Ai ZPD
Ai ZPD
Innovative Technologies
and Learning
Third International Conference, ICITL 2020
Porto, Portugal, November 23–25, 2020
Proceedings
Lecture Notes in Computer Science 12555
Founding Editors
Gerhard Goos
Karlsruhe Institute of Technology, Karlsruhe, Germany
Juris Hartmanis
Cornell University, Ithaca, NY, USA
Innovative Technologies
and Learning
Third International Conference, ICITL 2020
Porto, Portugal, November 23–25, 2020
Proceedings
123
Editors
Tien-Chi Huang Ting-Ting Wu
National Taichung University of Science National Yunlin University of Science
and Technology and Technology
Taichung City, Taiwan Douliou, Taiwan
João Barroso Frode Eika Sandnes
University of Trás-os-Montes Oslo Metropolitan University
and Alto Douro Oslo, Norway
Vila Real, Portugal
Yueh-Min Huang
Paulo Martins National Cheng Kung University
University of Trás-os-Montes Tainan City, Taiwan
and Alto Douro
Vila Real, Portugal
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Preface
Honorary Chairs
Yueh-Min Huang National Cheng Kung University, Taiwan
Conference Co-chairs
João Barroso University of Trás-os-Montes and Alto Douro, Portugal
Frode Eika Sandnes Oslo Metropolitan University, Norway
Program Co-chairs
Tien-Chi Huang National Taichung University of Science
and Technology, Taiwan
Paulo Martins University of Trás-os-Montes and Alto Douro, Portugal
Ting-Ting Wu National Yunlin University of Science and Technology,
Taiwan
Program Committee
Ana Balula University of Aveiro, Portugal
Andreja Istenic Starcic University of Ljubljana, Slovenia
António Coelho University of Porto, Portugal
Arsênio Reis University of Trás-os-Montes and Alto Douro, Portugal
Chantana Viriyavejakul King Mongkut’s Institute of Technology Ladkrabang,
Thailand
Chi‐Cheng Chang National Taiwan Normal University, Taiwan
Claudia Motta Federal University of Rio de Janeiro, Brazil
Constantino Martins Polytechnic Institute of Porto, Portugal
Danial Hooshyar University of Tartu, Estonia
Daniela Pedrosa University of Aveiro, Portugal
Grace Qi Massey University, New Zealand
Gwo-Dong Chen National Central University, Taiwan
Hana Mohelska University of Hradec Kralove, Czech Republic
Hanlie Smuts University of Pretoria, South Africa
Hugo Paredes University of Trás-os-Montes and Alto Douro, Portugal
João Pedro Gomes Moreira University of Porto, Portugal
Pêgo
José Cravino University of Trás-os-Montes and Alto Douro, Portugal
José Alberto Lencastre University of Minho, Portugal
Jun-Ming Su National University of Tainan, Taiwan
Leonel Morgado Universidade Aberta, Portugal
viii Organization
Technology Support
Yu-Cheng Chien National Cheng Kung University, Taiwan
Pei-Yu Cheng National Yunlin University of Science and Technology,
Taiwan
Shih-Cheng Wang National Cheng Kung University, Taiwan
Hsin-Yu Lee National Cheng Kung University, Taiwan
Main Organizers
Co-organizers
Contents
Technology-Enhanced Learning
Removing Digital Natives from Technological Illiteracy with the Weblog . . . 598
Michele Della Ventura
The Use of E-learning Tools and Log Data in a Course on Basic Logic. . . . . 610
Peter Øhrstrøm, Steinar Thorvaldsen, Ulrik Sandborg-Petersen,
Thomas Ploug, and David Jakobsen
Abstract. The great changes in education have shifted the use of the traditional
pedagogical approach to the techno-pedagogical approach. However, business
or management education merely postulates the traditional one by the teacher-
centered method. The techno-pedagogical approach will be designed to
emphasize the use of flipped classroom and Jigsaw II cooperative learning
approaches to optimize the learning process. Therefore, this research proposes a
design of an innovative pedagogical model of teaching methodology with the
Flipped-Jigsaw II Cooperative Learning approach in order to promote an
effective learning environment of the International Marketing Management
course which is later expected to activate the important skills as the element of
the projected outcomes of the course. A deep interview has conducted to three
interviewees in verifying the proposed model from the teachers’ perspective.
The result shows that the proposed model is projected to facilitate the learning
process in order to attain the course’s outcome better than the traditional ones.
1 Introduction
2 Literature Review
The overall course design is projected to facilitate the learning process in order to
attain the goals or outcomes of the course. As illustrated in Fig. 1, there is a linkage
6 N. A. R. M. Sari and T.-T. Wu
between the benefits of the proposed pedagogical approaches and the goals or out-
comes of the International Marketing Management course that contributes to the cul-
tivation of specific skills, namely interpersonal relationship, communication abilities,
critical thinking, problem-solving analytical skills, independent thought, and
teamwork-leadership skills to be mastered by the learners.
