then addresses the limitations of trying to map the various NQFs against the European Qualifications Framework (EQF), and through the EQF against each other. It then proceeds with explaining the advantages of automating this process with a software tool and provides examples of information that can be generated through the proposed tool. A relational database design that will underpin the development of the tool is described, accompanied with screenshots of the system prototype and its architecture.
Download

Paper Nr: 161
Title:

A SCENARIO FOR PORTFOLIO-BASED ACCREDITATION OF TEACHERS’ COMPETENCES IN ESTONIAN CONTEXT

Authors:

Kairit Tammets, Kai Pata and Mart Laanpere

Abstract: This paper focuses on the process of accreditation of in-service teachers’ competences, which is used in some countries as career advancement option within profession. The accreditation process of senior teachers in Estonia is somewhat different compared with other countries, as the next career rank can be granted to an applicant only if she/he meets a number of formal measurable indicators. The higher career rank is valid just for five years, then it has to be re-applied or else teacher falls back to previous rank and salary level. We argue that current accreditation process does not support teachers’ lifelong learning and knowledge building activities and does not make use of new technology (e.g. e-portfolio). Empirical study was conducted using participatory design method involving in-service teachers. The first iteration of design-based research process resulted with an alternative scenario for competence-based accreditation process involving use of digital portfolio. The paper also provides a conceptual model for learning and knowledge building with e-portfolio to support the new scenario of teachers’ accreditation process.
Download

Short Papers
Paper Nr: 80
Title:

QUALITY ASSURANCE IN DISTANCE LEARNING - A Study in Higher Education

Authors:

Gianna Oliveira Bogossian Roque, Gilda Helena Bernardino de Campo and Marcus Vinícius de Araújo Fonseca

Abstract: The preoccupation with forming graduate students of distance learning courses in Brazil, and those which aim at forming teachers, have raised concerns, especially with regards to formation consistency. According to our viewpoint, formation consistency is linked to two factors: reliability, which relates to the ability of the Higher Education Institution to provide a service in a correct, safe and careful manner; and applicability, which we understand as the possibility of applying the knowledge acquired during the professional and social life of the graduate student. This study presents the preliminary results of a research aimed at verifying the students’ perception of a Licentiate in History about formation consistency in higher education offered at the distance learning modality.
Download

Paper Nr: 95
Title:

ASSESSMENT MODEL FOR IMPROVING EDUCATIONAL CURRICULUM MATERIALS BASED ON THE DANP TECHNIQUE WITH GREY RELATIONAL ANALYSIS

Authors:

Cheng-Hsiung Chen and Gwo-Hshiung Tzeng

Abstract: The core objective of the integrated curriculum of compulsory education is to “enable students to demonstrate their network-talents instead of just scoring high on independent exams.” The key to determining education reform strategies in the e-era is to establish network-competence indicators for educational behavior in primary schools. We propose a MCDM means for evaluating, comparing and improving the effectiveness of network-competence indicators in various publications that are used for teaching at the primary school level. The Mandarin Chinese teaching curriculum based on this system is provided to verify the effectiveness of our method, which may extend to other subject areas.
Download

Paper Nr: 73
Title:

ESTABLISHING RELATIONSHIP BETWEEN PERCEIVED QUALITY OF LMS SYSTEM AND E-COURSE DELIVERY

Authors:

Matjaž Debevc, Martina Breg and Julija Lapuh Bele

Abstract: In this research, a quality of e-Learning has been measured on the basis of students’ satisfaction with e-learning environment (i.e. LMS system) and e-Course delivery. A questionnaire has been developed to measure perceived quality of e-Learning technology and didactics. Results of this research also show statistically significant correlation between the quality of e-Learning environment and the e-Course quality in case of blended learning mode of delivery where only short introductory meeting and final examination are carried out face-to-face. Students who were satisfied with e-Learning environment were also satisfied with e-Course and vice versa. The research has been conducted by taking into consideration two different Learning Management Systems and eight e-Courses facilitated with different teachers.
Download

Paper Nr: 76
Title:

PROCON - A Tool for Curricula Accreditation

Authors:

Dainis Dosbergs

Abstract: Compliance with the set requirements is controlled by curricula accreditation. Though curricula is managed and prepared to meet the accreditation requirements, problems with control over accreditation requirements and demonstrating the performers of accreditation compliance to those are quite common. This article describes a system developed by the author – PROCON, which provides control over curricula content, study result and other curricula indicators for accreditation purposes by utilizing a compliance matrix.
Download

Paper Nr: 174
Title:

A PROGRESSIVE DATA WAREHOUSE OF INSTITUTIONAL RESEARCH WITH WEB API AND MASHUP VISUALIZATION

Authors:

Masao Mori, Toshie Tanaka and Sachio Hirokawa

Abstract: We propose a progressive data warehouse which provides functions of operating statistics and their visualization for institutional research. The proposed data warehouse has a mashup programming environment with GUI and the users can share their programs. By sharing programs of data analysis, persons in charge of self-assessment seize an opportunity not only to create reports efficiently, but also to be able to improve their activities.
Download

Paper Nr: 193
Title:

AN EVALUATION FRAMEWORK FOR M-LEARNING

Authors:

Gerald C. Gannod and Kristen M. Bachman

Abstract: We have developed an evaluative framework that can be used to place m-learning projects and technologies within a context that associates a project with a broad learning objective. We do this through the identification of dimensions within the aspects of FRAME, a framework developed by Koole (2009) that looks at three different aspects: device, learning, and social. We have modified this framework to form what we call Augmented FRAME. Augmented FRAME refines each of the aspects of FRAME into finer-grained elements in order to gain a better understanding about the degree to which different approaches meet m-learning goals. To illustrate this evaluation framework, we have surveyed a small but representative set of m-learning approaches and discuss initial trends observed from using the framework.
Download