CSEDU 2010 Abstracts


Area 1 - Information Technologies Supporting Learning

Full Papers
Paper Nr: 58
Title:

SCRIPT-DESCRIPTION PAIR EXTRACTION FROM TEXT DOCUMENTS OF ENGLISH AS SECOND LANGUAGE PODCAST

Authors:

Hyungjong Noh, Gary G. Lee, Minwoo Jeong, Sungjin Lee and Jonghoon Lee

Abstract: One of the best effective way to learn a language is having a conversation with a native speaker. However it is often very expensive way. A good alternative way is using Dialog-Based Computer Assisted Language Learning (DB-CALL) systems. The feedback quality in DB-CALL systems is very important. Therefore, to provide various expressions as feedback information, we propose a method which extracts script and their description sentence pairs from English as a Second Language (ESL) podcast web site. A linear CRFs classifier is used to find the corresponding description sentences and several features are selected according to the characteristics of the ESL text documents. The experimental results show that the performance of our system is acceptable.
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Paper Nr: 59
Title:

Intention-based Corrective Feedback Generation using Context-aware Model

Authors:

Sungjin Lee, Gary G. Lee, Jonghoon Lee, Cheongjae Lee and Hyungjong Noh

Abstract: In order to facilitate language acquisition, when language learners speak incomprehensible utterances, a Dialog-based Computer Assisted Language Learning (DB-CALL) system should provide matching fluent utterances by inferring the actual learner’s intention both from the utterance itself and from the dialog context as human tutors do. We propose a hybrid inference model that allows a practical and principled way of separating the utterance model and the dialog context model so that only the utterance model needs to be adjusted for each fluency level. Also, we propose a feedback generation method that provides native-like utterances by searching Example Expression Database using the inferred intention. In experiments, our hybrid model outperformed the utterance only model. Also, from the increased dialog completion rate, we can conclude that our method is suitable to produce appropriate feedback even when the learner's utterances are highly incomprehensible. This is because the dialog context model effectively confines candidate intentions within the given context.
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Paper Nr: 70
Title:

STUDY OF THE EFFECTIVENESS OF WEB-BASED TUTORIALS AND THE RELATIONSHIP BETWEEN SELF REGULATED LEARNING AND LEARNING PERFORMANCE USING WEB-BASED TUTORIALS

Authors:

Eugenia Fernandez and Swati Nere

Abstract: This study was designed to examine the effectiveness of Web Based Tutorials (WBTs) and the correlation between students’ self efficacy score for self regulated learning and their learning performance using WBTs. Participants were graduate students (N = 14) enrolled in a statistics course during a single semester. The results of this study showed that WBTs were effective for learning statistics concepts. However, there was no correlation between students’ self efficacy score for self regulated learning and their learning performance using WBTs. Additional investigation showed that the classroom instruction mode was more effective than the WBT instruction.
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Paper Nr: 71
Title:

SIMULATION BASED LEARNING ABOUT COMPLEX MANAGEMENT SYSTEMS

Authors:

Mirjana Kljajic-Borstnar, Vladislav Rajkovic, Miroljub Kljajic, Andrej Skraba and Davorin Kofjac

Abstract: This paper describes experiences in teaching of a Modelling and simulation course at the Faculty of Organizational Sciences. Our course consists of continuous simulation based on System Dynamics (SD) and discrete event simulation (DES). When enrolling the course the students have already taken courses of Mathematics, Statistics, Systems Theory, as well as Organization and Economics. The final grade of the course is derived from the student’s project and written exam. Attendance at lectures is not obligatory; only the practical exercises are. In this paper, we will discuss the methods of teaching SD by using the classical approach of teaching, and by the application of a business simulator. Therefore, we have developed the simulation model in order to explicate the usefulness of the simulation in solving management problems. Students took part in the experiment with the simulation model; the obtained results were analyzed afterward in the students’ projects. After the experiment, students had to complete a questionnaire on their opinion of the course. The results show that students taking the course of Modeling and Simulation thought that application of the simulation model contribute to a better problem understanding, faster problem solving and greater confidence of participants.
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Paper Nr: 88
Title:

LESSONS LEARNED IN DEVELOPING A SECOND LIFE EDUCATIONAL ENVIRONMENT

Authors:

Lucia Rapanotti and Jon Hall

Abstract: Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporate world. Should this trend continue, as forecast by the industry, then immersive applications will become more prominent, with bespoke software developed in the metaverse affording both opportunities and challenges. This paper reflects on the experience of developing a learning virtual space based on Second Life as part of an innovation project at The Open University, UK. The paper focuses on the lessons learnt from the viewpoint of managing the development of the learning environment, and could be of benefit to educators and educational technologists who are thinking to engage in this sort of development..
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Paper Nr: 101
Title:

Learning Chinese Handwriting With A Haptic Interface In Different Velocity Mode

Authors:

Min Xiong, Richard Palluel-Germain, Cédric Dumas and Isabelle Milleville-Pennel

Abstract: This paper presents an experiment by using haptic interface for Chinese handwriting learning. Based on the strategy of “record-and-play”, this haptic interface records the teacher’s information and transfers the writing skill to users. There are two kinds of transfer methods. One is using the real speed that recorded from the teacher, called variable velocity mode. The other is using a constant speed which is re-programmed, called constant velocity mode. The objective of this experiment is to determine what kind of velocity mode benefits the handwriting learning better. Also, another purpose is to see if using haptic device to learn a Chinese character will influence the other characters that have the common strokes. The result shows that haptic device does benefit handwriting learning. In order to improve shape or decrease inair time, c-v mode (constant velocity mode first and variable velocity mode second) shows statistical significance and increases performance; separately, constant velocity mode gets better improvement than variable velocity mode with haptic learning. For writing velocity or size, no significant effect can be made. Using haptic device to learn a Chinese character nearly cannot influence the other characters that have the common strokes.
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Paper Nr: 113
Title:

MODELING USER PROGRESS AND VISUALIZING FEEDBACK: THE CASE OF PROPER

Authors:

Maya Satratzemi, Ioannis Kazanidis, Ioannis Kazanidis and Maya Satratzemi

Abstract: In traditional classroom education instructors can detect the learning difficulties of their students and take all the necessary actions in order for the problem to be overcome. In asynchronous online education, however, it is system functionality that plays a vital role in locating potential problems that may be related to either or both the students and the courses. In addition, students expect the online course to provide them with personalized instruction and useful feedback. This paper presents how ProPer, an adaptive SCORM compliant Learning Management System, monitors and visualizes user progress through instruction in order to help teachers and students alike to locate possible weaknesses. Moreover, ProPer, through immediate feedback and comparative techniques aims to motivate students to continue with their study. Evaluation findings indicate that ProPer can help both instructors and students with their work through out the learning process.
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Paper Nr: 116
Title:

MERITS Training System: Using Virtual Worlds for Simulation-based Training

Authors:

David Chodos, Sharla King, Pawel Kuras, Eleni Stroulia and Michael Carbonaro

Abstract: Virtual worlds offer a new application development platform, and are particularly appealing for creating new types of educational training programs. However, for instructors to use a virtual world-based system, they will need authoring tools to allow them to create and maintain the lessons presented by the system. In this paper, we propose a framework for virtual world-based training, which uses the BPEL workflow language to organize educational content. The framework uses a web services-based approach to connect the content, workflows, and virtual world, thus avoiding dependence on a particular virtual world. Finally, we present a case study, currently in progress, designed to assess the utility of the framework.
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Paper Nr: 117
Title:

A MOVE TOWARDS ELEARNING IN THE COMMERCIAL ENVIRONMENT

Authors:

Brian Boyle, Stuart Waugh, Carole Gould and Thomas Connolly

Abstract: eLearning and the use of technologies to support learning are utilised within educational institution, however, this has not always been the case. eLearning can be traced back to World War II with the development of instructional design under the direction of the military. Today, higher educational institutions have invested heavily in educational technologies such as Virtual Learning Environments and ePortfolios and technology is now supplementing and in some cases replacing traditional (face-to-face) approaches to teaching and learning and replacing the traditional paper portfolios. This paper discusses the implementation of eLearning within an employer-led training provider for the engineering industry and provides early feedback from the trainees.
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Paper Nr: 121
Title:

Enhanced Teaching Strategies - Elicitation of Requirements for a Support System for Teachers

Authors:

Narin Akrawi

Abstract: In this paper we present the design process of a knowledge-based system, called Mentor. When designing Mentor, our aim is to give the teachers opportunity to reflect upon their current teaching strategies and provide guidance on how to improve their teaching. The purpose of emphasizing the design process for Mentor is to identify, capture and validate, at an early stage, important pedagogical aspects. A thorough design process will help us to implement a system according to the users’ requirements regarding functionality and the users’ interaction with the system. In Mentor Bloom’s revised taxonomy is used as a basis for classification of different objectives and skills that educators need to reflect upon in facilitating a student-centred learning environment (SCL). Moreover, the revised taxonomy is used to relate the teachers’ teaching strategies to the taxonomy and as a basis for generating feedback to the teacher. This feedback is individualized since it is related to the information the teacher has provided the system concerning his/her teaching. The result of tests showed that Mentor could be used as a tool for provoking teachers’ reflections at all level of the educational system.
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Paper Nr: 170
Title:

A Generic Development Platform for ASD Therapy Tools

Authors:

Morné Chamberlain and Lynette van Zijl

Abstract: We discuss the design and implementation of a generic development platform for 3D virtual environments for autism spectrum disorder therapy tools. The platform is intended to enable researchers and therapists alike to quickly develop individual therapy software without having to resort to extensive software development. The platform includes specific features requested by therapists, such as replays, data capturing and remote monitoring over a network. We also discuss the implementation of a number of different therapy tools, and their subsequent evaluation at local schools.
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Paper Nr: 192
Title:

AN AUTOCALIBRATED AND INTERACTIVE TILED DISPLAY SYSTEM FOR IMMERSIVE EDUCATION

Authors:

Sang-Youn Kim, Sung M. Im and Hyen-Keun Park

Abstract: A tiled display is one of virtual reality systems which generates high-quality images and guarantees wide view angle using multiple projectors. The virtual reality systems may be used as a new educational tool because a user can be provided immersive sensation as he/she experiences a real object. Previously, we have proposed a tiled display system where a high resolution image is generated by binding multiple images obtained from multiple and low resolution projectors. We have also implemented the educational contents on the proposed tile display system. However, the system does not consider an interaction method which enables an instructor to control educational contents in front of screen. Therefore, this paper suggests realistic educational platform based on the interaction and automatic calibration.
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Paper Nr: 196
Title:

AN EARLY EVALUATION METHOD FOR SOCIAL PRESENCE IN SERIOUS GAMES

Authors:

Di L. Ines and Gouaich Abdelkader

Abstract: In recent years, there has been increasing interest, both in the potential of computer games as learning and teaching tools, and in research into their use. However, most frameworks for serious games evaluation do not explicitly consider social aspects. On the contrary, we believe that social aspects have to be considered as an essential component of the ’virtual’ life of most current users. For this reason, in this paper we propose a framework able to analyze serious games social aspects and give an early evaluation of the designed application. The evaluation framework is based on four elements: identity, space, persistence and actions. These elements (and the behaviors they let to emerge) can be used as markers in order to evaluate if or not our systems is able to facilitate the feeling of social presence and then social learning. The result of such an evaluation can be useful to designers in order to understand if the systems lack of functionalities before starting the implementation and thus return on the phase of design to add missing elements.
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Paper Nr: 198
Title:

Accessibility and usability of a collaborative e-learning application

Authors:

Marina Ribaudo, Stefano Valtolina, Silvia Dini, Andrea Bozza and Marco Mesiti

Abstract: VisualPedia is a collaborative environment proposed to facilitate the development of educational objects thought for all students, including students with different forms of disability. In this paper we briefly introduce VisualPedia and then report on the experience in the evaluation of accessibility and usability of the system prototype we have developed so far. We also discuss possible future improvements that have become evident after the experimentation with end users.
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Paper Nr: 219
Title:

PERSONALIZED LEARNING PATHS BASED ON WIKIPEDIA ARTICLE STATISTICS

Authors:

Lauri Lahti

Abstract: We propose a new method for generating personalized learning paths from the Wikipedia online encyclopedia by following inter-article hyperlink chains based on various rankings that are retrieved from the statistics of the articles. Alternative perspectives for learning topics are achieved when the next hyperlink to access is selected based on original link order, link term repetition, article length, viewing rate, editing rate, or user-defined weighted mixture of them all. We have implemented the method in a prototype enabling the learner to build independently concept maps following her needs and consideration. A list of related concepts is shown in a desired type of ranking to label new nodes (titles of target article for current links) accompanied with parsed explanation phrases from the sentences surrounding each link to label directed arcs connecting nodes. In experiments the alternative ranking schemes well supported various learning needs suggesting new pedagogical networking practices.
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Paper Nr: 239
Title:

LEARNER’S ACCEPTANCE BASED ON SHACKELL’S USABILITY MODEL FOR SUPPLEMENTARY MOBILE LEARNING OF AN ENGLISH COURSE

Authors:

Mohssen Alabbadi

Abstract: Abstract: The use of mobile phones to facilitate the learning process, the so-called mobile learning (m-learning or mLearning), raises various issues, thus making it critical to study the learner adoption and acceptance of mLearning. In this research, a supplementary instructional materials, supporting a regular classroom (i.e., face-to-face) of English as second language (ESL) course, called MobiEnglish, are developed and implemented, using ready-made commercial products and tools. MobiEnglish, delivered through mobile phones, provides different modes of interactions between the content, students, and instructor. A survey method, employing questionnaire, is used to collect learners' responses. The questionnaire contains 19 items based on a 5-point Likert scale, ranging from “Strongly Disagree” to “Strongly Agree,” to measure the four constructs of Shackel’s usability model (i.e., effectiveness, learnability, flexibility, and attitude). The results of responses show high acceptance level of MobiEnglish, reflecting the potential of using mLearning in teaching ESL. Furthermore, the research reveals that the use of the enhanced features of mobile computing with respect to multimedia (i.e., voice and video) is more appealing to learners of ESL.
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Short Papers
Paper Nr: 16
Title:

DOLPHINS IN MYTH AND REALITY- A Constructivist Approach to Teaching Critical Thinking Using I.C.T

Authors:

Georgia Pantidou

Abstract: In a Secondary School in Central Greece ten students worked on a project titled “Dolphins in Myth and Reality” and published their work on their school’s web-page. Dolphins’ biological and social aspect, environmental dangers and threats, Ancient Greek myths and the dolphin-theme in several arts (Literature, Painting, Sculpture, Cinema and Music) were the sections the students worked cooperatively with an extended use of the Internet and Ι.C.T. This publication formed the basis of an experimental teaching for ten younger students whose initial ideas and cognitive deficiencies were taken into consideration in order to design several activities. The joint axis of the activities was the interpretation of myths about dolphins with the help of scientific and literary information found on the Internet and the raising of awareness on ecological matters concerning the survival of dolphins in the Mediterranean Sea. The initial hypothesis that the cooperative, constructivist model assisted by I.C.T. leads to better learning outcomes, compared to traditional teaching methods, has been confirmed, even if the results cannot be generalized.
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Paper Nr: 17
Title:

Introducing the Interpretation Switcher Interface to Music Education

Authors:

Verena Konz and Meinard Mueller

Abstract: In the field of music information retrieval (MIR), great efforts have been directed towards the development of technologies and interfaces that allow users to access and explore music on an unprecedented scale. On the other hand, musicians and music teachers are often still skeptical about the benefits of computer-based methods in music education. In this paper, we report on an experiment conducted at the University of Music Saarbrücken with the goal to introduce a novel MIR user interface, referred to as Interpretation Switcher, to music education and to get feedback from music experts. To this end, we asked nine music students to analyze different performances of the same piece of music according to a well designed questionnaire, using the novel switching functionality of our interface. Doing so, we not only tested and evaluated our interface in a setting of practical relevance, but also indicated the potential of MIR methods in music education.
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Paper Nr: 24
Title:

LEARNER SATISFACTION WHEN APPLYING AN INSTRUCTIONAL MODEL IN E-LEARNING

Authors:

Daniel Manrique, Genoveva López, Jose Maria Font and Fernando Alonso

Abstract: This paper presents the results regarding the satisfaction of learners attending a course under the following instructional conditions: traditional face-to-face classroom, distance learning without an instructional model, having only virtualized the teaching contents used in face-to-face classrooms; and distance learning with an instructional model. The courses on which the experiments were run are related to information and communications technologies. Specifically, we present in this paper the results for a Java programming course taught to information technology specialists under the above three instructional conditions. The course was originally designed for classroom attendance. Later, with the aim of reducing student travel expenses, all the course teaching content was virtualized (distance learning without an instructional model). And the course was designed to simulate face-to-face classroom teaching via web and videoconferencing. In view of the sharp drop in learner satisfaction with this second teaching mode, we adopted an instructional model to systematize the distance course design and teaching process. The results suggest that learner satisfaction in this study is slightly higher among students attending the distance course applying the instructional model than for students taking the traditional face-to-face classroom course and greater in both cases than among students enrolled in distance learning without an instructional model for the course.
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Paper Nr: 46
Title:

Empowering Business Students: Using Web 2.0 Tools in the Classroom

Authors:

Alex Ramirez, Shaobo Ji, Rob Riordan, Frank Ulbrich and Michael Hine

Abstract: This paper discusses the design of a course to empower business students using Web 2.0 technologies. We explore the learning phenomenon as a way to bring forward a process of continuous improvement supported by social software. We develop a framework to assess the infrastructure against expectations of skill proficiency using Web 2.0 tools which must emerge as a result of registering in an introductory business information and communication technologies (ICT) course in a business school of a Canadian university. We use Friedman’s (2007) thesis that the “world is flat” to discuss issues of globalization and the role of ICT. Students registered in the course are familiar with some of the tools we introduce and use in the course. The students are members of Facebook or MySpace, regularly check YouTube, and use Wikipedia in their studies. They use these tools to socialize. We broaden the students’ horizons and explore the potential business benefits of such tools and empower the students to use Web 2.0 technologies within a business context.
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Paper Nr: 49
Title:

COMPUTER SUPPORT FOR A CROSS-DISCIPLINE RESEARCH CONSORTIUM

Authors:

Reghu Anguswamy, Julián Urbano, William Frakes and Gabriella Belli

Abstract: This paper describes the use of web based and freeware tools for a cross-discipline research consortium to support graduate education. The use of the WordPress and Simple Machine Forums as the main environment to provide web support is discussed, as are the use of statistics tools such as R and SAS-JMP. Usage data for these tools are provided.
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Paper Nr: 53
Title:

TELEMATIC TRAINING VIA A WEBSITE OF TECHNICIANS IN WORK-RELATED RISK PREVENTION

Authors:

Lorenzo Salas-Morera, Dolores Redel Macías, Pilar Martinez-Jimenez, Lorenzo Salas Morera, Mª D. Redel Macias, Antonio Cubero Atienza, Laura García Hernandez and Gerardo Pedros-Perez

Abstract: This work presents a web portal for telematic training in work-related risk prevention: noise at work and machine vibrations. Training in Work-related Risk Prevention, especially in the area of Industrial Hygiene, has a practical laboratory component, which is fundamental for a correct preparation of prevention technicians so that they can become acquainted with the field equipment that they have to use in risk evaluation, its configuration, principal parts and handling; everything from its calibration to its application in measuring as a function of the job’s conditions, always within the correct methodological application dictated by the national and international norms which regulate these field applications. This signifies important time expenditure for specialist teachers and in field equipment for the users being trained. With virtual laboratories containing the web application developed it is aimed to complement experimental laboratory training, with simulative tools which provide the knowledge and the practical handling of the equipment under the most real conditions possible, thus considerably reducing the number of laboratory hours necessary. It is a matter of having a catalogue of virtual laboratories with a free and easy access, the one in the first stage being specifically that corresponding to noise at work.
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Paper Nr: 56
Title:

Detection of submitters suspected of pretending to be someone else to manipulate communications in a community site

Authors:

Naoki Ishikawa, Ryo Nishimura, Yasuhiko Watanabe, Masaki Murata and Yoshihiro Okada

Abstract: Community sites offer greater learning opportunities to users than search engines. One of the essential factors provides learning opportunities to users in community sites is anonymous submission. This is because anonymity gives users chances to submit messages (questions, problems, answers, opinions, etc.) without regard to shame and reputation. However, some users abuse the anonymity and disrupt communications in a community site. For example, some users pretend to be other users by using multiple user accounts and attempt to manipulate communications in the community site. Manipulated communications discourage message submitters, keep users from retrieving good communication records, and decrease the credibility of the communication site. To solve this problem, we conducted an experimental study to detect submitters suspected of pretending to be someone else to manipulate communications in a community site by using machine learning techniques. In this study, we used messages in the data of Yahoo! chiebukuro for data training and examination.
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Paper Nr: 63
Title:

Visualizing Data Structures in an E-Learning System

Authors:

Michael Striewe

Abstract: In introductory courses on programming it is important to discuss algorithms at the syntactic level in terms of program code as well as at the semantic level in terms of affected data structures. While single visualizations for examples during a lecture are easy to create for a teacher, students have to create visualizations of their exercises on their own, which is time consuming and may lead to wrong results. To avoid this, we present an extension for an e-learning and e-assessment framework that allows mass visualization of programming exercises. This way, learning basic skills in data structures is supported, because each student gets individual visualizations in an easier way.
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Paper Nr: 67
Title:

From an e-learning to an u-learning environment ()

Authors:

José Palazzo M. de Oliveira, Leandro K. Wives, Isabela Gasparini, Marcelo Pimenta, Amel Bouzeghoub and Ana M. Pernas

Abstract: AdaptWeb® is an e-learning environment designed to offer personalized content to different groups of stu-dents according to student’s models that are mainly based on personal information. This paper shows how the platform is modified to support ubiquitous learning, managing mobility, social interaction, device inde-pendence, and context awareness in a broader and richer notion of the student’s context. The paper presents the architecture and its implementation by three different kinds of data servers, working together for modeling the situations experienced by the students, storing their profiles and contexts, and maintaining corresponding learning objects.
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Paper Nr: 73
Title:

Heard and Seen: Instructor led video and its effect on learning.

Authors:

David Holder

Abstract: This study examined three ways in which instructional designers may create a more efficient learning environment through a better understanding of multimedia learning. First, by using the theories of multimedia learning, we examined a more efficient use of sensory memory. Secondly, the multimedia effect, defined as using visual helps and guides with spoken and written text, was shown to assist working memory in processing new information into existing schema. Last, by using the personalization principle set forth by Clark and Mayer (2008), we will use both the video feed and multimedia together to foster a more social or conversational presentation to the learner.
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Paper Nr: 76
Title:

AUTOMATED ASSESSMENT OF PHYSICAL-MOTION TASKS FOR MILITARY INTEGRATIVE TRAINING

Authors:

Neil Rowe, Eric Heine, Jeff Houde, Feng Han, Amela Sadagic, Chumki Basu, Mathias Kolsch and Christian Darken

Abstract: We describe the performance assessment component of the [BLINDED NAME] system, a real-time monitoring system of performance of U.S. Marines during training exercises for urban warfare. This automated component measures how well Marines are following procedures and staying safe by tracking where they are and where they are looking. Such monitoring of physical motion is a relatively new application of computer technology with implications for instruction in physical education, choreography, and police work.
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Paper Nr: 91
Title:

MAX/C on Sakai A Web-based C-Programming Course

Authors:

Soichiro Fujii, Hisao Tamaki and Kazunori Ohkubo

Abstract: MAX/C is a web application for C programming education, which has been successfully used in class of a computer science department for more than 4 years. It features algorithmically generated feedbacks both for drill questions and for programming exercise submissions. For the latter, source programs submitted by the students are statically analyzed as well as executed and tested against test cases. The execution is performed by a C interpreter which is developed for this purpose and designed to facilitate the detection of potential run time errors and the collection of useful information from the execution. We describe this system, together with the ideas behind the system. We also describe the recent integration of MAX/C into Sakai, an open source e-Learning environment.
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Paper Nr: 100
Title:

TOWARDS A FRAMEWORK FOR DEVELOPING STANDARDIZED E-LEARNING MODULES - A Report on Methods and Tools in a Distributed Content Production Project

Authors:

Michael Clauss, Michael Gerth and Sandra Döring

Abstract: The article summarizes the surrounding conditions and solutions for challenges in the so called SECo-project, which was initiated by several German universities in order to strengthen the competitive situation of small- and medium-sized enterprises by providing knowledge on e-learning. It focuses on methods and tools for the development and production of standardized e-learning modules in distributed teams of authors. It is a report on work in progress, outlining solutions for typical problems in content production projects, which are generated through interdisciplinary expertise and based on the need for standardization.
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Paper Nr: 103
Title:

VTE: The Virtual Training Environment

Authors:

Constantine Cois, James Wrubel, Justin Beckwith and Jeremy Herrman

Abstract: The Virtual Training Environment (VTE) is an online education and training system developed by the Immersive Learning Technologies group at the Carnegie Mellon University Software Engineering Institute. VTE offers asynchronous, remote training in cyber-security, information technology, digital forensics, and other technical areas to over 30,000 users, primarily within the Department of Defense (DoD) and various branches of the United States Federal Civilian Agencies. A key aspect of the comprehensive training suite offered by VTE is an on-demand virtual lab system, featuring automated delivery of complex virtual lab environments to users through a standard web browser, with no additional client-side software installation required. VTE is able to deliver training environments 24 hours a day to users in remote locations, operating within various levels of network security. In addition to a virtual lab system that is uniformly accessible to student users, VTE provides a virtual lab authoring system with the same ease of use, delivering powerful virtual lab development tools through an accessible interface to domain experts and educators, eliminating the need for expertise in proprietary virtualization technologies. This paper will present the design and function of the VTE virtual lab system, including both student and lab author user experience descriptions.
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Paper Nr: 105
Title:

LIVING MACHINERY – ADVANTAGES OF WEBBLE TECHNOLOGIES FOR TEACHING AND LEARNING

Authors:

Jun Fujima, Anja Hawlitschek and Imke Hoppe

Abstract: Webble technology is the most recent form of Meme Media following Richard Dawkins’ seminal ideas about memetics and relying on Yuzuru Tanaka’s interpretation of the Meme concept in the form of IntelligentPad. The reach of Webble technologies is demonstrated by means of a particular Web-based interactive laboratory. It arises the question how this novel technology is perceived and what impact it has on teaching and learning. This paper describes how to apply different learning methods to use the Webble technology for varying learning goals.
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Paper Nr: 110
Title:

GENERATION OF USEFUL SEMANTIC FEEDBACK FOR STUDENTS AND TEACHERS

Authors:

D. P. Prendes-Espinosa, María Sánchez-Vera, Francisco Frutos Morales, Dagoberto Castellanos Nieves, Carlos Cruz, María P. Prendes-Espinosa and Jesualdo T. Fernández-Breis

Abstract: Feedback is an important component of assessment in learning environments, because it allows students to know their learning flaws, and feedback information is also useful for teachers to design learning contents adapted to the needs of the students. Therefore, the availability of feedback constitutes a new learning opportunity. In this paper we describe an approach based on Semantic Web technologies for generating useful semantic feedback for both teachers and students.
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Paper Nr: 111
Title:

THE COLLABORATIVE PROCESS OF DECISION-MAKING IN THE COOLED LEARNING ENVIRONMENT

Authors:

Patricia Cristiane de Souza, Patricia Souza, Guilherme Armigliatto and Eunice Nunes

Abstract: This paper presents decision-making processes and collaboration and coordination mechanisms with the use of an intelligent agent in the CoolED Environment. The CoolED is a collaborative learning environment developed by the LAVI research group at the Federal University of Mato Grosso (UFMT). This system aims to help computer science undergraduate students master the content of Nonlinear Lists, which is a subject of the Data Structuring class, emphasizing insertion, removal and search operations. The group decision-making is made by a leader chosen by the agent and it follows some evaluation criteria stipulated in a leadership model developed on this work. This model allows any user a chance to lead the group at least one work section and respects individual interests on the process of becoming a leader.
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Paper Nr: 112
Title:

COLLABORATIVE EDUCATIONAL GEOANALYTICS applied to large Statistics Temporal Data

Authors:

Mikael Jern

Abstract: Recent advances in Web 2.0 graphics technologies have the potential to make a dramatic impact on developing collaborative geovisual analytics that analyse, visualize, communicate and present official statistics. In this paper, we introduce novel “storytelling” means for the experts to first explore large, temporal and multidimensional statistical data, then collaborate with colleagues and finally embed dynamic visualization into Web documents e.g. HTML, Blogs or MediaWiki to communicate essential gained insight and knowledge. The aim is to let the analyst (author) explore data and simultaneously save important discoveries and thus enable sharing of gained insights over the Internet. Through the story mechanism facilitating descriptive metatext, textual annotations hyperlinked through the snapshot mechanism and integrated with interactive visualization, the author can let the reader follow the analyst’s way of logical reasoning. This emerging technology could in many ways change the terms and structures for learning.
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Paper Nr: 119
Title:

THAI VISUALLY IMPAIRED ’S REQUIREMENTS TO ACCESS MATHEMATICS VIA AN AUTOMATIC MATH READER

Authors:

Wararat Wongkia, Kanlaya Naruedomkul and Nick Cercone

Abstract: We present the requirements to access mathematics for the Thai visually impaired students. Blind and visually impaired (VI) students agreed to participate in an interview to determine the requirements for using a text–to–speech (TTS) system with the capability to automatically read math expressions. The interview consisted of two parts: the students’ background characteristics and the students’ difficulties in and requirement for using TTS systems to read math expressions. Our results show that the students who are blind and visually impaired had difficulties to access mathematics. The students have basic computer skills with standard software e.g., Microsoft Word. Therefore, the findings suggest that the students desire assistant technology to better access to mathematics.
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Paper Nr: 128
Title:

COMPUTER SUPPORT FOR MATHEMATICAL WORD PROBLEM SOLVING: Guided by Thai Teachers’ Views

Authors:

Wanintorn Supap, Kanlaya Naruedomkul and Nick Cercone

Abstract: This study investigates Thai teachers’ views in teaching and learning mathematical word problem, and the technology implementation to enhance teaching and learning mathematical word problem. Data were collected using semi-structured interviews with 24 mathematics teachers. The result of this study showed that the students’ major difficulty in solving mathematical word problem lies in the understanding of the problem and the translation of the problem into equations. Therefore, the teachers’ suggestions led to the design of a tool to help improve students’ performance in solving mathematical word problem.
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Paper Nr: 151
Title:

WRITING SUPPORT SYSTEM BASED ON A CONTEXT SENSITIVE VARIANT DICTIONARY

Authors:

Aya Nishikawa, Yasuhiko Watanabe, Ryo Nishimura, Yoshihiro Okada and Masaki Murata

Abstract: In Japanese, it is difficult to learn which variant is suitable for various contexts in official, business, and technical documents because there are a large number of notational variants of Japanese words and Japanese writing rules have many exceptions. From the viewpoint of information retrieval, a considerable number of studies have been made on notational variants, however, previous Japanese writing support systems were not concerned with them sufficiently. To solve this problem, we developed a writing support system which detects notational variants unsuitable for the contexts in students' reports and shows suitable ones to the students. This system is based on the idea that context suitable variants are used dominantly in the context of official, business, and technical documents. In this study, we first show the diversity of notational variants of Japanese words and how to develop a context sensitive variant dictionary by which our system determines which variant is suitable for the contexts in official, business, and technical documents. Finally, we conducted a control experiment and show the effectiveness of our system.
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Paper Nr: 158
Title:

NETWORKED LEARNING PHYSICS OF SEMICONDUCTORS THROUGH A VIRTUAL LABORATORY ENVIRONMENT

Authors:

Ilias Stavrakas, Dimos Triantis, George Hloupis, Cimon Anastasiadis and Kostantinos Ninos

Abstract: Virtual laboratory tools have been introduced long ago. Such tools have been used by students to improve their performance and stimulate their interest. When the high cost of hardware replacement and maintenance is contrasted to the flexibility of adding new subjects in a laboratory course, the virtual laboratory tools render a power tool for educational purposes. Since students statistically do not spend adequate time preparing for laboratory modules, new methodologies and software have been sought to help students increase their laboratory skills and understanding. In this work a virtual laboratory environment dealing with Semiconductor Physics assignments is described, discussed and evaluated. Semiconductor Physics was chosen since it is a first year module not connected to any background knowledge familiar to the students. The evaluation was made by providing the software to some of the students and comparing their performance to that of students having no access to the software. It is concluded that the software tool provided to the students before taking the laboratory helped to increase their performance. It was also observed that this tool mainly serves weaker students since, according to the evaluation tests, they are mainly helped to achieve a pass score.
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Paper Nr: 174
Title:

Peer-to-Peer Collaborative Learning with E-book Devices over 3G-WiFi Ad-hoc Network

Authors:

Tiong-Thye Goh and Boon C. Seet

Abstract: This paper describes the experience of evaluating an e-book device based peer-to-peer collaborative learning system with a 3G-WiFi ad-hoc network configuration. Two evaluations were conducted followed by two focus group interviews. Results show that future design of e-book devices should consider the educational affordance of integrating web browser and Internet chat functionality to accelerate the potential adoption of e-book devices for e-learning or m-learning environments.
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Paper Nr: 175
Title:

ELEARNING NEEDS AMONG STUDENTS WHO LEAD A DIGITAL LIFE IN NEARLY EVERY ASPECT EXCEPT LEARNING

Authors:

Paul Lam, Mavis Chan, Jack Lee and Carmel McNaught

Abstract: Students are able to use and are using many digital devices in their everyday life. The term “Net Generation” is used to describe these young people who have been using digital devices such as computers, cell phones and digital music players all their lives. Can we then assume that the Net Generation would welcome the use of technology in learning just because they are digital natives? Our study focused on the eLearning perceptions, needs and requests of students at The Chinese University of Hong Kong. We found that students were generally positive (though not overly enthusiastic) towards various forms of eLearning strategies.
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Paper Nr: 178
Title:

Physical Task Learning Support System Visualizing a Virtual Teacher by Mixed Reality

Authors:

Motofumi Nakanishi and Tomoo Inoue

Abstract: To support learning physical task, we have developed a system showing a CG virtual teacher in the real world by mixed reality technology. Most of existing physical task learning support systems do not show instructions in the real world. They do not instruct interactively in real time, either. The proposed system achieves these. Initial experiment of the effect of the location of the virtual teacher was also conducted.
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Paper Nr: 179
Title:

ABSTRACT CONCEPTS TO CONCRETE IMPLEMENTATION: VISUALIZING THE EVOLUTION OF DATA STRUCTURES THROUGH ANIMATION

Authors:

Peter Maher, Jeffrey Strauss and Christopher Smith

Abstract: Data Structures and Algorithms courses are known to be a particularly challenging hurdle to overcome for computer science students. Specifically, many students struggle with being able to visualize detailed transformations as data structures evolve under standard operations. Such an understanding is a critical factor for success in later software engineering courses, and therefore represents a vital platform on which many more advanced principles are built. This paper describes a data structure visualization tool designed to graphically demonstrate the manipulation of well-known data structures via standard operations. The tool is designed to enable instructors to enhance the effectiveness of their lectures, and for students wishing to solidify their understanding of key concepts via a user-friendly, animated environment. We detail the primary features of the software, discuss the key benefits, and describe potential future enhancements.
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Paper Nr: 197
Title:

New Concept Development Model: explorative study of its usability in Intelligence Augmentation

Authors:

Janos J. Sarbo and Irena Drascovic

Abstract: Intelligence augmentation (IA) is used in for improving the efficiency of human problem solving by making use of computer support. To make it work, we need a ‘human-compatible’ formal model of knowledge representation. Here we report on empirical test of one such model. The results show that the model can be used to analyse concept formation in human problem solving. This means that the model is congruent with human information processing system. Being a formal model, it can be used in a wide range of IA-applications such as computer supported tutoring and human-computer interfacing.
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Paper Nr: 202
Title:

ASSISTING LEARNER’S IN MONITORING THEIR CONCEPTUAL DEVELOPMENT - On the design of a computer-based service to support conceptual development

Authors:

Adriana J. Berlanga, Adriana Berlanga, Fridolin Wild, Alisdair Smithies, Kamakshi Rajagopal, Howard Spoelstra and Isobel Braidman

Abstract: This paper elaborates on the design of a computer-based service that supports conceptual development. Our ambition is provide learners a way to compare their conceptual development against different reference models, so they recognize the limits of their expertise. These models are (semi) automatically generated from learning materials and learner text inputs using Latent Semantic Analysis, a technique that identifies in input text materials the concepts and their relations. The paper explains the envisioned service presenting a scenario that illustrates how it could be used in formal and informal learning context. After, the paper elaborates the theoretical background behind the design of the service and, finally, it draws conclusions and outlines future work.
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Paper Nr: 207
Title:

ACCEedu, Accessible audiovisual educational resources

Authors:

Mari Luz Guenaga, Iker Jamardo, Andoni Eguíluz and Javier Oliver

Abstract: Thanks to information and communication technologies (ICT) audiovisual resources are more available than ever, however their educational use is not as extended as it could be. Usually students perceive the audiovisual resources as a passive way of receiving content, being only the viewers/listeners of the information. ACCEedu provides a set of tools that combined with existing eLearning platforms allow the creation of interactive activities with audiovisual resources as basis, and above all ACCEedu enables the content creator to make these resources accessible for users with special needs through the inclusion of subtitles, audio description or sign language.
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Paper Nr: 215
Title:

A WEB BROWSER-BASED 3D SIMULATION ARCHITECTURE FOR EDUCATION AND TRAINING

Authors:

Miguel Angel Gamón, Miguel Angel Expósito, Angel Rodriguez Cerro, Marta Pla Castells and Rafael Martinez Durá

Abstract: This paper shows a web browser-based simulation architecture for education and training. This architecture integrates multimedia content with an interactive virtual environment. This is achieved combining the use of OSG4Web, a plugin for managing a scene graph inside a web browser, with the Flash platform. This architecture has been used to develop a training system focused on building and masonry, and enables students to practice their skills and acquired knowledge in a 3D immersive environment. It also includes an instructional design and an evaluation module by means of several didactic units and exams.
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Paper Nr: 226
Title:

ANALYSING COURSE EVALUATIONS AND EXAM GRADES - and the relationships between them

Authors:

Bjarne K. Ersbøll

Abstract: Course evaluation data from courses at higher education is often given by students. Commonly the evaluations are given as questionnaires with discrete answers on a Likert scale. At the Technical University of Denmark this is done on a constant basis. However, the data is not used optimally. The standard way of displaying these data is as a histogram or frequency table of each question separately. The paper discusses various ways of enhancing the amount of information, which can be extracted. We consider factor analyses for grouping of the questions and regression analyses in order to relate questionnaire data to student outcome in the form of exam grades.
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Paper Nr: 228
Title:

AN ONLINE ONTOLOGY NAVIGATOR FOR WEB APPLICATIONS IN EDUCATION

Authors:

Brian Horton, Shengru Tu, Shireesha Tankashala, Fangfang Liu and Brian Horton

Abstract: We have developed a tree-view browser to support development of information retrieval applications that utilize ontologies. The purpose of this browser is to shield the complexity of an ontology from the users. We have also reported three ontology-based Web applications in education and training. The scope of these applications is to cover the daily activities of instructors and trainers. For example, a professor can create highly customized study guides using a bioinformatics ontology, a trainer can define the training needs for a specific task based on a network security ontology, and a domain expert can generate the Web forms for specialized training based on a METOC ontology. These applications were developed using our tree-view browser. The reuse of the browser component has significantly reduced efforts in the development.
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Paper Nr: 266
Title:

Information Technology and Security in Schools: A Research Agenda

Authors:

Hannakaisa Isomaki

Abstract: In this position paper I discuss a research agenda for studying security issues particularly related to secondary and high schools. I argue that despite of its topicality and significance to successful functioning of schools, the issue of information technology (IT) and security in schools is not getting enough research input. In the educational environment, which includes various areas of computer-supported learning, the scope of security ranges from human-centred to technology-centred issues. Both of these deal with information security in a socio-technical educational context, the first emphasising human activity and the latter IT. I present these categories as necessary research proposals here. The human-centred topics include end-user security behavior – as intertwined with the use of technology while learning and teaching in socially embedded virtual worlds – and information security culture in schools. The technology-centred topics include information security of pedagogical software and IT applications for the management of school security
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Paper Nr: 282
Title:

THE MUSIC PAINT MACHINE - A multimodal interactive platform to stimulate musical creativity in instrumental practice

Authors:

Luc Nijs, Micheline Lesaffre, Pieter Coussement, Chris Muller and Marc Leman

Abstract: Interactive music systems offer new possibilities to support instrumental music teaching by providing a corporeally grounded experience as a basis for understanding music and music playing. In this paper we introduce the Music Paint Machine, a device that enables music performers to make a painting on a computer screen by playing their instrument. It is hypothesized that using this application stimulates understanding and creative use of musical parameters.
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Paper Nr: 283
Title:

Keeping the Ball Rolling: Teaching Strategies Using Wikipedia - An Argument in Favor of its Use in Computer Science Courses

Authors:

Carlos Cotta

Abstract: Edition of Wikipedia articles has been recently proposed as a learning assignment. I argue it ideally suits Computer Science courses, due to the intrinsic mathematical nature of the concepts and structures considered in this field. It also provides benefits in terms of autonomous research and team-working, as well as a valuable legacy for future years' students. This view is supported by a two-year experience in sophomore programming subjects in the University of Malaga, Spain.
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Paper Nr: 286
Title:

Analysing Contextualized Attention Metadata for Self-regulated Learning - A Supporting Framework for Self-Monitoring and Self-Reflection

Authors:

Maren Scheffel, Frank Beer and Martin Wolpers

Abstract: In order to successfully learn in a self-regulated way, self-monitoring of the learner and reflection of learning behaviour is required. We therefore introduce a framework that collects usage metadata from application programs and stores them as Contextualized Attention Metadata (CAM). We also present three approaches on how we exploit the collected CAM for further analysis such as object recommendation or learning activity classification in order to help the learner become aware of her learning behaviour, to self-reflect and to support her during her learning processes.
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Paper Nr: 287
Title:

TRAINING IN PROFILING, NEGOTIATION AND CRISIS MANAGEMENT using an immersive and adaptive environment

Authors:

Leonidas Anthopoulos, Panos Fitsilis, Vassilis Gerogiannis and Achilles Kameas

Abstract: The aim of the proposed position paper is to identify an information system that can support the lifelong training of various types of demanding learners who have to transact and to do business with “unknown” people, in unfamiliar environments. Three types of learners are chosen as potential groups that comply with these characteristics: a) diplomatic staff, b) security staff and c) business experts (who work for multilateral companies). An environment that will provide engaging and motivating educational experiences to these learner targets is useful for these target groups, since it (a) utilizes a rich knowledge base of appropriately coded experience in negotiation methods, crisis management, decision making and legal affairs, (b) employs immersive interfaces to provide trainees with a first person learning experience, (c) takes into account the personal profile and background of each trainee in order to achieve deep learning, (d) is based on the pedagogical principles of socio-constructivist theories to achieve long-time knowledge retention, (e) incorporates methods of information retrieval for automatic profile extraction and (g) utilizes social networking analysis for automatic team creation. The presented system can be built by exploiting recent relevant research on knowledge representation, learner modelling, adaptive hypermedia systems, immersive applications, text mining and automatic profile extraction, and social networking technology.
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Paper Nr: 290
Title:

AUTOMATING AVATARS IN SECOND LIFE, EDUCATIONAL INSIGHTS AND APPLICATIONS

Authors:

J. Enrique Agudo, Eva M. Domínguez Gómez, Gemma Delicado, Santiago Domínguez-Noriega and Juan Manuel Vaca

Abstract: Second Life has established itself as the benchmark in virtual world education, offering a set of useful synchronous communication tools out of the box as well as design construction and a community of developers and educators working together to create revolutionary projects. However, the virtual platform lacks interesting activities when tasks are designed for single users. You can still generate exercises for the student but the sensation of immersion that provides both the motivation and sense of reality to the student is reduced. In light of this, our aim in this article is to apply automation technology to a virtual world avatar to remedy these shortcomings, studying the potential of this idea through the specific implementation of a guided visit bot.
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Paper Nr: 292
Title:

Automatic Feedback System for Collaborative Learning Using Chats and Forums

Authors:

Traian Rebedea, Stefan Trausan-Matu, Traian Rebedea, Stefan Trausan-Matu and Costin Chiru

Abstract: Instant messaging (chat) conversations and discussion forums have become widely used in education in the last few years, especially in the context of Computer-Supported Collaborative Learning (CSCL), Self-Regulated Learning and within Communities of Practice. Nevertheless, discourse in chats with multiple participants and in discussion forums is often composed of several intertwining threads. Furthermore, several chat environments for CSCL support and encourage the existence of parallel threads by providing explicit referencing facilities. The paper proposes a discourse model for the analysis of such chat and forum discussions, based on Mikhail Bakhtin’s dialogic theory. Based on this model, a system has been designed and is currently under development. It analyzes chat conversations and discussion forums for discovering implicit links between utterances that build into conversation threads. More important for CSCL is to measure the involvement and collaboration of the participants that are involved in a problem solving task. The system begins with a NLP pipe and concludes with inter-animation identification in order to generate feedback for the learners.
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Paper Nr: 293
Title:

adatptive tutors for developing visual reasoning skills in programming courses

Authors:

Rika Yoshii

Abstract: This position paper argues that students who have difficulty programming often exhibit difficulty in building correct semantic representation of program statement effects. We argue for the need to develop and use tutoring software to help students develop visual reasoning skills in programming. Adaptive tutoring systems will allow students to work privately at their own pace. Example tutoring system designs incorporating visualization, adaptive learning, conversational tutoring and mastery learning are presented.
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Paper Nr: 295
Title:

TOWARDS AUTOMATIC CONSTRUCTION OF ADAPTABLE COURSEWARE STORYBOARDS

Authors:

Boyan Bontchev and Dessislava Vassileva

Abstract: In last twenty years, researchers have conducted intensive research in the area of principal models, software architectures and practical system development of adaptive e-learning platforms. Brains are fascinated by great opportunities for radical improvement of the teaching process by means of applying adaptability at different levels. There are two general issues of adaptive e-learning – enabling different educational content delivered to different individuals or groups and, as well, differently formed sequencing and presentation of that content delivery. This paper presents two approaches for creating and delivering training courses adaptable to learners with different learning styles. The first one is implemented within a platform for building edutainment (education plus entertainment) services called ADOPTA (ADaptive technOlogy-enhanced Platform for eduTAinment). By means of ADOPTA, e-learning courses can be created manually by an instructor as directed storyboard graphs. Another feasible approach is to generate them automatically on-the-fly by the adaptive engine. The article discusses advantages and drawbacks of these two approaches for adaptive e-learning course construction.
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Paper Nr: 299
Title:

Rapid Competence Development In Serious Games - Using Case-Based Reasoning and Threshold Concepts

Authors:

Ioana Hulpus, Manuel Fradinho, Conor Hayes, Leif M. Hokstad, Will Seager and Mick Flanagan

Abstract: A major challenge in today's fast pace world is the acquisition of competence in a timely and efficient manner, whilst keeping the individual highly motivated. This paper presents a novel based on the use of serious games driven by Case-Based Reasoning (CBR) tailored by Threshold Concepts (TC) to present the learner with the most efficient choice of game scenarios to address their present competence gap. This allows the learner to maximize their time in competence development. This is current work-in-progress.
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Paper Nr: 18
Title:

TELEMATIC DETECTION AND ACQUISITION OF PRIOR KNOWLEDGE OF PHYSICS NECESSARY FOR ENGINEERING STUDENTS: ZERO COURSE

Authors:

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

Abstract: The Virtual Laboratory research group of Cordoba University has created a zero level course of physics in which students will find an explanatory web guide with the problems, examples and simulations of the most important themes dealt with in this subject. This is a computer tool which priority and fundamental objective is to detect, in first instance, by means of questionnaires, those physics concepts which are indispensable to the students of 1st year of engineering for a satisfactory command of the physical subjects of that year but which, actually, are unknown to them. It was aimed to emphasize the basic and introductory aspects of Physics as a basic science. In it the students can learn the concepts belonging to some of the traditional disciplines of Physics, such as kinematics, dynamics, electricity, magnetism, etc. This way, it is intended that the students, simply and intuitively with the aid of this portal, become familiarized with those concepts which they have not studied at secondary school and which they should know at the beginning of their engineering degree studies.
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Paper Nr: 50
Title:

Interaction processing of a cognitive educational system

Authors:

Arturo Caravantes and Arturo Caravantes

Abstract: This paper briefly describes some of the modelling work of intelligent web-based educational systems with cognitive monitoring. Specifically, it focuses on the interaction process consisting of a processor based on mental models and several interaction environments related to interface devices. Both systems work together to regulate the student learning process through controlling working memory load, focusing attention and presenting knowledge in conceptual-semantic format. These features require an object-oriented rich web interface.
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Paper Nr: 55
Title:

BODY AND MEDIA: MEDIA EDUCATION AT SCHOOL

Authors:

Valentina Percivalle, Maria A. Zanetti and Paola Rossi

Abstract: This research aims to investigate how the messages from media (TV, web, radio and so on) influence our choice, in term of look, diet, dietary habits and sport. In particular, the work that we present is focused on the use of Media Education to promote a new awareness in adolescence about the influence that the messages from media have on our behaviours. In this way, we can promote new competences about comprehension and production of communication both by face-to-face way and both by media. Moreover, we can promote a new and more functional image of body in adolescence.
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Paper Nr: 72
Title:

Re-engineering of Technology Enhanced Learning systems: the case of the Apprenticeship Electronic Booklet

Authors:

Pierre Laforcade, Lahcen Oubahssi and Philippe Cottier

Abstract: Maintain and operate TELs systems in real situations generally requires for developers to carry out re-engineering activities to find some adaptability solutions for TELs' users. In this article we illustrate and discuss a techno-centric aspect of re-engineering realized on an existent TEL system: the Apprenticeship Electronic Booklet. The first version had been found too rigid by its end-users in regard to the roles management and to the underlying academic structures. In order to improve this TEL system, two approaches of re-engineering have been conducted. The first solution focuses on a more classical internal modification of the system functionalities. The second re-engineering work follows a Domain-Specific Modeling approach that led us to propose a graphical editor communicating with the TEL system. This external component aims to provide end-users with a more user-friendly 'editor' to configure booklets.
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Paper Nr: 84
Title:

A Dynamic Environment for Distance Learning

Authors:

Stamatia Chatzisavva, Anastasia Georgiadou, Alex Karakos and Georgios Tsoulouhas

Abstract: Research was conducted concerning Learning Management Systems (LMS) resulting in ‘Moodle’ being an efficient tool in dynamic distance learning environment. The fact that Moodle is an open source program allows the programmer to modify and extend it thus provide the possibility to develop a chat module that allows online communication in real time. Chat is in ‘question - answer’ form. The characteristic of this module is a virtual user. This user will be used in future development, in relation with data mining technology, in order to answer to students’ questions. In addition, wikis was embedded into the system due to their wide range of implementations in education. Both types of wikis, closed and open, were included into the system. ‘Media Wiki’ was used in order to create the open wiki. Additional tools involved in the environment enable users to upload files, create quizzes, forums, calendar, questionnaires and more, aiming to the creation of a dynamic environment of distance learning. Regarding the dynamic environment developed, the program was tested in a high school as a tool, in terms of asynchronous learning environment, in order to ensure that is functional and easy to use.
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Paper Nr: 87
Title:

The Expertons Method applied in the dialog with stakeholders

Authors:

Luciano Paula

Abstract: In agreement with numerous scientific studies one of the most important points in the area of the sustainability in the companies relates to the dialogue with stakeholders. Based on the Stakeholder Theory we will try to analyze corporate sustainability and the process of the elaboration of a report that prepares a company of agreement with the guidelines G3 - Global Reporting Initiative. With the accomplishment of an empirical study one tries to know the expectations of stakeholders with regard to the fulfillment of the content of the sustainability report. To reach the proposed aim we will use “The Expertons Method”, algorithm that allows the aggregation of opinions of several experts on the topic and that represents an important extension of the fuzzy subsets for aggregation processes. At the end of our study, we will present the results of the utilization of this algorithm, the contributions and future lines of research.
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Paper Nr: 97
Title:

MONTESSORI METHOD ADAPTATION FOR TEACHING OF SUBJECTS OF GRADUATED AND POST-GRADUATED PROGRAMMES

Authors:

David Mata-Moya, Pilar Jarabo-Amores, Manuel Rosa-Zurera and Jose C. Nieto-Borge

Abstract: In this paper, the application of the Montessori Method for teaching of subjects in graduates or post-graduated programmes is proposed. The Montessori Method is a pedagogical method used successfully in nurseries and is based on autonomy, independence and initiative for their own student learning. These principles are part of the guidelines of the European Higher Education Area (EHEA). Taking into consideration the aim of the subject Advanced Radar Signal Processing Techniques of the Master Degree on Information and Communication Technologies of the University of Alcalá of Spain, a learning path is proposed based on the main elements of the Montessori Method: the learning environment, creating of areas, learning materials and teacher activities. The final project is a web tool in WebCT platform divided into learning areas, with material for self-taught students, combined with a teacher who monitors students through the web environment and seminars.
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Paper Nr: 104
Title:

THE GORGE APPROACH: DIGITAL GAME CONTROL AND PLAY: FOR PLAYFULLY DEVELOPING TECHNOLOGY COMPETENCE

Authors:

Klaus Jantke

Abstract: Playful learning is an old dream of mankind since Comenius’ early work on didactics (Comenius, 1628). But playful learning should not be oversimplified and thoughtlessly identified with effortless fun. In contrast, playful learning may be some fun, although being demanding requiring concentration, devotion and stamina. GORGE is the name of a digital game designed for the purpose of developing certain technology competence. It is in use with students of an age ranging from about 12 to 24. This poster surveys the concepts and the game. ATTENTION: THIS IS A POSTER SUBMISSION, BUT THE WEB FORM DOES ONLY OFFER REGULAR OR POSITION.
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Paper Nr: 108
Title:

COMPARISON OF INTERNET USAGE HABITS IN TWO GENERATIONS OF HIGHER EDUCATION STUDENTS - A CASE STUDY

Authors:

Rosalina Babo, Paulo Coelho de Oliveira, Ana C. Rodrigues, Carla T. Lopes, Ricardo Queirós and Mário Pinto

Abstract: To understand the importance of technologies like the Internet and Learning Management Systems to Higher Education students’ learning activities, this study characterizes the Internet access behaviour of Polytechnic of Porto (IPP)’ students. Student’s habits were obtained through a questionnaire that was answered by 10% of all IPP students. Our analysis is focused not only on the global Internet usage profile under the Polytechnic of Porto, but also on the differences between the students born before and after 1980. International trends are confirmed in this Portuguese Higher Education institution.
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Paper Nr: 138
Title:

DIGITAL COMMUNICATIONS LEARNING TOOLS. gtTAL: Graphical Tool for Testbed-Assisted Learning

Authors:

José A. García Naya, Adriana Dapena Janeiro, Héctor J. Pérez Iglesias and Miguel González López

Abstract: We introduce gtTAL, a graphical tool implemented on top of a distributed multilayer architecture which is specifically suitable for multiple-antenna hardware testbeds. gtTAL helps in teaching digital communications by allowing interaction with the hardware testbed at an abstraction level suitable for undergraduate students. Instead of using the low-level interfaces provided by hardware manufacturers, the multilayer software architecture supplies a high level interface access for testbeds, releasing students from the necessity of knowing low-level details of the hardware to start to practice with it. Therefore, they can easily test algorithms without developing a new program from scratch, speeding up the time needed for both the implementation and the debugging tasks. Indeed, the multilayer software architecture allows learning how to deal with real-world digital communication systems at different abstraction levels, varying from the lowest level software running in real-time in DSPs or FPGAs, to the highest level software like gtTAL. These three elements: hardware testbed, multilayer software architecture and graphical tool (gtTAL), constitutes what we termed testbed-assisted learning.
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Paper Nr: 139
Title:

DEVELOPMENT A MATRICIAL NUMBER METHODS PROCESSOR IN A VIRTUAL LABORATORY TO STUDY OF LINEAR CALCULATIONS OF STRUCTURES

Authors:

Pilar Martinez-Jimenez, Jose M. Martinez-Jiménez, Jose M. Martinez-Jiménez, Jose M. Martinez-Jiménez, Cristina López Delgado and Alvaro Martinez Valle

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 Mechanical Industrial 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 of the Calculation of Structures. The application includes the representation of virtual environments in 3D and linear calculation methods which result a virtual laboratory whose aim is the representation and calculation of stresses and deformations in structures, as well as giving the user access to information on the degree of training reached. The software has all the following features: an integrative character, self-evaluation tests, and a personalized and active learning process, adaptability to teacher’s aims, versatility as a teaching tool, multimedia resources, and simplicity. This study has been completed 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.
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Paper Nr: 145
Title:

Teaching Internet Safety at Universities Using “Hikari & Tsubasa’s Information Security Game”

Authors:

Hitoshi Okada, Masaru Ogawa and Hideaki Sone

Abstract: Information security management is a huge challenge for higher education institutions, even more so than for other large institutions or companies. Professors and students cannot be prohibited from bringing their own private computers to campus, and universities generally have a lot of traffic in people who are not students or instructors. Knowledge and skill levels are likewise varied, and some students end up accessing and downloading attractive but dangerous software. Universities are also easy practice targets for external attack if they house insufficiently protected PCs and servers. Information security policies have been put in place at universities and other higher education institutions. Training for professors and students is underway, but materials that discuss the legal and technical aspects of information security tend to be a hard sell for most students. Educational video “dramas” have had some success as a learning tool for professors. Professors, however, are from the TV generation. Students today grew up on the internet and video games. We need to teach about internet risk and safety with materials that appeal to the thinking patterns of the interactive generation— games. Today, I would like to introduce “Hikari & Tsubasa’s Information Security Game,” a textbook and CD published in March 2008 by the NII Working Group for Information Security Policy Promotion for National Universities and Institutions.
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Paper Nr: 161
Title:

A Visual Methodology for the Design of Course Contents. A Case Study in Communications Software

Authors:

Jesus Martinez-Cruz

Abstract: This paper proposes a novel methodology for the design of courses visually. Our method takes borrowed techniques from Software Engineering such as the Unified Modeling Language (UML) and Model-driven Architecture (MDA). The main goal of this approach is the creation of generic courses that may be refined later depending on different educational contexts. Therefore, teachers will have automatic support from tools in order to schedule lectures, activities or resources. This experience is being carried out in the context of a Communications Software course for different undergraduate degree programs at the University of Malaga.
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Paper Nr: 165
Title:

THE CROSS-PLATFORM QUANTUM CHEMISTRY SOFTWARE FOR COLLEGE CHEMISTRY EDUCATION

Authors:

Mengxin Song, Ping Guo and Shi Peng

Abstract: Quantum Chemistry is one of the most important fields in Chemistry. However, lots of the concept are too abstract to comprehend for college students. Consequently, how to aid the students in this field to gain an intuitionistic comprehension of the quantum chemistry related knowledge becomes a crucial problem. A cross-platform quantum chemistry software (SIMU) is introduced in this paper. With a friendly graphic user interface (GUI), SIMU can be used to help users to build molecular and display the visualized computing results. SIMU is particular designed for students as well as researchers in the field of quantum chemistry, they can easily accomplish their demanded computations with friendly GUI. A survey conducted on several quantum chemical labs with the experience of SIMU supported teaching and learning shows that it is of great assistance of understanding abstract quantum chemical concept and acceptance of the SIMU platform.
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Paper Nr: 168
Title:

Teaching process based on workgroup design classes.

Authors:

Krzysztof Psiuk and Adam Cholewa

Abstract: The paper presents a concept of a system for remote teaching of design(in Fundamentals of Machinery Design). The system takes into account the possibility of designing in a working group. The approach was presented using UML diagrams. It also provides software that working group are supported by. Appropriate software configuration required for the system was also described. The concept of that system was verified with the use of an example design task, in which the two designers took part. The designers were students of technical university. The paper describes obtained results.
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Paper Nr: 186
Title:

Interactive whiteboard and geometry lessons in primary school

Authors:

Branko Kaucic and Urška Bučar

Abstract: Interactive whiteboards are modern technology in schools. They are especially suitable to be used in primary schools. Some authorities already recognized that and help schools equipping with them. Now, when a moderate number of schools are having them, minority of teachers proactively use them, while others are waiting to get prepared materials for them. In the paper we discuss the usage of interactive whiteboards and present our software for interactive whiteboard that can be used in the first grade of primary school for geometry lessons. Reasons to develop own software and results of experimental usage are given, too.
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Paper Nr: 203
Title:

INCORPORATING DIGITAL TOOLS FOR INFORMAL PEER GROUP LEARNING

Authors:

Kenneth Thilakarathna, Chamath Keppitiyagama, Kasun De Zoysa and Henrik Hansson

Abstract: Peer group learning is being introduced in many educational systems as an effective way of developing social and cognitive aspects. We observed that there is a spontaneous informal peer group activity among university students which takes place mostly at outdoor locations. Since it is difficult to acquire conventional mediation tools and artifacts at an outdoor location, conducting group learning activities in such resource constrained environments is tedious. Nowadays, most students carry wireless connectivity enabled laptop computers which can successfully be used as a mediation artifact. Our objectives in this research is to develop an appropriate framework to help and motivate students to conduct peer group learning activities using their laptop computers. In this paper we provide a comparative study of existing potential collaborative and cooperative peer group learning tools, describe their features and emphasize the need for a specifically developed tool for informal peer group learning that can incorporate these features.
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Paper Nr: 211
Title:

DEVELOPMENT OF STEREOSCOPIC ALPHABET LITERACY LEARNING SYSTEM FOR CHILDREN WITH DEVELOPMENTAL DYSLEXIA

Authors:

Hanae Yamazoe, Takashi Kawai, Hitoshi Yamagata, Kazuhiro Niinuma, Yujiro Ono and Masutomo Miyao

Abstract: A unique stereoscopic system has been developed to support intelligible understandings of alphabet characters. The system is consisted of ordered pair of strokes with distinct depths, which might be useful to help the learning for children with developmental dyslexia. We showed previously the effectiveness for hiragana learning (Yamazoe et al. 2009), but not yet for the alphabet learning. Thus, we have evaluated a literacy learning system with normal subjects in the present study. Clean advantages of stereoscopic perceptual recognition over the flat recognition are obtained for alphabets as well as hiragana, suggesting the effectiveness of stereoscopic learning, irrespective of dialogue characters.
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Paper Nr: 212
Title:

CoEDApplets: Collaborating in the development of teaching-oriented Applets

Authors:

Vicente Blanco, Adrián Santos, Juan José Regalado and Francisco Almeida

Abstract: In this paper we present the CoEDApplets tool, a web application intended to facilitate the teaching/learning of programming and algorithmics in engineering. Like its predecessor, EDApplets, it is based on Java Applets technology and is animation and display oriented through the use of data structure and algorithm traces. In contrast to the static nature of its predecessor, CoEDApplets is presented as a cooperative portal in which different educational professionals can dynamically incorporate Applets that pursue the same objective. The portal also provides for the internationalization of the Applets, also dynamically. Collaborators will be able to contribute not only with code, but also their translations into various languages, thus helping the collaborative process to transcend beyond borders and into countries where a different language is spoken. CoEDApplets thus introduces elements aimed at supporting diversity within the new teaching framework of the European Higher Education Area, which is expected to create a highly mobile student body.
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Paper Nr: 223
Title:

TEACHING MANAGEMENT AND FINANCE THROUGH SIMULATION: Choosing the proper paradigm

Authors:

Marco Remondino, Anna M. Bruno and Nicola Miglietta

Abstract: Compared to analytical modelling, simulation has sometimes a greater expressive and computational power, especially for a behavioural study of an activity, system, organisation and other topics from the Social Sciences, which an analytic study cannot adequately achieve. In this paper simulation is discussed as a support for teaching and knowledge transfer: a model can be built and used to dynamically show and explain a particular phenomenon through direct experiments, though contributing to a “maieutical” way of learning by the students (learning by doing). Also team work is triggered by using simulation models as a educational tool. In particular, three simulation paradigms are described, along with their potential applications and points of strength and weakness. Management and Finance are the focus of the work, but the same considerations may be extended to other social disciplines and sciences.
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Paper Nr: 225
Title:

Recycling Previous Documents for Distance Education

Authors:

Jean-Michel Hufflen

Abstract: Given a course document concerning a teaching unit in Computer Science and written for presentational education, we explain how we took as much advantage as possible of it for the same teaching unit, but adapted to distance education. In particular, whenever we are building a new version, we are able to update this document once, so that changes are automatically applied to both versions, for presentational and distance education. If the original document is clearly written and well structured, the adaptations we propose should be easy to be put into action.
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Paper Nr: 236
Title:

Using Computer Animations in the Classroom

Authors:

George Riley

Abstract: We present several animation tools that we have used in the classroom to help reinforce some fundamental concepts of computer architecture, computer programming, and computer networking. When presenting such concepts to undergraduate students, the concept of concurrency has been particularly difficult to explain and demonstrate. When two more things are happening at the same time, student often struggle to grasp what this actually means. Additionally, when teaching introductory programming classes, we believe it is important for students to understand how their program is converted into a larger number of simpler steps resulting in assembly language or machine code instructions. Attempts to show these concepts using traditional chalkboard methods or static viewgraphs have not worked well. To help present these concepts in a more understandable way, we have created several computer animations that we have shown to students in the classroom to illustrate visually these fundamental concepts. Further, our animation programs can create movie output files that students can download and view as often as desired.
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Paper Nr: 261
Title:

PREPARING A CASE FOR THE EFFECTIVENESS OF 3D VIRTUAL WORLDS IN ELECTRONIC LEARNING: Giving Education a Second Life

Authors:

Mohammed J. AlGhamdi and Deborah Richards

Abstract: The potential of 3D virtual worlds to introduce a new educational medium which can serve all types of learning as well as enhance the experience of both the instructor and learner appropriate to the 21st century classroom has been recognised and explored in previous studies. While participants report enjoyment and even improved learning outcomes, it is unclear what role the technology has played in achieving these benefits. Furthermore, e-learning, with its many forms, has been criticized due to the inability of the technology to provide the means which allows e-learning to become an equivalent alternative to traditional face-to-face learning particularly in terms of effectiveness and quality. The proposed study will examine explore these issues by assessing new alternatives, namely the use of Second Life, to traditional face-to-face education.
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Paper Nr: 278
Title:

BASICS OF WEB APPLICATION DESIGN: AN EXAMPLE-BASED LEARNING APPROACH

Authors:

Marcos Gestal, Daniel Rivero, Juan Ramón Rabuñal, Julian Dorado and Alejandro Pazos Sierra

Abstract: Traditionally, a great number of business applications were developed using the J2EE framework. This fact has led to the emergence of a multitude of tools, manuals, etc. that explain the different alternatives or features needed to implement them. The development of .NET Framework has resulted in a strong demand for the implementation of applications using this kind of architecture. However, the quantity or quality of the documentation available is far from the one available for J2EE. This detail is especially worrying when the main objective set is to reveal the concepts of framework from a teaching point of view. This paper describes the teaching approach followed to achieve the abovementioned aim, based mainly on a set of simple tutorials that show the technology basics and two complete applications (miniportal and minibank) in which the application of design patterns when dealing with a business application is presented.
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Paper Nr: 289
Title:

E-LEARNING SOLUTIONS FOR FOREIGN LANGUAGE CERTIFICATION IN EU PROFESSIONS

Authors:

J. Enrique Agudo, Ferreira Paula, Patricia Edwards, Mercedes Rico and Héctor Sánchez

Abstract: Developing international standards of professional competence over the last few decades has become a key issue for countries worldwide. In this endeavour education is recognized as a crucial element towards reaching goals. Two major competencies are highlighted by today’s experts for job marketability: An operational command of 1- foreign languages, and 2- new technologies. Regarding the first context, this paper addresses the question of practical needs in foreign language competency for selected working collectives, the business sectors of trade and commerce in this case, and aims to create English courses at intermediate /upper-intermediate level, namely B1 and B2, two of the competence standards (A1, A2, B1, B2, C1, C2) established in the Council of Europe to the certification of languages for professional purposes. With respect to the latter and second cornerstone on which this proposal is based, technological literacy, an interactive platform for L2 e-learning through Moodle is proposed, as is the development of tools for the teaching-learning process. The target users of this particular proposal consist of individuals with specific foreign language
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Paper Nr: 294
Title:

Online Shared Editing in Introductory Programming Courses

Authors:

Hosung Song

Abstract: This paper argues how online shared editing can benefit teaching/learning intro-programming courses like CS1 and CS2. Various available tools supporting online shared editing are surveyed. A simple new Java-based online shared editing framework named "Olshed" is also presented and demonstrated. Olshed is a suite of Swing-based Java classes that supports easy development of online shared editing applications or extension of existing applications for online shared editing. An Olshed-extended version of DrJava (an educational Java IDE) is presented and shown to provide online shared editing facility in a simple way.
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Paper Nr: 300
Title:

CYBER-DEFENSE TRAINING IN THE REAL: Design Principles and Architecture of the VTECH Cyber-Training Platform

Authors:

Riccardo Bettati, Omar Alvarez-Xochihua, Lauren Cifuentes, Willis Marti, Gaurav Yadav, Rene Mercer and Youngwoo Ahn

Abstract: We present the Virtual Network Engineering Laboratory, which creates a high-fidelity, multi-platform, re- motely accessible environment where students obtain hands-on experience in network engineering and opera- tion and in cyber defense and infrastructure protection. The facility focuses on access to real equipment in a realistic yet isolated setting. isolation allows for a broad variety of activities without danger to the surrounding operational networks, and it allows the students to learn from mistakes on equipment that is both real and well protected. The Laboratory supports fine-grained, detailed instrumentation of user activities and allows for experiments on a wide variety of real networking equipment. Real equipment is emphasized over simulation for the sake of (a) fidelity of both intended and non-intended modes of operation, (b) extendability to other protection domains such as cyber physical systems, and (c) instrumentability of student-system interactions to support run-time assessment and on-demand scaffolding.
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Area 2 - Learning/Teaching Methodologies and Assessment

Full Papers
Paper Nr: 32
Title:

FINAL YEAR PROJECT MANAGEMENT PROCESS

Authors:

Carlos López, Raúl Marticorena, David Martin and Andrés Bustillo

Abstract: DDevelopment of final year projects on current IT degrees is one of the key subjects at the end of the studies. It is still a key factor on degree and masters offers in European convergence process, and there is little discussion on the need to instruct students to develop a project where can bring together the knowledge and competences acquired through their studies. In this piece of work, a subject management model within a university context is proposed, Good Software Engineering Practice being applied: monitoring, process control, reviews, evaluation and measurement. An automating-tool is described based on this model, along with two case studies showing its application results. The first case study shows the products obtained out of the process' application. Second case study shows the results obtained when using the evaluation tool to compare final year projects from two different subjects: the one for the Ingeniería (IT Engineering (Hons) degree) and the one for the Ingeniería Técnica (IT Engineering degree).
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Paper Nr: 35
Title:

An Interactive Tool for Data Structure Visualization and Algorithm Animation: Experiences and Results

Authors:

Rafael D. Vado Vírseda

Abstract: We present a visualization tool for the interactive learning of data structures and algorithmic schemes which can be used as a useful educational environment in Computer Science. The different parts of this tool intend to transmit to the students the importance of separating the specification and the implementation of data structures, facilitating the intuitive comprehension of the most typical implementations by using algorithmic schemes, and providing examples where such structures are used. The tool has been designed to allow teachers to monitor the whole educational process of the students, providing a personal training assistant and a range of tutoring techniques according to the student's response. Along the academic course 2008/09 we have evaluated the part of the tool concerning data structures. The tool evaluation is carried 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. In this paper, we show the results of this educational experience about the benefits that the students get from the tool in the current teaching of Computer Science.
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Paper Nr: 93
Title:

AN APPROACH TO MEASURE STUDENT ACTIVITY IN LEARNING MANAGEMENT SYSTEMS

Authors:

Marta Zorrilla, Marta Zorrilla, Diego Garcia and Elena Alvarez

Abstract: Nowadays most universities and educational centres use LCMSs to support the learning and teaching process. In the new framework of the European Higher Education Space, in which the student learns to learn and where the assessment must consider the whole activity carried out by the learner, it is necessary to have some indicator which measures the attendance and participation of each student in virtual courses. This work proposes several student activity indicators which are flexible, extendible and independent from the LMCS. They are based on a parameter which gathers the instructor’s criteria in order to measure the activity of his course (time spent, hits or a combination of both). These indicators are obtained for each learner in each resource (content pages, forums, etc.) with relation to the activity carried out by his or her classmates. These indicators will be shown periodically both to the learners and to the instructors so that each student can observe the effort/dedication levels he or she has made compared with the rest of the group and the instructor can assess the grade of activity and participation of each student in the course and furthermore, detect students at risk of drop-out, gaining insights about the learning style of each student and also check if the effort level carried out by students is adequate or higher than the instructor estimated for the course.
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Paper Nr: 153
Title:

EPISTEMOLOGICAL CONCEPTS FOR TEACHER DEVELOPMENT IN VIRTUAL ENVIRONMENTS AND IN THE TEACHING–LEARNING PROCESS FOR VISUALLY IMPAIRED STUDENTS

Authors:

Elmara Pereira de Souza, Claudia O. Soares and Claudia P. Pereira

Abstract: The purpose of this paper is to reflect upon the teacher development process in a virtual learning environment as well as to link this process to the teaching–learning contexts of visually impaired students. In this perspective, the paper addresses two objectives which, although distinct, are connected by the same theoretical–epistemological reference, pointing to language as an essential tool through which individuals constitute themselves as historical and cultural subjects. The conclusions tend to show that the formation of teachers in virtual learning environments may favor the construction of new knowledge based on dialogic and collaborative network communication. In this sense, it is possible to build a construction space of the senses for the visually impaired in learning processes utilizing educational strategies which also allow for dialogues and the construction and diffusion of knowledge.
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Paper Nr: 160
Title:

An Infrastructure for Mechanised Grading

Authors:

Queinnec Christian and Christian Queinnec

Abstract: Mechanised grading is now mature. In this paper, we propose elements for the next step: building a commodity infrastructure for grading. We propose --- an architecture for a grading component able to be embedded into various learning environments, --- a set of extensible Internet-based protocols to interact with this component, and --- a self-contained file format to thoroughly define an exercise in order to ease deployment. The infrastructure was designed to be scalable, robust and secure. First experiments with a partial implementation of this platform show the versatility and the neutrality of the grading component. It does not impose any IDE and it respects the tenets of the embedding learning environment or course-based system.
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Paper Nr: 166
Title:

Promoting Students Sucess with a Business Intelligence System

Authors:

Maria Piedade

Abstract: The promotion of the students’ success is usually associated to the closely monitoring of the students’ activities. This requires the implementation of mechanisms that, in the scope of the teaching/learning process, allow the students’ academic activities monitoring, the students’ academic success/failure evaluation and the teacher/tutor approximation to the students’ day-by-day academic activities. Although important, the activities involved in these processes do not take place in many higher education institutions, due to the lack of an appropriate support. To sustain these complex processes and activities, a conceptual framework and a technological infrastructure was proposed and integrated in a Student Relationship Management (SRM) System. The SRM System supports the SRM concept and practice and it has been implemented using concepts and technologies associated with the Business Intelligence systems. To validate the SRM System, several application cases were implemented in real contexts. They demonstrated the system relevance in the process of acquisition of knowledge about the students and their academic behaviours. The system supports the decision making process in the teaching/learning scope and facilitates the automatic interaction with the students. The impact of the several undertaken actions are presented and analysed in this paper.
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Paper Nr: 210
Title:

USING BLOOM'S COGNITIVE DOMAIN IN WEB EVALUATION ENVIRONMENTS

Authors:

Simone Santos, Gustavo Alexandre and Patrícia Tedesco

Abstract: This article proposes a web-based Information System based on Bloom Taxonomy, which aims to support the assessment and tracking of learning process. From an assessment methodology defined, a prototype of this model was implemented with focus on educational objectives, performance reports and feedbacks to the students and teachers - called Smart Education. A short experiment was run in a Software Engineering graduate course achieving key results in relation to its use and application.
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Paper Nr: 224
Title:

SHOULD AUDIO FEEDBACK BE USED BECAUSE IT IS EASILY AVAILABLE OR FOR REASONS OF PEDAGOGY?

Authors:

Sue Murrin-Bailey, Sue Murrin-Bailey and Shirley Hunter-Barnett

Abstract: This study explores student responsiveness to the use of audio feedback through the embedding of sound-files into word processed documents. It reviews the creation and use of a tutor’s formative feedback on assignment work within a taught module.
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Paper Nr: 241
Title:

THE JIGSAW COLLABORATIVE METHOD WITHIN THE ONLINE COMPUTER SCIENCE CLASSROOM

Authors:

Maria Kordaki and Haris Siempos

Abstract: This paper presents an innovative implementation of the Jigsaw collaboration method within the context of open source e-learning ‘Learning Design’-based systems such as LAMS, with special reference to the learning of essential issues in Computer Science. These issues include: (a) the wide range of computer technology used in daily life and the consequences of such utilization, (b) the variety of computer systems serving different tasks, (c) the dynamic evolution of information technology in our times. The innovative implementation of the Jigsaw method within LAMS is based on the fact that (a) the tasks assigned to the expert groups consisted of various investigative activities within the real world -where computers are used- and not merely the study of various learning materials as is usually proposed (b) for the design of the whole collaborative activity, the intuitive ‘learning design’-based online tools provided by LAMS were used.
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Short Papers
Paper Nr: 26
Title:

A Competitive-Game Project-based Learning Scheme for Mobile Communications Subjects

Authors:

Sancho Salcedo-Sanz, Silvia Jimenez-Fernandez and Antonio Portilla-Figueras

Abstract: This paper presents a project-based learning experience to teach mobile communications subjects, carried out at Universidad de Alcalá, Madrid, Spain. The experience consists of a competition among teams formed by students, who act as consultant companies working for imaginary operators. The objective of the teams is to obtain the best network design and economical budget for the imaginary operator in the city of Alcalá de Henares. The proposed learning scheme uses existing concepts of different fields, such as the project-based or the competitive games methodologies, and applies them in the teaching of telecommunications subjects. Details on the practical application of the methodology and the results obtained in Universidad de Alcal\'a are discussed in the paper.
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Paper Nr: 34
Title:

Problem-Based Learning: A graph theory experience

Authors:

Ricardo Contreras, Maria Pinninghoff and Pedro Salcedo Lagos

Abstract: Problem-based learning is a widely used technique in supporting different educational efforts, in which the core idea is to understand a real problem and, starting from this point, to seek the elements that are necessary to solve it. This work presents an experience that shows the results of applying this technique in a typical computer science topic in a classical engineering curriculum. Preliminary results obtained by using this technique are discussed, and some directions for future work are proposed.
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Paper Nr: 75
Title:

On the Improvement of Motivation in using a Blended Learning Approach: a Success Case

Authors:

Diana Perez-Marin and Ismael Pascual-Nieto

Abstract: Blended Learning approaches combine face-to-face instruction with some type of computer-based education. In this paper, the proposed combination is teaching in class and reviewing after class using an on-line free-text scoring assessment system. In our first experiments with non Computer Science university students, we asked their teachers to motivate them with the possibility of getting more training for the final exam. However, only 5 students (11% of the class) reviewed with the computer after class on a regular basis. Therefore, we studied and applied a set of principles to improve the motivation of using the Blended Learning approach, and to get more students to review after class. After applying these principles 78% of the non Computer Science university students reviewed with the computer on a regular basis.
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Paper Nr: 86
Title:

HOW BLENDED LEARNING CLOSES THE LANGUAGE GAP BETWEEN NATIVE STUDENTS AND SPANISH LANGUAGE LEARNERS

Authors:

Pablo Ortega and Francisco Arcos García

Abstract: Children of immigrant families with little or no knowledge of Spanish are referred to as Spanish language learners (SLL). During their first year in Spain, they spend some hours in pullout groups for learning the language, but many of them do not develop academic Spanish even after four or five years of schooling. As a supplement to those pullout groups and special programs, interactive tasks (integrated in a Learning Management System LMS such as Moodle) can greatly improve the linguistic abilities of SLLs for a number of reasons. First, these tasks often include recordings of academic Spanish. Second, some of these tasks involve working cooperatively with several native speakers. Finally, interactive tasks within an LMS can be done outside the limited framework of school time because they are open and ready to be used 24/365 days a year. The article provides details of an LMS for SLLs being actually used at a secondary school. The school had 15 SLL students enrolled in an experimental project involving the LMS while another group of 15 SLL students went on doing the traditional pullout groups. The results show that those in the first group have learnt faster and deeper than those in the second one.
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Paper Nr: 94
Title:

DEVELOPPING SOFT SKILLS IN A B-LEARNING ENVIRONMENT

Authors:

Paula Peres and Ana Azevedo

Abstract: The development of soft skills in students enrolled in higher education courses is recognized as a fundamental element to promote the success of students’ integration in real workplace situations. Nevertheless, if we look at nowadays syllabus, we attest that the main effort is made on the contents instead of being made in soft skills. Content-based teaching and learning may not promote the development of higher-order thinking skills considered crucial in Higher Education. This paper presents a reflection on the importance of paradigm shifting concerning the development of learning strategies. Nowadays, the concerns with cognitive goals assume a role in balance with the importance of transversal competencies, e. g. soft skills. This paper adds a practical vision about this concerns, describing some learning activities designed in order to develop students’ soft skills. The described activities were carried out on the context of an Information and Communication Technologies course, in a higher education institution. The developed activities were used to help students reaching the cognitive objectives and developing soft skills, so important in today's societies. This paper also presents a reflection on the role of web technologies to improve the students’ competences. A case study is presented.
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Paper Nr: 122
Title:

Using spreadsheets to teach Computer Architecture

Authors:

Claude Timsit and Soraya Zertal

Abstract: In this paper, we introduce a new tool dedicated to computer architecture learning. Based on spreadsheets, it is simple to use and widely portable. It provides a set of spreadsheets with examples to run and analyse and gives the opportunity to users to build their own basic circuits from transistors and basic gates to logic and clocked blocks. Users can also use the provided machine spreadsheet to write their assembly code, execute it and even enhance the instructions set by adding new instructions and their associated microcode to the microcode table. The results are very promising considering the speed and the level of the understanding of the students following the Computer architecture design course since the introduction of this tool.
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Paper Nr: 157
Title:

INNOVATION BY COLLABORATION AMONG FIRMS. A NEW METHODOLOGY: BUILDING THEORY FROM CASE STUDY RESEARCH AND SIMULATION MODELS

Authors:

Paola Pisano

Abstract: The purpose of this work is to introduce a methodology known as “multi agent systems” (MAS) and show how it could serve not only a similar purpose when compared to cases by using virtual artifacts instead of real world observations, but also overcome the limitation of case study process. Besides being used for creating new theory, this approach is also effective for teaching and transmitting knowledge in a “maieutical” way, through experimentation on the model and cause-effect analysis of results. After describing the paradigm itself, and how it, along with simulation, can be used in social domains, it will be shown how it could interface the conceptual flow typical of case study analysis. Particular attention will be devoted to the interactivity deriving from the way in which this methodology is conceived, allowing researchers to perform “scenario analysis”, i.e.: a process of analyzing future occurrences by considering alternative possible outcomes, after the baseline experiments obtained through the model have given positive results. In the second part of the paper a case study is presented, obtained by employing MAS methodology. It aims to study enterprise collaboration formation and modification: the goal is to study how innovation management and sharing could bring to non-equity link formation among them. The model is introduced in detail and qualitative results are analyzed, by deriving general concepts from them. Last, some points of strength and weaknesses of this methodology are briefly underlined.
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Paper Nr: 169
Title:

A GENERIC MODELING OF INDICATOR WITH UTL The collaborative action function example

Authors:

Diem Pham Thi Ngoc, Sébastien Iksal, Sébastien Iksal, Diem T. Ngoc and Christophe Choquet

Abstract: Capitalising the know-how of educational data analysis techniques in order to share and re-use them is one of the major stakes today in the TEL field. We have proposed a Usage Tracking Language to formalize data analysis techniques with a goal of capitalisation and reusability. In this paper, we present an example of use on the collaborative action function which is an indicator proposed in the ICALTS Project. After a short presentation of UTL and its conceptual model, we introduce the declarative data combination language called DCL4UTL and we detail the CA indicator modelling.
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Paper Nr: 188
Title:

DIFFICULTIES WITH COLLECTION CLASSES IN JAVA - The Case of the ArrayList Collection

Authors:

Stelios Xinogalos

Abstract: This paper describes research on teaching Object-Oriented Programming (OOP) concepts to undergraduate students. The research focuses on the difficulties of using collections for grouping objects, which is a very common task in object-oriented applications. This research was motivated by the observation that ArrayList collections are a source of various difficulties, combined with the fact that these difficulties have not been investigated before in the literature. The data analyzed come from an undergraduate course on “Object-Oriented Design and Programming”, which uses Java and the educational IDE BlueJ. The research carried out used both a qualitative and a quantitative research method. In this paper we present an analysis of the difficulties regarding ArrayLists that aims at providing a useful resource for those teaching OOP.
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Paper Nr: 189
Title:

AN EDUTAINMENT APPROACH TO ACADEMIC TEACHING BASED ON STORYTELLING

Authors:

Wolfgang Heiden and Eric Fassbender

Abstract: In this paper, we describe an approach to academic teaching in computer science using storytelling as a means to investigate to hypermedia and virtual reality topics. Indications are shown that narrative activity within the context of a Hypermedia Novel related to educational content can enhance motivation for self-conducted learning and in parallel lead to an edutainment system of its own. In contrast to existing approaches the Hypermedia Novel environment allows an iterative approach to the narrative content, thereby integrating story authoring and story reception not only in the beginning but at any time. The narrative practice and background research as well as the resulting product can supplement lecture material with comparable success to traditional academic teaching approaches. On top of this there is the added value of soft skill training and a gain of expert knowledge in areas of personal background research.
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Paper Nr: 195
Title:

WATA: A System for Written Authenticated Though Anonymous Exams

Authors:

Gianpiero Costantino, Giampaolo Bella and Salvatore Riccobene

Abstract: University exams or open competitions raise significant security concerns because they are typically driven by strong interests. The candidate and the examiner may want to cheat on each other, or even coerce each other. While candidate authentication would address certain threats, his anonymity would address some other threats, but their conjugation appears to be contradictory. The classical approach to facing this security problem is weak as it poses significant trust upon the examiner. It is the double envelope, with a big envelope containing an anonymous exam sheet and a smaller envelope in turn sealing the candidate's identity. Surprisingly, there appears to be almost no computer-assisted solutions available. WATA is a system, implemented in a portable software, for Written Authenticated though Anonymous exams. It protects the candidate and the examiner from each other by ensuring that the examiner corrects an authenticated though anonymous exam sheet. The candidate is the sole entity who can establish the link between his identity and his exam sheet, and normally has interest in safeguarding such a link. With various additional functionalities, WATA can be freely downloaded from the Internet for academics to try \cite{WATAPAGE}. It has already been used successfully at our university for the final exam of the Computer Security course ever since 2004.
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Paper Nr: 200
Title:

PERSONALISED E-LEARNING PROCESS: THE CASE OF GEOMETRY IN IWT

Authors:

Giovannina Albano and Giuseppe Maresca

Abstract: This paper is concerned with the personalisation of teaching/learning paths in mathematics education. Such personalisation would exploit the features offered by the e-learning platform IWT, which allows to manage both the knowledge domain and the student’s profile. We will present the implementation of a personalised course of “Geometry” in IWT, describing the given representation of the knowledge domain and on the other side the design of various learning objects both meaningful from educational viewpoint and according to different learning style. The genesis of the course is based on the integration of research in mathematics education and e-learning. The experimentation of the course is in progress at the Faculty of Engineering of the University of Salerno (Italy). The outcomes of the experimentation will be available at the end of the current term in next December. At that time we will provide outcomes with respect both pedagogical and technical issues.
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Paper Nr: 216
Title:

AN EXPERIMENTAL PROTOTYPE FOR AUTOMATICALLY TESTING STUDENT PROGRAMS USING TOKEN PATTERNS

Authors:

Chung M. Tang, Yuen T. Yu and Chung K. Poon

Abstract: Automated systems and tools for assessing student programs are now commonly used for enhancing the teaching and learning of computer programming. However, many such systems employ rudimentary techniques in comparing program outputs when testing student programs for determining their correctness. These comparison techniques are typically inflexible and disallow even slight deviations of program output which a human assessor would normally tolerate. This may give rise to student frustrations and other undesirable pedagogical issues that can undermine the benefits of using these assessment tools. This paper presents an experimental prototype we have developed that adopts a token-pattern-based approach to accommodate more tolerant output comparisons in testing student programs, followed by a preliminary validation of the prototype by showing how it can be configured to handle the assessment of variants of program outputs.
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Paper Nr: 237
Title:

THE INDIVIDUAL PERFORMANCE MEASUREMENT FRAMEWORK IN VIRTUAL TEAM LEARNING

Authors:

Virgilijus Sakalauskas and Dalia Kriksciuniene

Abstract: Learning in teams is aimed to develop skills of solving problem-based tasks by using various competences, performing effective virtual communication and knowledge exchange activities. The problem analysed in this article deals with the individual performance measurement for students working in virtual teams. The evaluation and management of learning processes in virtual teams has many specific features, as compared to the face-to-face learning mode. The goal of the article is to present evaluation framework, which could allow us to estimate performance indicators, not only by measuring efforts of teams or individuals by finding specific variables of virtual communication., but also by revealing their causal relationships to the final outcome of the virtual project work. Therefore the suggested method is based on the balanced scorecard concept, applied for virtual teamwork evaluation along analysed dimensions of the teamwork. The balanced values are included to the compound grade for individual performance evaluation, which is designed by calculating the teamwork grade and multiplying it to individual performance coefficient. These evaluation compounds consist of grades, estimated of individual and team input variables, and the results of internal self-assessment of the virtual team members. The experimental data of the real virtual teamwork was applied for analysis of the quality of suggested method, aimed to ensure that the final grade of the project assessment reveals the individual progress of each learner related to team performance.
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Paper Nr: 288
Title:

Using Myers-Briggs Type Indicator (MBTI) for assessment success of student groups in project based learning

Authors:

Vicente Rodriguez Montequin, Joaquín Villanueva Balsera, Javier De Cos Juez and José M. Mesa Fernández

Abstract: One of the most used teaching methodologies nowadays is project based learning: organizing students in small groups and provide them with a real-life project to manage with. Group work on a real-life project is a very interesting teaching instrument since groups act as project teams and the project ideas are close to the student field of professional interest. In addition to the technical skills, there are other aspects influencing the result under this paradigm: management and personality. The students should work in a collaborative way in order to achieve the best outcomes. This methodology is very effective for learning and a high student motivation and satisfaction could be reached, but usually conflicts between group members arise, resulting in poor results. The source of conflicts could often be found in the different personalities among group members. The Myers-Briggs Type Indicator (MBTI) has become one of the most widely-used psychometric instruments for assessing personality characteristics regarding work environment. It postulates that four different behaviour stiles give rise to four separate but interrelated ranges of personal preferences or natural tendencies in a given situation. The MBTI suggests that every personality type has a behaviour that could be used to explain some kind of conflicts. Knowing more about the personality of the team members and how different personalities compliment or conflict with each other can be useful information for building and leading a students’ group. The results of this study have implications for assessment the success of student groups working in collaborative projects.
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Paper Nr: 25
Title:

An Experience to Include Advanced Optimization Techniques in Microwave Undergraduate Laboratories

Authors:

Sancho Salcedo-Sanz, Antonio Portilla-Figueras, Rocío Sanchez-Montero and Pablo Lopez

Abstract: In this paper, a method to introduce advanced computational optimization techniques in undergraduate laboratory subjects is presented. The experience proposed consists in using evolutionary algorithms to design a microwave device (a directional coupler in this case), and then constructing a prototype following the outcome of the algorithms. The idea is to present the undergraduate student advanced techniques that it is unlikely they study in their degree, but which may be useful for them in postgraduate courses. The results of the application of the experience in the subject Antennas and Microwave Laboratory of Universidad de Alcala, Spain, is presented.
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Paper Nr: 41
Title:

MODELLING THE FRAGILE ECONOMIC SITUATIONS

Authors:

Andzela Mialik, Stasys Girdzijauskas and Ramunas Mackevicius

Abstract: The development of the modern society is dependent on its economic growth. In the given logistic theory, a uniform system of the scientific statements, calculations and estimations has been maintained. An automatic computer model for fragile economic situations has already been worked out. Yet better results in the comprehension of the model are achieved when all the calculations are done manually, with the help of the MS Excel. Therefore the paper introduces the teaching method that might be helpful in understanding how to operate with the model in a non-automatic way.
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Paper Nr: 133
Title:

USING A COMPUTER-AIDED PBL APPROACH IN THE DESIGN OF A COURSE IN ENTREPRENEURSHIP AND MANAGEMENT

Authors:

João Miranda

Abstract: In a Management Science MSc. course, we use a computer-aided approach to conjugate multivariate analysis with decision support through optimization tools. The targeted decision support is based on a methodology that relies on specific problems built to promote learning. The optimality of discrete decisions on uncertain environment is aimed, they are applied computational tools onto multivariate analysis and optimization frameworks and these tools support the development of decision rules. Case problems specifically built are focused, as investments programming, financial risk treatment, or supply chain planning and distribution activities, on a Problem Based Learning (PBL) approach. This PBL methodology is embedded on a context where we simulate enterprise computer-aided activities and this immersive approach is encapsulated by a blended learning framework. Considering the intensive schedule that is defined to cope with the student-workers availability, this approach avoids some dislike related to long lectures of quantitative kind, which can reach eight hours in continuum.
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Paper Nr: 194
Title:

AN ENHANCED PRACTICAL PROGRAM ON DATA MINING EDUCATION

Authors:

Hiroyuki Morita, Nagateru Araki, Yuuji Nakayama, Masashi Kondo and Tomonori ISHIGAKI

Abstract: To provide effective data mining education, practical data, high-level mining tools supported by computer, and students’ interests are essential factors. To provide such education, we incorporated data analysis competition into our data mining education. The competition highly motivates students; however, there was no connection between their analysis and the practical usage. In our new educational program, we incorporate a real sales promotion by the students themselves who propose a good analysis at a real shop. By investigating some questionnaires for the students, we show that our program has a good evaluation.
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Paper Nr: 218
Title:

Observations on plagiarism in programming courses

Authors:

Branko Kaucic, Maja Ramšak, Marjan Krašna and Dejan Sraka

Abstract: Plagiarism is a well known problem of today's society. Widespread of the internet, ease of data exchange, Bologna reforms and individual circumstances influence on students to resort to plagiarism. Many courses in computer science where students have programming assignments suffer from so called source code plagiarism. Beside the internet, most common origins of solved assignments are fellow students from the same or the previous generation. In this paper the source code plagiarism is discussed. Main results from observing the plagiarism in programming assignments are given showing to which extent students plagiarize.
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Paper Nr: 247
Title:

Teaching IT in the Primary School. Some aspects of propaedeutics of informatics knowledge

Authors:

Rumyana Papancheva, Krassimir Manev and Krasimira Dimitrova

Abstract: The paper presents some ideas of the authors about teaching informational technologies in the Primary School. Usually we talk only for ICT-skills to be formed in the school. But all the education process in the Primary school, aims in doing propaedeutics of important fundamental scientific knowledge in Math, Nature, Social sciences, Art and so on. Computers and the informational technologies are not only educational tool and environment. Together with ICT skills students should obtain some fundamental knowledge from Informatics on propaedeutics level. Some examples of giving Computer science knowledge in the Primary School are presented.
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Paper Nr: 258
Title:

USING MOODLE FOR AN AUTOMATIC INDIVIDUAL EVALUATION OF STUDENT’S LEARNING

Authors:

Pablo Gil and Juan Antonio Corrales

Abstract: This paper exposes the different adopted strategies and actions to improve the education process using a platform of learning as Moodle. In particular, a set of resources and an evaluation system have been created using this b-leaning platform with three basic objectives as follows: to stimulate the autonomous learning providing interactivity between students, make flexible the way how the students study, and facilitate the implantation and starting of subjects in the new ESHE education system by using tools which offer collaborative surroundings. This work has been developed for the subject of Computer Networks coursed in Computer Science Engineering degree at University of Alicante, in Spain.
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Paper Nr: 275
Title:

A TEACHING SCHEMA FOR MULTI-CORE PROGRAMMING

Authors:

Yun Gao and Xue-Jie Zhang

Abstract: As multi-core processors become more and more widespread, multi-core programming attracts attention of the entire society. On this background, the multi-core programming curricula have been opened to the senior undergraduate students in many universities. At present, the teaching schemas about multi-core programming are scarcely mentioned. In this paper, we present a teaching schema on the specific characteristics of multi-core programming curriculum, combining our teaching practice. The schema pays attention to arousing students’ enthusiasm and positivity, showing instance demos and improving students’ consciousnesses of optimizing multi-core programs. During our practical teaching, the schema has obtained a better teaching effect.
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Area 3 - Social Context and Learning Environments

Full Papers
Paper Nr: 37
Title:

SPARKING EMPLOYEES’ INTEREST IN SIX SIGMA

Authors:

Rene Börner and Andreas Uremovic

Abstract: In today’s management approaches, quality improvement focused on a company’s business processes plays an ever more important role. Methodologies like Six Sigma are used to improve quality, cut costs and save time by improving processes. Support and commitment of a company’s employees are crucial success factors, so that training and motivation is essential. Role plays are a training method suitable for stimulating employee involvement. The article describes how the paper-based role play KreditSim has been transformed to a workflow management system. It shows how facilitation of software can broaden the scope and sometimes shift the focus of trainings. By delivering impressive results in process performance the software inspires and motivates employees to learn Six Sigma tools and apply them to their daily business.
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Short Papers
Paper Nr: 14
Title:

Business Student Collaborative Work Supported by Moodle Wiki

Authors:

Viktorija Sulčič and Viktorija Sulcic

Abstract: The first part of the paper presents wiki as a Web 2.0 tool in general and also its potential use in the field of education. Our presentation continues with our wiki experiences, particularly how wiki, as a module of open-source learning management system Moodle, can support collaborative student work. The paper concludes with the presentation of the research results of Moodle wiki usage by business school students. Despite the fact that Moodle wiki is not as user-friendly as Media Wiki, it can successfully and efficiently support student collaborative work.
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Paper Nr: 120
Title:

The Need for Special Games for Gamers with Special Needs

Authors:

Andrea Hofmann, Klaus Jantke and Imke Hoppe

Abstract: People with intellectual disabilities are a part of our society, but unfortunately, they are often excluded. Their assistance includes everything they need in their lives. The work in the various workshops for people with disabilities often gives them the feeling that they are needed, but few can find access to an independent life by further developing and training of themselves. The pleasure of (digital) game playing and learning with a game is not yet considered a standard constituent of leisure time activities in sheltered workshops for people with an intellectual disability. Qualitative studies with off-the-shelf digital games have demonstrated the enormous potentials of game playing for the assistance of people with an intellectual disability. However, conventional off-the-shelf digital games have severe limitations. The authors’ qualitative studies lead (i) to a requirement specification and (ii) to the design and implementation of a completely new digital game meeting essential needs of people with an intellectual disability. The present publication surveys the results of the qualitative observations and leads to the recently completed game design.
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Paper Nr: 143
Title:

A CASE STUDY THAT SHOWS THE IMPORTANCE OF COLOR IN WEB COLABORATIVE EDUCATIONAL ENVIRONMENT

Authors:

Ana L. Dias, Marcos Alexandre Silva, Junia Anacleto, LUCIANA M. SILVEIRA and Rosângela D. Penteado

Abstract: Collaborative learning supported by computers increases due to the tendency Schools have to get assumed to digital inclusion in curriculum and to explore this potential as an alternative complementary to the traditional teaching methodology. According to this new practice the individual skills are valued and contribute to build up learning, which belongs to the group. However, it can be seen that learning through computing environment is not always effective because it can generate lack of motivation, little involvement and collaboration. It is always difficult to engage apprentices in learning activities in order to motivate them both to persist in challenging tasks and to value education, generally. This paper presents a Case Study applied to a School that shows the colors and their meanings as cultural as a stimulus to motivation and learning, through the application of Motivational Patterns in a Web collaborative educational environment.
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Paper Nr: 144
Title:

USING CONTEXTUALIZED NARRATIVE GAME TO IMPROVE STUDENTS AND TEACHERS COMMUNICATION

Authors:

Marcos Alexandre Silva, Ana L. Dias and Junia Anacleto

Abstract: Nowadays, school faces several educational challenges to teach children some skills, like ways to express themselves in an appropriate way in their community and how to collaboratively work in group. However, it is still very difficult for educator to find tools that are appropriate and in accordance to their pedagogical planning to stimuli students on those skills. Computers can potentially be a useful tool to promote expression, communication and collaboration, but the available tools are not yet so user friendly for school context of teaching and learning. Considering such reality, this game allows educators being co-authors on creating the story context taking into account their goals, pedagogical approach and the student’s cultural reality. Then, teachers can adopt values, metaphors, cause and consequence relations or even a common vocabulary before and during the narrative game and, consequently, enabling students to feel identified in that story context being considered and get interested and engaged in collaborating with the teacher and other students to develop the story. In order to observe the use of this game in an educational environment and collect the target group opinion, a study case was performed at school with teachers and children, and is described in this paper.
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Paper Nr: 184
Title:

An approach to teach mechanical engineering in order to avoid curriculum fragmentation among technical and management classes

Authors:

Adriano Fagali de Souza

Abstract: Today, engineering education, especially for technical subjects, is quite a challenge due to the high amount of new technologies available in the modern world along with the market competition. The current education system finds difficulties to follow the real speed of world’s development and its requirements. Besides technological limits, a lack of integration between academic subjects is commonly observed. Many times, students struggle to link themselves to the knowledge obtained in correlated subjects, and understand how it all works together in real industry. After graduation students have to work a long time in the industry to understand the application and integration of the technical subjects on real manufacture processes. Taken this issue into account, lecturers of Tupy Superior Institute - IST/SOCIESC, a modern engineering school in the south of Brazil, developed a successful education methodology for teaching engineering, by focusing on manufacturing plastic products. South of Brazil holds one of the most important clusters for metal mechanic and plastic industry in Latin America. The proposed educational method aims to improve students` view on process integration and minimizing the impact on the real industrial world after leaving university. It is achieved by simulating a Virtual Industry which produces plastic products. Six fields of this manufacture chain are involved, i.e.: a) Product market viability and demand, b) Mold drafting and bill of materials, c) Product and mold design, d) Mold fabrication, e) Product end-cost, f) Process planning. Each field in this manufacturing chain is considered one department of the Virtual Industry, and it is managed by a group of students. The method integrates the mechanical graduation course, propitiating a great improvement in the way of teaching engineering. Besides the integrations of academic subjects, the proposed educational method also integrates all the phases in the course (academic semesters) by correlating respective subjects. The proposed approach of teaching engineering has been proved to be very capable and adequate in enhancing students` knowledge, in technical, scientific, management, human behavior, working as a team. It also helps students` feeling about the real industrial world. The proposed method aids in avoiding educational fragmentation and giving support for engineering graduation in the contemporary world.
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Paper Nr: 260
Title:

The Model Railroad as an Example Avoiding Tacit Knowledge in Microelectronics Studies

Authors:

Wiebke Schwelgengräber, Ralf Salomon and Ralf Joost

Abstract: Even though neither teachers nor learners are running for tacit knowledge, it is omnipresent even in engineering disciplines, such as electrical engineering and computer science. This paper is about a problem-based learning environment, the model railroad project that is being developed at the University of Rostock. Two case studies, done in the Summer Term 2009, indicate that this problem-based learning environment can indeed support the students in their studies.
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Paper Nr: 297
Title:

Multicultural Exchange and New Media: Global Education Solutions for Children

Authors:

Marcos S. Maekawa, Takehiro Suzuki and Keiko Okawa

Abstract: This paper introduces the Global Education Kids Project and its research on educational programs and activities able to provide global experiences for children around the world, supported by new media technologies. A global experience can be understood as a situation in which kids can get together with others, collaborate on works and actions, share knowledge, feelings, and moments of cultural exchange, reflection and friendship. This paper explains some of the elements necessary for designing an effective program for multicultural exchange that we discovered while conducting research and promoting and/or observing experiments.
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Paper Nr: 13
Title:

HIERARCHICAL CONSTRUCTION OF TEACHING FACULTY IN COMPUTER ORGANIZATION AND DESIGN

Authors:

Gang Wang, Chen Tianzhou, Wei Hu and Qinsong Shi

Abstract: With the rapid development of computer hardware, computer architecture and organization becomes more and more important for the student to enter the computer world. It is a great challenge for the teaching faculty not only inherits classical teaching materials but also keep up with the world trends. In this paper, we present a hierarchical construction of teaching faculty in course of ”Computer Architecture and Organization”. Both the methodology and implementation is included to show how our design works. The achievement we get recent years show that our teaching faculty’s effort leads to a satisfie result and keeps a health development continuously.
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Paper Nr: 54
Title:

Practical Education of Control Engineering Using Open OS, Free Software and Actual Plant

Authors:

Kiyoshi Yoshida, Jyunichiro Tahara and Sunao Tanimoto

Abstract: The importance to educate control engineers is to make them experience the modern control theory by the actual devices instead of pure digital simulator. During these applications, students will face to every existing problem and digest the fruits of control theory by tangible impression. This paper reports the development of experiment devices for computer control engineering education, where a pendulum is controlled by a General Linux P/C through a DC motor every 1ms, realizing most kinds of advanced control schemes linked with free control CAD, Octave. Controlled examples with various schemes are reported.
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Paper Nr: 279
Title:

Transactive Memory System Proposal to Foster Collaborative Learning and Knowledge Sharing into Organizations

Authors:

José A. Mora-Soto, Maria-Isabel Sanchez-Segura, Fuensanta Medina-Dominguez and Antonio Amescua

Abstract: Knowledge management on learning organizations is a broad area that still needs more research in order to offer to organizations a set of methodologies, technologies and strategies that allow them to capitalize their knowledge. This paper proposes as a solution the development of a transactive memory system to allow organizations and their members to collectively encode, store, and retrieve knowledge in a smart manner, where every piece of knowledge could be accessible to all organization members in order to help them to perform their daily activities, and at the same time to allow organizations to assess the quality of their knowledge as well as to represent, use and reuse all their know-how towards their organizational and business goals.
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Paper Nr: 304
Title:

LEARNING METHODOLOGIES AND THEIR SOFTWARE TOOLS : AN APPROACH TO DEFINITION OF POSSIBLE USE SCENARIOS

Authors:

Mario M. Petrone, Eugenio Pasquariello, Roberto Valente and Massimo Brunale

Abstract: E - learning represents the opportunity to design and facilitate learning process, redefining the standard learning methods by using information technologies. The aim of this paper is to give a picture of the different use scenarios of the tools used to reach our purposes in respect of the methodologies intended to adopt. In particular, we analyze some specific relationships between e-learning tools, the different methods of use, type of interaction and educational aims Using the proposed model, the teacher could create teaching solutions which exploit the opportunities offered by the technology and which could help students to learn in more effective way.
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Area 4 - Legal and Cultural Management Issues

Short Papers
Paper Nr: 167
Title:

COMPUTERS FOSTER EDUCATION AND EDUCATION FOSTERS COMPUTER SCIENCE: THE POLITECNICO’S APPROACH

Authors:

Luisa Marini, Dino Mandrioli and Aldo Torrebruno

Abstract: The technical-scientific vocational crisis has become for several years a crucial issue within the scientific community. Nowadays in Italy this worrying matter mostly concerns ICT Universities and Faculties. Starting from the analysis of the situation and identifying some possible reasons, we focus on the vision and the concrete strategies of the Faculty of Information Technology Engineering of Politecnico di Milano. In particular, this paper introduces two kinds of projects: vocational guidance programs and habit change initiatives.
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Paper Nr: 227
Title:

Cross-cultural Learning Challenges and Teaching Strategies for First-year Asian Students in Australian Universities

Authors:

Jitian Xiao, Jun Xu, Jie Lu, Kl Chin and Juan Yao

Abstract: With the dramatic increase in the number of Asian students in the past few years, the cross-cultural teaching and learning situation becomes an important issue in Australian universities. To tickle this issue, we conducted a survey to students studying Information Technology and Business courses in five Australian universities. A total of 639 international students and 387 local students completed the questionnaire survey. Our survey results revealed a number of leaning challenges facing international students, especially first year Asian students. Student and staff interviews were also conducted to discover further facts that may not be covered by the questionnaire, and to check whether or not the survey (and interview) results represent the similar view from the staff side. The initial interview outcome, based on an incomplete number of interviews, generally supported the findings from the student survey. This paper is to examine the challenges, especially those from language and cultural aspects that face Asian students studying in Australian universities, and summarize some responses to relevant survey/interview questions from both local and international students. Some teaching strategies on how to improve language ability and classroom skills for first-year Asian international students are initiated.
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Area 5 - Domain Applications and Case Studies

Full Papers
Paper Nr: 31
Title:

Teaching Programming with Formal Models in Greenfoot

Authors:

Moritz Balz and Michael Goedicke

Abstract: Formal methods for software development are subject to teaching in computer science as a matter of course. However, it is difficult to relate the theories to the practical matter of program code creation. The reason for this is the complexity of model-driven software development approaches which would be needed to derive executable applications from formal models, but are usually not in the focus of the courses. We propose to teach formal methods by using ``embedded models'', i.e. program code patterns that represent the semantics of formal methods inside arbitrary object-oriented programs. The approach is realized within the Greenfoot graphical simulation enginge. With this approach the technical barrier to the practical use of formal methods is lowered, so that students can easily experiment with such models in a game-oriented environment.
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Paper Nr: 102
Title:

FIELD REPORT ON FIVE YEARS OF eLEARNING: Observations and Inspirations

Authors:

Heiko Sturzrehm, Claire Fautsch and Peter Kropf

Abstract: Due to the limitations of staff, especially at small universities, eLearning is a perfect addition to traditional courses. Nonetheless, the development and maintenance of online courses is not trivial. The usage of these courses can also be quite challenging for students, who are generally familiar with traditional lectures. In this paper, we are contributing our experience in creating and maintaining online courses. We will also describe different types of blended and pure online courses used in our department. Some of the observations made during this evaluation do not only apply for online courses, but are also true for traditional courses. Finally several interesting features to improve eLearning are presented.
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Paper Nr: 220
Title:

CONSTRAINTS ON REUSABILITY OF LEARNING OBJECTS. Didactic aspects of modular e-learning in engineering education

Authors:

Michael May, Peter M. Hussmann, Helle Rootzén, Anne S. Jensen, Steen Markvorsen, Karsten Schmidt, Søren Enemark and Kasper Skårhøj

Abstract: It is the aim of this paper to discuss some didactic constraints on the use and reuse of digital modular learning objects. Engineering education is used as the specific context of use with examples from courses in introductory electronics and mathematics. Digital multimedia and modular learning objects have been proclaimed as important elements in e-learning for a long time, and there are good reasons to believe in the benefits of interactive multimedia as well as flexible and modular learning objects. Nevertheless the use and reuse of learning objects on a large scale seems to be a slow success. Constraints on reuse arise from the nature of conceptual understanding in higher education and the functionality of learning objects within present technologies. We will need didactic as well as technical perspectives on learning objects in designing for understanding
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Short Papers
Paper Nr: 27
Title:

MapO2R: Mapping object oriented applications to relational databases, a case of study

Authors:

Jose J. Astrain Escola, Jesus Villadangos and Alberto Cordoba

Abstract: This paper presents an open education tool which enables students to acquire best practices on object oriented design and programming. This tool analyzes different mapping strategies to store objects into relational databases. The tool evaluates the performances of different mapping strategies offering a measure of their costs in terms of time spent in database operations. Students can select and evaluate their object-relational mapping proposals in order to discover the best design and implementation solutions for different case studies.
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Paper Nr: 29
Title:

Innovative Technologies and Education: Two Successful Case-Studies

Authors:

Nicoletta Di Blas, Paolo Paolini and Aldo Torrebruno

Abstract: When “going digital” in the field of education one possible option – typically adopted in higher and adult education – is, so to speak, to “enhance the real world” through technology. Course materials are provided in digital format, face-to-face interaction is replaced by forums or social spaces, exercises and activities are remotely performed and scored, etc. Another option is to create “innovative learning experiences”, that without technology would not be possible nor conceivable. Innovative learning experiences are more difficult to conceive, and also riskier to introduce in an established learning environment: they are also more difficult to explain and to evaluate. Innovative learning experiences, however, have also a great potential: they can generate “excitement” (something new!) and non-traditional educational benefits (still alongside with the ‘traditional’ ones), like increased media literacy, professional skills and attitudes and more. In this paper, we will present two real-life innovative learning experiences for schools: collaborative 3D environments (for high school students) and digital storytelling (for pupils of all school grades, including kindergarten). We will discuss how they were designed and deployed (involving more than 20,000 students, from 3 continents) and what educational benefits they brought about.
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Paper Nr: 44
Title:

TEACHERS’ COMPUTER SUPPORTED CONSTRUCTIONS WITHIN A EUROPEAN VIRTUAL COMMUNITY COLLABORATIVE SPACE FOR SCIENCES EDUCATION: An Experience Achieved in a Multinational European Project

Authors:

Maria Kordaki, Mihai Bizoi and Gabriel Gorghiu

Abstract: This paper presents some essential considerations referred to the constructions performed by European teachers in terms of virtual experiments and lesson plans within the framework of a Virtual community collaborative Space for Sciences education. This framework was set up in the context of the Socrates Comenius 2.1 European project: “VccSSe - Virtual Community Collaborating Space for Science Education”. In this project, teachers from five European countries (Romania, Poland, Finland, Spain and Greece) participated in blended learning courses aiming their training for the use of Information and Communication Technologies in real teaching and learning practices. Within this framework, on-line training materials and virtual experiments were created and developed. After the end of the designed courses, teachers were asked to form their own virtual experiments and lesson plans and then to implement their products in the classrooms. The analysis of the data shows that teachers who participated in the VccSSe Project encouraged by the aforementioned blended course, expressed a favourable feedback related to the implementation of their own virtual experiments in the teaching activities
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Paper Nr: 85
Title:

E-LEARNING TOOLS FOR EDUCATION AND TRAINING IN DIAGNOSTICS AND MACHINE CONDITION MONITORING

Authors:

Ondrej Kreibich and Radislav Smid

Abstract: This paper presents an integration of e-learning into an existing course of diagnostics, machine condition monitoring (MCM) and nondestructive testing (NDT), educated at our university. A diagnostics education belongs to field of study where e-learning is used less commonly than in other fields for its necessity to attending a laboratory. Laboratory education, forms an integral part of many university courses, mainly in natural and technical university education, are necessary to improve students’ knowledge by experiments with laboratory samples and devices. There could arise a problem for foreign and distance students, who cannot physically attend these courses. Therefore the aim of this project is presentation of a possible solution on the example of laboratory electro-mechanical device fully accessible via Internet.
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Paper Nr: 187
Title:

An efficient tool for online assessment at the Polish-Japanese Institute of Information Technology

Authors:

Pawel Lenkiewicz, Lech Banachowski and Malgorzata Rzeznik

Abstract: The purpose of the article is to present development over the years of the tool for online assessment along with its usage in the online studies at the Polish-Japanese Institute of Information Technology (PJIIT).
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Paper Nr: 276
Title:

IMPLEMENTING DYNAMIC-EPISTEMIC QUESTIONING - Engineering and Teaching Information Seeking via Dynamic Inquiry

Authors:

Stefan A. Minica

Abstract: Asking questions in multi-agent environments is an interesting and complex phenomenon with potential applications for both education and information technologies. We approach the problem of building an adequate model for questioning phenomena using dynamic-epistemic formalism and we present an implementation of multi-agent dynamic-epistemic questioning using Haskell. We start by introducing a dynamic-epistemic logic for questions which extends previous results from \cite{01}. Next, an implementation for model-checking in epistemic-issue models is proposed based on a similar implementation for epistemic logic from \cite{02}. We conclude the paper by probing potential applications of this results in education and beyond by presenting an ongoing project of building an accessible and intuitive web-based graphical interface to be used in an electronic teaching environment for visualizing, designing and managing strategies for asking questions during abstract scientific inquiry and in cooperative or competitive scenarios of multi-agent goal-driven investigations and interrogative interactions.
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Paper Nr: 30
Title:

VISUALIZATION IN EDUCATION - Support for Cognitive Processes in Understanding and Learningf

Authors:

Bengt Lennartsson

Abstract: This paper presents examples illustrating the shortcomings of verbal communication, in particular in new contexts, within heterogeneous groups, and in complex situations. In a rapidly changing, multi cultural, and complex world, the words are interpreted differently by different people and at different times. Our under-standing of the words is grounded in our own accumulated experience, our perceptions from all senses from different situations. It is a tradition in many academic disciplines to base the teaching and the courses solely on textbooks and verbal communication. Many project models are based upon delivery of text documents assumed to convey information, or understanding, from one project phase to the other. Today there are good reasons and also good possibilities to use visualization, or perceptualization if not only vision is involved, by means of computer systems to enable better communication and understanding.
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Paper Nr: 90
Title:

EVALUATING THE EFFECTIVENESS OF A PILOT SEMINAR OF COOPERATIVE LEARNING IN AN ENGINEERING COURCE

Authors:

Evangelia Krassadaki, Leonidas Zampetakis and Nikolaos Matsatsinis

Abstract: Despite the introduction of new technologies in university education, teaching practice is usually based on the stereotype of the classroom and the professor who is teaching the students; as a result, e-learning tools have not been fully integrated. This particular paper outlines an effort which has started at experimental level by an engineering department, with the aim to optimally use the digital material of an e-learning platform of student self-assessment. In this context, we perform various learning activities, we integrate the material into the activities during class and we use cooperative learning techniques aiming to make an educational intervention to the learning and social outcomes of education. For this reason we set up an ‘experiment’, which has given the first results, with the participation of undergraduate students who attended a pilot seminar. Diversification from traditional teaching practices and methods, and the variety of activities in the class seemed to enhance the performance of undergraduate students who attended the seminar compared to those who did not participate. In addition, participants in the seminar seem to prefer, with regard to the development of their communication skills and teamworking skills, the technique of ten-minute group exercises in the class without the use of computer yet based on the self-assessment digital material.
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Paper Nr: 193
Title:

The APP Oracle: An Interactive Student Competition on Pattern Recognition

Authors:

Alfons Juan, Enrique Vidal, Adrià Giménez Pastor, Jesús Andrés, Roberto Paredes Palacios and Jorge Civera

Abstract: This paper describes the implementation of an interactive student competition in an introductory course to pattern recognition. This competition is based on the automatic evaluation of student performance thanks to a piece of software to which we refer as the APP oracle. The oracle assesses the accuracy of three different type of classifiers provided by students on a series of predefined tasks. Students are scored for each classifier-task pair according to the error rate of their classifiers and that of their colleagues, promoting competitiveness. A global score for each student is finally computed from his/her rank in the different classifier-task pairs, contributing to his/her final grade. This fact strongly motivates students to harvest a deeper knowledge of the topics covered in the course and a greater degree of implication in class.
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Area 6 - Quality, Evaluation and Accreditation Policies

Full Papers
Paper Nr: 12
Title:

The Short-term Benefits of Educational Robotics when Paired with Geospatial Technologies in Informal Learning Environments

Authors:

Bradley Barker, Gwen Nugent, Viacheslav Adamchuk and Neal Grandgenett

Abstract: Abstract: Educational robotics, when paired with geospatial technologies and taught in an informal educational environment, can be an innovative strategy to teach youth about science, technology, engineering, and mathematics (STEM) concepts. However, little is known about the true effects on conceptual knowledge and associated attitudes. Therefore, this study was conducted to examine the short-term effects of a series of five-day summer robotics/geospatial camps held in Nebraska. The study was conducted at six diverse locations and consisted of a five-day 4-H camp experience. The study examined the experiences of 147 youth between the ages of 10 and 15. A pretest-posttest quasi-experimental design was used in the study. Instrumentation consisted of a 37-question multiple-choice assessment targeting various STEM topics, and a 38-question attitude questionnaire assessing STEM interests and attitudes. Results suggest that the 4-H robotics and geospatial summer camp program is a promising approach for supporting STEM-related learning and enhancing attitudes towards STEM.
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Short Papers
Paper Nr: 5
Title:

THE DEVELOPMENT OF TUNTOOL, A Software Tool for the Tuning Methodology

Authors:

Philippos Pouyioutas, Harald Gjermundrod and Ioanna Dionysiou

Abstract: This paper presents the preliminary stages of the design of the TunTool, a software tool that supports the Tuning Methodology, a methodology used for re-engineering academic programmes of study using the European Credit Transfer System (ECTS). The paper starts by addressing the limitations of applying manually the aforementioned methodology vs. the advantages of having a tool, thus identifying the user requirements of the tool. It then presents its user interface design, giving screenshots of the tool that match the described functionality. The paper also discusses a relational database design that will underpin the development of the tool. Finally, the expected tool system architecture is briefly explained.
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Paper Nr: 39
Title:

DISCUSSION OF THE BENEFIT POTENTIALS OF PROCESS MINING FOR E-LEARNING PROCESSES

Authors:

Marianne Holzhueter, Dirk Frosch-Wilke and Salvador Sánchez-Alonso

Abstract: The importance of technical and didactical improvement of educational processes has grown in the last decades. Even though technical standards have strongly progressed, there is still a great field of undiscovered potentials. This paper responds to the need of discovering new technical potentials in process analysis in combination with the importance gaining field of e-learning. The mainly recent technology of process mining offers new options for effective process analysis and improvement. To accelerate and improve e-learning processes it could contribute to the competitive advantages of companies and educational institutions. Although process mining has already been discussed in scientific research, it has not yet been treated in combination with e-learning processes. This paper aims to give an insight into possible benefits of process mining for e-learning processes using an approach of rule-based control.
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Paper Nr: 118
Title:

THE INTERNET AS A TOOL FOR IMPROVING THE STUDENT EVALUATION OF TEACHING

Authors:

Luis Mediero, F.J. Martín-Carrasco and J.A. Sánchez

Abstract: This paper describes a methodology to assess the quality of teaching using a web based tool, which has been developed and implemented in the School of Civil Engineers of the Technical University of Madrid (UPM). The software has been developed using a combination of tools freely available and widely used. Students use the Internet to fill out and send the questionnaires. Each questionnaire has three items: subjects, teachers and general comments. The system guarantees the student answers anonymity. It also assures each student can only evaluate those courses and teachers for which they are enrolled and can only evaluate them once. The evaluation results have been divulgated by a process where teachers and students right to know the results and personal data protection right have been joined. The methodology was implemented four years ago. By now there is enough evidence to verify that results have been very successful.
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Paper Nr: 134
Title:

THE IMPACT OF TECHNOLOGY-ENABLED ACTIVE LEARNING ON STUDENT PERFORMANCE, GENDERS AND ACHIEVEMENT LEVELS

Authors:

Ruey Shieh

Abstract: Technology Enabled Active Learning (TEAL) is an innovative pedagogical method emphasizing active, interactive learning. It is implemented in a technology-rich, multimedia studio. The National Chung Cheng University (CCU) is the first university in Taiwan to use the TEAL studio to teach science courses. The purpose of this study is to assess the impact of TEAL on student learning at CCU, including the influence on genders and achievement levels. A quasi-experimental research was designed to conduct this study. Data sources consist of a pre-test, a post-test, and a survey. The preliminary results indicate that (1) the experimental (TEAL) students significantly outperformed the control (traditional classroom) students, (2) the experimental male students outperformed their counterpart male students, (3) the learning gain achieved by the experimental female students was more significant than that of their counterpart female students, and (4) the experimental low-achieving students achieved the highest learning gain among the different achievement-level groups. Narrowing the learning gap between different achievement levels of students through the use of this technology-enhanced learning approach appears promising. Nonetheless, continuing to improve the teaching innovation is necessary, particularly in terms of more effectively integrating technology-enabled features into teaching.
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Paper Nr: 180
Title:

DESIGN AND DEVELOPMENT OF AN UNDERGRADUATE COURSE ON INTERNET APPLICATIONS BASED ON AN INTEGRAL PEDAGOGICAL APPROACH

Authors:

Camilo Jiménez and Jorge Villalobos

Abstract: Several aspects such as the large amounts of knowledge that can be found in the Internet applications field, the rapid and continuous evolution of Internet, and methodological problems that have been commonly reported in computer programming courses, challenge the designing and development of Internet application courses. In this paper, we present an integral pedagogical approach to design and teach such courses, considering all of those aspects by means of: (1) The definition of a balance among several thematic axes, and the generation of high-level programming skills; (2) a structured set of learning resources along with tools that facilitate the management and evolution of them; and (3) a pedagogical active learning model that helps instructors teach in a systematic way.
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Paper Nr: 209
Title:

THE EVALUATION OF AN E-LEARNING WEB-BASED PLATFORM

Authors:

Michail Giannakos

Abstract: In recent years, designing useful learning diagnosis systems has become a hot research topic. In order to help teachers and designers to create useful e-learning environment we tried to find an evaluation method that would evaluate an applications’ usefulness and also its pedagogical abilities. Because one evaluator (typically a teacher, designer or planer) can hardly be an expert on all fields of science, a multidisciplinary evaluation framework has been created to help the evaluators to address the critical factors of quality of e-learning. The purpose of this paper is to describe an evaluation system based on usability and pedagogical usability evaluation of e-learning. The evaluation framework and the prototype have been tested at the Department of Informatics at Ionian University, in the courses of Mathematical Modelling.
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Paper Nr: 74
Title:

CONCEPT CLASSIFICATION FOR STUDY PROGRAMS QUALITY EVALUATION

Authors:

Dainis Dosbergs and Juris Borzovs

Abstract: The article describes the form of recording the study courses in the University of Latvia and the drawbacks in the records of the study courses are indicated, which hinder tracing the quality control of the study program. The solution offered by the authors is described, using the concept classification in describing the study course topics. Concept classification, when combined with the modifications in recording the topic acquisition information, would facilitate the processing of the study program in the context of quality control. The article enumerates the most significant gains, which would be achieved by the changes in the method for registering the study courses as offered by the authors, which would further facilitate the quality control of the study program contents and ensuring quality in a long-term. The article deals with two examples of recording the study course topics, using concept classification.
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Paper Nr: 125
Title:

DOES ANYBODY NEED HELP? PUPILS AND TEACHERS IN HARMONY Creating an adaptive visualisation-module for teachers to support their scheduling and teaching processes

Authors:

Christoph Vogler, André Schulz and Andrea Hofmann

Abstract: In this paper a concept for an adaptive visualisation-module (short: AViMo) for teachers is introduced. An overview on existing European software tools used in schools is given and discussed. Out of this discussion the additional needs for teachers and scholars are outlined and transformed into criteria for the planned project of AViMo. New technologies, like subjunctive interfaces, together with the knowledge out of two internal projects are introduced to meet the specific requirements. Software Tools used in schools e.g. schoolmanagement software or learning management systems provide a wide range of data. The authors describe ways to integrate and combine this data by the use of interoperability standards. A framework is introduced to illustrate the system components that are involved in the adaptive determination process. For visual preparation of the data and their combination an approach based on subjunctive interfaces is presented. The proposed adaptive visualisation-module is a first approach to support teachers to implement an individualised teaching, including the identification of the individual support for every scholar in his class. Besides open issues mentioned in this paper, the work shall offer a basis for further discussions.
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Paper Nr: 280
Title:

CANONICAL CORRELATION ANALYSIS OF COURSE AND TEACHER EVALUATIONS

Authors:

Tamara Sliusarenko and Bjarne K. Ersbøll

Abstract: At the Technical University of Denmark course evaluations are performed by the students on a questionnaire. On one form the students are asked specific questions regarding the course. On a second form they are asked specific questions about the teacher. This study investigates the extent to which information obtained from the course evaluation form overlaps with information obtained from teacher evaluation form. Employing canonical correlation analysis it was found that course and teacher evaluations are correlated, however the structure of canonical correlation is subject to change with changes in teaching methods from one year to another.
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Paper Nr: 303
Title:

TOWARDS E-LEARNING QUALITY. A proposal of e-Learning quality model.

Authors:

Rosa Cabedo

Abstract: The final purpose of this paper is to present the project of my Doctoral Thesis, the development of a quality model for Spanish e-Learning teaching that provides an evaluation tool at service of managers and professionals in charge of training actions. This educational innovation research performs on quality environment, but from a didactic perspective. Computer science, quality, pedagogy, linguistics, psychology and sociology environments converge at this research. The study of models, best practices and quality guidelines, contributions of e-Learning training and the characteristics of Spanish teaching build up the project. An online survey and interviews are taken into account too. The goal of this Thesis project is covering the absence of a specific quality model for e-Learning environment that meets the specific needs of e-Learning organizations and deals with the services management.
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