3 Conceptual Model
3.1 A Conceptual Model Using a Flipped Classroom
Figure 2 adapted from a model proposed by [15] shows that flipped learning focuses on
dividing its learning process into two different learning environments; home-based and
school-based learning environments. Normally, teaching materials in the basic flipped
classroom will be categorized by using online videos, online presentations, digital
textbooks, and any other forms of media in order to enact them to be way more
accessible to a home-based environment.
The process that takes place at home is called the pre-class. The pre-class session
will begin with chunking and separating teaching materials by teachers into shorter
online videos, shorter online presentations, split parts of a topic in digital textbooks,
and any other divided forms of media. Online platforms will be used as the course
management system in which teachers can distribute the materials to the students.
Then, students will be requested to learn the provided teaching materials on their own,
which means students will have a self-paced learning environment. Students are
allowed to keep track of questions and concerns on which they need clarification [15].
The pre-class will be followed by an in-class session which will take place at school
or later called a school-based environment. In-class session facilitates face-to-face class
time in which students can use it to complete follow-up assignments as they come to
the class by having the pre-class materials prepared. In this session, the old term of
teacher-centered learning has shifted to student-centered learning as well as changing
teachers’ roles from “sage on the stage” to “guide on the side”. Face-to-face instruction
incorporates activities promoting higher-order thinking, social learning, and 21st-
century skills cultivation [15, 16]. Moreover, the implementation of learning activities
in-class encourages students’ responsibility for operating both group and individual
tasks.
A Model of a Cooperative Learning Technique 7
In this approach, each student needs to prepare a part of assignments outside the
classroom or later described as pre-work. Students organize pre-work as they already
assigned to groups. Each group represents a number of students that is called a home
group and has an obligation to cover the assigned subject provided by teachers. The
provided subject will be chunked into parts; thus, each member of the group will have a
responsibility to learn and understand the assigned part given to him or her. Then, in
the face-to-face class time, students will be split up from their original home group to
gather up in a new form of the group with other students from different groups who are
responsible for preparing the same parts of the assigned subject.
The new form of the group is called the expert group, in which students will have a
discussion on regard to the parts of the assigned subject to make it way more under-
standable for each other. Also, they prepare a plan on how they teach the subject to
their home group as well as preparing a report. Before going back to their home group,
each student will be assigned in a test which aimed at verifying their knowledge and
understanding the subject. The test can be performed in any kind of assessment format.
Afterward, they turn back to their home group to teach their subject and contribute to
preparing the report. In the last stage, teachers will facilitate learning activities by
evaluating and grading.
which are distributed over online platforms. Each group, later called home group, will
divide the responsibility to cover a part of the chunked subject to each group member.
The following process is the in-class session. Students will have face-to-face class
time at school with a student-centered learning environment. Students from original
home groups will gather up in a new group called the expert group. In the expert group,
students will perform discussions in order to make the assigned subject more under-
standable. Then, they will have a test before leaving the expert group aiming at veri-
fying their knowledge and understanding over the subject. Students back to their
original home group to teach other group members and help to prepare the report. In
the end, teachers will facilitate the learning process to unify the class through evalu-
ation and grading supported by designed assessment tools. Score as the result of the
assessment will be given once to an individual student, then all group members’ scores
are averaged to generate a group score.
A deep interview has conducted to verify the proposed model of the Jigsaw II coop-
erative learning approach in a flipped International Marketing Management course.
There are three interviewees who participated in the interview, as described in Table 2.
6 Conclusions
The overall course design with the Jigsaw II cooperative learning approach in a flipped
classroom is projected to facilitate the learning process in order to attain the goals or
outcomes of the course better compared to the traditional pedagogical approaches.
There is a linkage between the benefits of the proposed pedagogical approaches and the
goals or outcomes of the International Marketing Management course that contributes
A Model of a Cooperative Learning Technique 11
References
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Combining EEG Feedback on Student
Performance and Self-efficacy
Abstract. This study aims to investigate whether the feedback designed based
on EEG (electroencephalography) signals and mind-mapping contributes to
student attention, performance, and self-efficacy. The EEG headset was used to
collect and measure the participant’s attention levels. This study uses a mixed-
methods of quasi-experimental design. The participants were 30 graduate stu-
dents that randomly assigned to the control (non-feedback) group and experi-
mental (with-feedback) group. A random grouping was used to divide the
participants into two groups, control and experimental. The participants in
experimental group will receive both negative and positive audio feedback. The
research finding shows that the participants who receive the feedback had higher
attention state and significant influence of self-efficacy compared to those in the
groups without feedback. And the feedback does not influence the participant’s
performance. Meanwhile, participant’s mind-maps score and performance
between the two groups showed no significant influence. This study suggest for
future studies, to explore the effect of different types of feedback on students
attention.
1 Introduction
In the past, attention was measured using the attention scale and answered by partic-
ipants to measure their concentrations. Nowadays, researchers use a physiological
signal device named electroencephalography (EEG) to monitor and measure the
changes in the participant’s attention state [1, 2]. Depends on their states, different
types feedback signals were given [2, 3]. The feedback can help the participants to be
more conscious of the changes in their physiological states during the reading process,
and help them to improve the conditions. Previous studies have shown that EEG
feedback that is given according to participant’s levels of attention can improve the
attention in the reading process, which help them to achieve better reading performance
[1, 3–5]. Besides paying attention during the reading task, the participants also need to
organize the knowledge to generate ideas [6, 7]. Mind mapping is a note-taking method
proposed by Tony Buzan in early 1970 that helps to distinguish words or ideas into a
hierarchical tree format [8]. The mind mapping approach could be useful in developing
cohesive and organized writing texts. The visual illustrations of mind maps assist with
managing, though, directing learning, and making connections.
Plagiarism is a controversial problem among higher education students. It can be
described as presenting someone else’s work or ideas as your own, without their
consent and full knowledge. The main concern is to acknowledge others’ work or ideas
not only to text but also to computer code, illustrations, graphs, etc. To avoid pla-
giarism, students demanded to learn the principles of good academic practice from the
beginning of the study.
The purpose of the study is to investigate whether the feedback designed based on
EEG (electroencephalography) signals and mind-mapping contributes to student
attention, performance, and self-efficacy. This study aims to solve the following
questions:
1. Does the feedback mechanism cause different brainwaves states in participants’
attention?
2. Does the feedback mechanism contribute to student performance and self-efficacy?
3. Does mind-mapping contribute to student performance?
2 Literature Review
The feedback mechanism can be divided into two categories according to their
purpose. Encouraging positive feedback is to inform participants that their current
performances have reached or above the standard; studies shown that this type of
feedback promote longer attention during tasks. Whereas the reminding negative
feedback is to inform participants that their performance has not reached or lower than
the standard, reminder feedback was used to promote higher level of attention and
improve the reading performance [1–3]. This study attempted to explore whether
providing audio feedback that give both reminding and encouraging the participants
simultaneously would effectively improve their attention during reading process.
2.2 Mind-Mapping
A mind map is a non-linear visual tool for expressing ideas and the association between
the ideas [8], which help students explicate their mental models [11]. It is a graphic
organizer in which the major categories expand from a central point and lesser cate-
gories portrayed as tree branches. Mind mapping is a visual technique that presents the
knowledge, ideas, concepts, and the relationship between them in an individual’s
mental construction [12]. A simple and brief process of structure knowledge presen-
tation [13].
The mind map is a kind of divergent thinking tool. It could be applied in brain-
storming and create an association with something. In a study conducted by [6] the
mind map strategy can help the participants identify the main ideas of reading texts,
visualize and externalize their understanding, and develop summaries. [7] used mind
map tools to help students grabs the concept of reading tasks more effectively, espe-
cially within a gaming environment. Past research shown that mind-mapping has an
impact on student learning performance [7, 14].
3 Methods
3.1 Instruments
The instrument used in this research can be categorized into 3 types, such as experi-
mental, quantitative, and qualitative tools. The experimental tools included portable
EEG headsets that was developed by NeuroSky Inc, a feedback mechanism, plagiarism
instructional materials, and mind mapping tool. The portable EEG headsets is a type of
non-invasive brainwave sensor that can accurately reads the mindwave [10]. The EEG
headsets then connected to the computers, where a specific computer program has been
prepared to translate the signal into attention values [3]. The range of attention is
between 0 to 100; the higher the value, the more concentrated the participant.
The plagiarism instructional materials used in this study was a compilation and
summary of plagiarism information from various websites. The plagiarism instructional
material content includes the definition of plagiarism, and why it is unethical; the types
of plagiarism; how to avoid it; the importance of citations, references, and acknowl-
edging other’s work. This study used a mind-mapping mobile software named Sim-
pleMind Lite installed in a tablet device for more easy use. The scoring system of
mind-maps developed by [12] was used to calculate the score of mind-maps.
The quantitative tools consist of self-efficacy scale and plagiarism test, and an open-
ended questionnaire for qualitative tool. The self-efficacy sub-scale of Motivated
Strategies for Learning Questionnaire (MSLQ), developed by [22] was used. There was
a total of 8 questions, and a 5-point Likert Scale was applied. The plagiarism test was
compiled by the researcher to assess how well the participants understand the material.
Combining EEG Feedback on Student Performance and Self-efficacy 17
A total of 5 items were asked. The open-ended questionnaire content for the experi-
mental group, asking their feeling about the equipment, the experimental mechanism,
and the state of their mind when receiving the feedback. While the questionnaire
content for control group only asking about their feelings toward the equipment and
experimental mechanism.
experimental group, and not for the control group. The experimental group would
receive both the encouraging and reminding feedback, the audio feedback of “Please
pay attention!” provided when an individual brainwave indicated low concentration
(attention < 40, and lasted for 5 s), while the audio feedback of “You are doing great!”
will be provided when the brainwaves showed a very high concentration (atten-
tion > 60 and lasted for 5 s). When the reading task was completed, the participants
were requested to make a mind-map according to the reading materials. Afterwards, the
post-test, performance test, and open-ended questionnaire were filled out.
4 Result
The ANOVA result for mind-maps score (F = 0.517, p = 0.478) shows that there
were no significant differences between the two groups of participants. Which can be
Combining EEG Feedback on Student Performance and Self-efficacy 19
seen from the mean result that the control group has better performance than the
experiment group.
“feeling about the reading materials”, the participants believe that the reading material
will help them avoid plagiarism. The additional questions to the experimental group of
“what are they doing when receiving the feedback” were answered as absentmindedly
thinking unrelated things to the instructional materials (reminder feedback) and paid
more attention to their reading (encouraging feedback).
5 Discussion
The aim of this study was to explore the effects of providing an audio feedback on
participant’s attention, mind-maps, self-efficacy, and performance. The results reveal
that (1) the feedback cause a higher attention value and significant influence of self-
efficacy compared to the group with no feedback; (2) the feedback does not have a
significant influence on the performance and the mind-maps score; and (3) using mind-
maps does not necessarily influence student performance.
The findings showed that the average attention states of the experimental group
were adhere with previous research that providing feedback to the students during
inattentiveness can help maintain better attention [1–3, 23]. The study also found that
the self-efficacy between two groups were significant different. This probably due to the
types of adopted feedback is both encouraging and reminding. When they receive the
encouraging feedback, the participants get a sense of pleasure. While the moment they
receive the reminding feedback, the participants will tried to maintain better
concentration.
Other than that, the exclusiveness of plagiarism topic, resulting in the similar result
for participant’s performance and mind-maps scores. Plagiarism is very important topic
for the graduate students, who become the participants in this study. Thus the novel
feeling for the special topic of plagiarism can arise. The answer to the open-ended
questionnaire was indistinguishable between the two groups. The participants from
both groups feel that wearing the EEG was uncomfortable and need longer time to be
accustomed of using one. The researcher expected that a novel feeling of participating
in this study plays a significant role in their response.
6 Conclusion
From this study we can conclude that, the participants who receive the feedback have
higher attention value and significant influence of self-efficacy compared to those in the
groups without feedback. And the feedback does not influence participants’ perfor-
mance and mind-maps score. Furthermore, the researcher believes that a novel feeling
of participating in this study plays significant role in their performance, seeing that this
is their first time participating in experiment study and wearing EEG Mindset. This
study focused on the graduate university student, and the topic of plagiarism. The topic
of plagiarism was very special and indispensable in academic practice; thus it also
plays significant role for the participants. It is suggested that for future research to use
greater number of participants; use different subject learning; and comparing how
different types of feedback can influence the attention.
Combining EEG Feedback on Student Performance and Self-efficacy 21
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Design of Reciprocal Teaching-Collaborative
Learning Approach in Enhancing Students’
Reading Comprehension Skill
1 Introduction
Generally, there are four abilities that should be mastered by language learners in
learning a language, namely reading, listening, speaking, and writing. Reading com-
prehension is one of the English language skills for academic learning and a crucial
component of lifelong learning [1]. It became necessary for students’ personal devel-
opment as an individual to improve their value of life. That is why reading taught at
every level of education, from elementary to university. Through reading, students will
develop themselves and achieve progress in every aspect of their life. As the saying
goes, that book is a window of science; by reading, people know any various infor-
mation throughout the entire world, both about history, science, and other essential
things.
The primary goals of the reading process are to gain understanding, or compre-
hension, counterbalance knowledge related to the textual information, and its inter-
pretation [2–4]. Students cannot escape from reading in their daily activities. They are
surrounded by so many reading materials every day. By reading activities, students get
benefits for themselves, such as build a better vocabulary, lights up new ideas, improve
language skills, get new knowledge, think critically, and better writing skills. Referring
to the importance of reading, appear the question of how to improve students’ reading
comprehension skills. Teachers must use reading strategies effectively to help students
learn to apply reading comprehension strategies independently.
Therefore, teachers should develop their method and use appropriate learning
strategies to improve students’ reading comprehension skills. The excellent learning
strategy is the teacher’s role in shaping students into quality figures of science, inde-
pendence, democracy, and responsibility. It is related to the learning strategy according
to Oxford [5] that through the specific actions, the learner can create learning more
accessible, faster, enjoyable, self-directed, effective, and move transferrable to new
situations. Experts introduce the various strategy of developing reading comprehension
skills. One type of them is the reciprocal teaching strategy [6]. This teaching strategy is
in the form of multiple comprehension strategy usages that combine four thinking
techniques: predicting, clarifying, questioning, and summarizing. Reciprocal teaching
becomes one of the best strategic methods in teaching reading [7]. Many different
studies have been carried out to show the effectiveness of using its strategies [8–10].
One of the theories states that the positive results of reciprocal teaching more useful
while applied it with a small sample size [11]. This statement encourages the researcher
to try to use reciprocal teaching to combine with collaborative learning in large classes.
Since the English subject at universities is taught in large classes so that to reduce the
potential of some students not being active in learning reading, reciprocal teaching-
collaborative learning be used to know its effectiveness in large classes.
Moreover, the reason for using the collaborative learning strategy is to form groups
so that intertwined teamwork among the students to comprehend English text in a short
duration of time. Yet, this research has not been carried out. It is still in the form of a
design or preliminary investigation. The purpose of this study was to examine the
model by giving the leads in advance in order to make the students easier to com-
prehend the basic ideas of the text, developing questions about the passage, and also
summarizing the primary information of the reading text as the project outcome.
Specifically, the research question was how the design of reciprocal teaching-
collaborative learning approach in enhancing students’ reading comprehension skills
based on the experts’ point of view is?
2 Literature Review
2.1 Reading Comprehension
The definition of reading is a particular way by which the meaning of written text
understood [12], the process of receiving and interpreting information through the print
media, and a powerful means of sharing information with others through understanding
Design of Reciprocal Teaching-Collaborative Learning Approach 25
written texts [13]. Reading becomes part of people’s activity. People read newspapers,
reports, books, notes, journals, and many other writings to increase their knowledge.
Reading comprehension is the competence to understand text, purpose, and to
integrate with what the reader already knows [7], or connection of previous knowledge
[14]. Deep comprehension needs more than mere interpretation of single words,
phrases, sentences, and entails aware attempts from the readers to collect related
information from the text and produce them into the meaning of the whole text.
3 Research Design
3.1 Participants
The six English teachers from several Polytechnics in Indonesia were involved in the
interview (Table 1).
4 Findings
Each class will consist of 35 students, so the total is 70 students with the same English
subject, and the students have a homogeneous English proficiency level. These two
classes will assist by the same English teacher. The reason is there are no differences in
the assessment and teacher treatment of the two groups.
Two instruments are existing in this design, the pre-test, and the post-test. The pre-
test is used to measure students’ performance before reciprocal teaching treatments to
both groups. Then, the post-test will be conducted after reciprocal teaching treatments
to both groups. The reading comprehension pre-and post-test are consisting of the
reading passage in the ESP field, which is composed of multiple-choice, true-false, and
matching. The reading comprehension text of the post-test will different from the pre-
test.
Each class will be treated about the four thinking strategies of reciprocal teaching. The
detail of four procedures:
Predicting. It helps students to link new ideas to prior knowledge by using cues from
the text, such as the title, illustrations, subtitles, and diagrams, to find a purpose for
reading. Students learn to guess what the author will discuss and then confirm or
disprove it.
Clarifying. When students are asked to clarify, they are taught to focus on unfamiliar
or new words, new or difficult ideas, unusual passages or paragraphs, and loss of
meaning. In clarifying, the students are encouraged to take necessary steps such as
rereading, using a dictionary, atlas, or other resources asking for help, or asking if
others need anything clarified.
28 O. de H. Basoeki et al.
5 Discussion
This research is preliminary research before the actual research is carried out. Evalu-
ating whether the design is useful and can be implemented it takes participants’
opinions. The perception of participants about reciprocal-collaborative learning design
in enhancing students’ reading comprehension skills will be described. Generally, there
are some strengths and weakness from the participants’ point of view. They also give
suggestions to make the design more acceptable.
Based on the participants’ perception, the reciprocal teaching-collaborative learning
design will effective in helping students comprehend reading. In a group, students help
each other to learn. The members of the group have to achieve the goal of a course. The
evidence from participants that say:
…“In-group, the student, searching for understanding, solution, or meanings (P1), they work
as a team to solve the problem (P2), there is mutual cooperation (P3), work together to
complete the assignment (P4), they talk to each and through the talk that learning occurs (P5),
and togetherness to learn something (P6) …”
comprehension [7]. The next strength is it trains the students to have critical thinking
skills. One of the participants stated that:
…“Students exchange their ideas or opinion among them can increase interest and also can
promote critical thinking (P5) …”
The students can learn to make a good question through the question section as one
of these four strategies of reciprocal teaching [24].
Other benefits of reciprocal teaching-collaborative learning design are establishing
interaction, communication, group discussion, and collaboration among students [25].
This testimony state by all of the participant as below:
…“Automatically in the group’s communication established (P1), discussions formed (P2),
certainly, cooperation exists because the sense of togetherness will arise between them (P3),
members of group encourage each other to learn (P4, P5), and interactions occur (P6) …”
It is emphasized by Carter that when students involved as the teacher and interacted
with their peers. It is enhanced their comprehension [26]. Then, leadership is also one
of its strengths. Leadership formed when students take turns leading groups discussion
about implementing four strategies. It can be stated that the sequence of reciprocal
teaching reflects learning from shared group tasks, interaction, scaffolding, shared
leadership, and also the responsibility.
The next strength is grouping makes students active. According to Pressley [27],
the essential point in reading comprehension strategies is that students should be active
during the process. It also states that collaboration becomes a trend in the twenty-first-
century. The requirement in community works together on several issues of serious
concern, changing an individual attempt to group work, from self-governing to
togetherness [28].
The engagement of students in the group is more reliable. In other words, the
students support each other in share knowledge, work together to solve problems,
complete a task [29]. Bright students can help unsuccessful students, or vice versa
sometimes causes weaker students can disclose some unexpected insights in a col-
laborative surrounding [25]. The witness from the participant that says:
…“Everyone is supposed to learn from everyone else (P5); every student has abilities,
achievements, and interests that sometimes have not been developed (P6) …”
The same thought came from Vygotsky [30] that group various knowledge and
experience make a positive contribution to the learning process. The group presence
minimizes students to be passive so that learning becomes more productive and pos-
itive. It is the same as [31] emphasized that collaborative learning provides an energetic
and more effective alternative to competitive ethnic, which influences much educa-
tional thinking today. Another strength is motivation. The evidence from the participant
that says:
…“Motivation to learn will be formed (P2); if students feel not smart, they overcome it by study
hard (P3), weaker students as possible to do their assigned part (P4) …”
and motivation to learn. Another significant benefit gained is that students not only
have an understanding of reading, but students also simultaneously learn other lan-
guage skills such as listening, speaking, and writing. The evidence from participants
that say:
…“Under the big umbrella of learning reading, other abilities occur (P1), without being aware
students can speak when delivery opinion (P2), discussing to each other (P3), ability to listen
when they have to do clarification (P4), and writing skills when they have to make a summary
or paraphrase (P6) …”
From the various benefits obtained by students, there is also a value for the teacher.
The participant emphasizes teacher who works with reciprocal teaching is a good one.
It pointed as a pedagogical practice that more natural caring, inclusive, and cohesive
learning groups that teachers work smarter, not harder [6, 32].
In the reciprocal teaching-collaborative learning design, there must be weaknesses
that will address in future implementation. The gap noted is that not all students are
willing to be taught by their peers. The teachers must consider this situation. The
evidence from the participant says:
…“Not all children want to be taught by their peers. This case must receive special attention
from the teacher how to deal with students in this type (P2) …”
Another weakness is that teachers have to pay attention to class management. Class
noise is unavoidable in the groups of students. These two weaknesses are the major
concern in this model, so they need to be addressed and overcome when implementing
the design of reciprocal teaching-collaborative learning.
The suggestion also is given for the improvement of design implementation in the
future. The opinion is the teacher who will carry out the design have to understand the
application of reciprocal teaching-collaborative learning correctly. The workshop needs
to give to the teachers for 3–5 days, so they know this design well. Another opinion is
the three strategies implemented in the class, and one approach summarizing be a
student’s independent assignment at home. The reason is students can repeat learning
by sum up an essential part of reading text. Then, the last suggestion is the reciprocal
teaching-collaborative learning design in its implementation must consider the local
context or adapted to regional culture. The application does not have to follow the
original form of the origin country of reciprocal teaching.
6 Conclusion
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Mathematic Learning Efficiency Analysis
of Story-Based Situated Learning in
Low-Achieving Elementary School Students
1 Introduction
Remedial teaching programs is already a common concept in Taiwan. Both the central
and local government have been promoting various after class remedial programs,
providing low-achieving students with a diversified and adaptive learning opportunity.
The students are then screened with a standardized exam system to determine which
low-achieving students should be admitted to the remedial program. However, despite
the programs were already in use for almost a decade, the results of remedial teaching
are still under heavy discussion between parents, there are also some researchers that
suggested remedial teaching programs should be held during summer and winter
vacations. Not only can students continue studying without having their study moti-
vation being interrupted by the long breaks, but also it would be much easier to recruit
teachers suitable for the program [1].
Ministry of Education’s PRIORI (Project for Implementation of Remedial
Instruction) website is the most widely-used platform for remedial programs in Taiwan.
The quality of its teaching materials and learning efficiency are also recognized by
many teachers. Thus, the study will mainly be using the materials available on said
website while making adjustment to incorporate narrative elements and applying them
to context-based teaching methods. Many students across the world face problems
when learning math. One of the most common phenomenon is that students are more
likely to achieve lower learning efficiency in learning math, which causes students to
drop out of majors that concern math or science. Many female students are also
discouraged from entering fields of science due to the difficulties they face in studying
math [2]. Thus, the study will be exploring the differences between how genders react
to math anxiety and their attitudes towards math.
The study will discuss the three following questions:
1. Discuss the learning efficiency differences of students taught using story-based
situated learning and traditional lecture methods in remedial teaching programs.
2. Understand the attitude differences of students taught using story-based situated
learning and traditional lecture methods in remedial programs.
3. Understand the change in math anxiety of students taught using story-based situated
learning as opposed to students taught utilizing traditional lecture methods in
remedial programs.
2 Literature Review
An effective context-based learning method can guide the learners to actively partici-
pate in the learning process. Combining environmental stimuli and technological
applications, the learning content can be further enhanced to inspire curiosity and
interest in the learners. In the age of the Internet, our lives are nigh inseparable from the
web; hence learning materials should be able to connect with the students’ experiences
in life in order to increase learning interest and effectiveness while also making students
able to apply the knowledge learned in class to real life [3]. Learners can actively
explore the value of knowledge in the web of information on their own, not just
passively receiving information from external influences. Learners are in charge of
whichever knowledge they choose to receive, giving learning a purpose [4]. Thus,
while students are learning 5th/6th grade math over the internet, they should be placed
in a familiar environment where they could explore and learn on their own.
Math anxiety is one of the key elements to the success of a student’s math learning,
hence math teachers are very aware of how it affects learning. Richardson and Suinn
[5] first developed the concept of math anxiety, which meant the emotional state in
which one processes or applying mathematic concepts. The Wei [6] stated that math
anxiety is a state anxiety which generates unease and nervousness during the pro-
cessing of numbers or utilization of mathematic concepts. Many researches also found
Mathematic Learning Efficiency Analysis 35
that the math anxiety of females are significantly higher than males. However, Frary
and Ling [7] proposed a different finding which suggested students of different genders
did not exhibit significant differences in their math anxiety scale scores. Although most
research found females exhibiting significantly higher math anxiety than males, some
studies still oppose this conclusion; hence the study will not explore the anxiety dif-
ferences in genders.
In terms of the correlation between math learning efficiency and math anxiety, it
can be broadly categorized into examining the existence of a negative correlation
between learning efficiency and math anxiety or finding no correlation between the
two. Wu and Su [8]’s study found that in 4th, 5th and 6th grade students, totaling at 990
subjects, the higher the math anxiety in students, the more passive their attitudes and
the lower their achievements were. The Williams [9] focused his studies on high school
students and discovered that female students had a generally higher math anxiety.
Students’ learning achievements and MAQ negative emotional responses were sig-
nificantly negatively correlated, which showed the lower the learning achievement, the
more fearful or negative the emotions were. The Meece [10] illustrated that out of the
250 grade 7 to grade 9 students, math anxiety had no significant influence on the
students’ math scores.
3 Research Method
The test subjects of the present study were 38 students of an unnamed elementary
school in Taichung. The subjects included 18 fifth grade students and 19 sixth grade
students, of whom 21 were male 16 were female. The students were randomly assigned
to experimental group and control group, which contained 17 and 20 students
respectively. Experimental group utilized story-based situated learning method while
the control group were taught using traditional lecture. The math anxiety & attitude
scale was adapted from [6, 11 and 12] ’s designs. The scales were given to students
along with math achievement tests after being edited and put through factor analysis.
The story-based situated learning model of the study used a map akin to the board
game Monopoly. The map combined tourist attractions with math problems that
inspired active participation. Teaching in a Monopoly game-like fashion, the study
hoped to reduce anxiety and increase positive learning attitude and learning efficiency
in the students. Before each lesson, class instructors will spend 10 min explaining the
key points while the remaining 30 min will be group activities based on the narrative-
based learning model. The present study will be introducing the game background,
course content, game rules and schedules in the following paragraph. Game back-
ground: Shih and Gang are local students, they are troubled by how they should
introduce their homes to the class. Come on kids, do you know what sort of tourist
attractions are near their homes? Do you also know how you could introduce them?
Let’s help Shih and Gang and start exploring nearby! Course content: The game
consisted of question cards, chance cards, community chest cards, game board and a
die as shown in Fig. 1. Question cards contained fraction multiplication; chance and
community chest cards contained events that happened around the students. The game
board was designed with four different type of grids, including street grids, chance card
36 C.-W. Huang et al.
grids, community chest card grids and tourist attraction grids. The die used in the game
was a traditional six-sided die with numbers from 1 to 6.
The board game rules are as follows and shown in Fig. 2. Every player should
choose a token to represent themselves and a grid as their residence before beginning
the game. Starting from the school grid, everybody will take turns to roll the die and
advance the number of grids in accordance with the die. Depending on which grid the
player arrives in, the following scenarios can happen: If the player reaches street grid,
they shall turn over a question card and answer, which they will get to keep after
answering it correctly; If the player reaches a chance card grid, they should turn over a
chance card do as the card requests; if the player reaches a community chest card grid,
they should turn over a community chest card and do as the card requests; Finally, If
the player reaches a tourist attraction grid, they will go into timeout for one round.
Every time a question is answered, the players can check with the instructor to see
whether the answer is correct. If the answer is correct, then the player can continue
playing; if the answer is incorrect, then the player should recalculate under the teacher’s
supervision. The player is allowed to receive an additional card after reaching their
residence on the game board and having answered the question correctly. In solo play,
each player will compete against one another to see who answers the most questions
correctly in a limited time; In team play, players will compete in groups to see which
team answered the most questions; If all questions are answered, the team who
answered the quickest wins. The teaching model is expected to last a total of 320 min
across 8 lessons, including pre-test (40 min), post test (40 min) and math anxiety &
attitude test (40 min).
dependent variable, F = 6.720*, which meant post-test scores will have significant
differences. The average test scores of the experimental group was 83.901, while the
control group averaged at 71.184. The results indicated that students of the remedial
programs had better math learning efficiency employing story-based situated learning
method as opposed to traditional lecture method.
general anxiety variable, with the statistical power indicating an 87.4% probability of
the foregoing hypothesis. Summarizing the statements above, the experimental group
exhibited lower math anxiety than the control group.
5 Conclusions
The study found that students using story-based situated learning method fared better in
learning achievement than their peers taught traditionally. Students using story-based
situated learning also had both a lower math anxiety and a much positive attitude than
those who were taught using traditional lecture method. The study also advises future
research could understand individual learning differences while giving each equal room
for development. In the philosophy of teaching, taking initiative, engaging the public
and seeking for the common good are the three tenets of the future trend of education.
More and more experiments have proven that traditional lectures are no longer
applicable to all students, especially to those who lagged behind. Only through
designing a more suitable learning method and increasing the interaction between
students can it change how students view studying, lower their anxiety and increase
their learning efficiency.
Mathematic Learning Efficiency Analysis 39
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Implementation of an Individual English Oral
Training Robot System
1 Introduction
With the development of technology, many robots have been used in real life today,
and the existence of social robots allows us to interact with them through dialogue or
touch. The interaction with the robot has a positive impact on the body and mind [1].
Mubin et al. [2] also enumerate the various advantages of using robots in a teaching
environment, such as dull and boring tasks without fatigue and remote teaching. Kang
et al. [3] assumes that the robot is humanized and has the proper appearance to interact
© Springer Nature Switzerland AG 2020
T.-C. Huang et al. (Eds.): ICITL 2020, LNCS 12555, pp. 40–49, 2020.
https://doi.org/10.1007/978-3-030-63885-6_5
Implementation of an Individual EOTRS 41
directly with the person. Extending these ideas, robots are an attractive tool that is
brought into the second language learning arena and used to meet different teaching
needs. Kanda et al. [4] and others placed robots in the primary school classroom for
two weeks and compared the frequency of interactions between students and their
English test scores. Although the two-week robot-assisted learning did not have any
significant impact on students’ oral English and listening test scores, students who
showed great interest at the initial stage had significantly improved English scores.
In the previous research, most of the robots were used in the classroom. The
purpose of using robots in the classroom was to attract students’ attention and enhance
the interest of learning. An ETAR system [4] was implemented to be a teaching
assistant in class. It can help to improve the motivation of English learning in class and
bring convenience to classroom teaching for English teachers. Research [5] was also
proved to be effective. However, the robot cannot take care of every student in the
classroom; likewise, after the class, the teacher cannot teach each student individually.
Therefore, a robot system for after-school tutoring, called English Oral Training Robot
Tutor System (EOTRTS) [6] is proposed. This paper presents how the system is
implemented. In this system, the educational robot leads the students to learn in a one-
to-one manner, using a social robot NAO with interactive functions such as voice
function and touch as a personal lecturer for the learner to conduct after-school tutoring
for oral English training. Different from the past research, the robot instructor can
actively guide the learner to learn. It does not need to be triggered by the helper to
guide the coaching process. Instead, the robot instructor NAO actively guides the
students according to the progress of the student’s curriculum to practice single words,
recitation of texts, recording exercises, and evaluate the student’s speech rate and
correct reading rate through Google Cloud Voice to Text and Word Error Rate Cal-
culation Formula.
The structure of this article is as follows. Section 2 explains how the system is
designed, and describes the design of the student’s interaction with the robot. The
details of the experimental procedures is described in Sect. 3. Next, the analysis and
discussion of the result are then explained in Sect. 4. Finally, a brief conclusion is made
and the future research direction is explored in Sect. 5.
2 System Design
the server uploads the data and the data reaches the cloud, it uses Google Cloud Speech
to Text (STT) and Word Error Rate (WER) formulas to calculate the accuracy of
reading aloud and speaking rate of the text recording, and sends the recognition results
of the text and the recognition results of the conversation test through SMTP (Simple
Mail Transfer Protocol) after the session test of the unit is over.
Robot. The robot end mainly designs the functional process of the robot, including
scanning the QR code to log in to the account, requesting the server to confirm the
account, and returning the course progress and course data. The TTS technology of the
Nao robot itself is used for the pronunciation of the words, and the storage of audio
files, playback, and recording are implemented using the NAOqi SDK. Google
Cloud STT is used for the real-time recognition function of the conversation test. After
the result is recognized, the recording file is read to calculate the reading speed, and the
result is finally returned to the server.
As shown in Fig. 2, there are many boxes, each of which is a module with the
specified functions. By connecting each box to integrate the system, the box is nor-
mally the code, but it can also be Block flow chart as in the middle of Fig. 3. The
advantage of developing on Choregraphe is that you can see which module is currently
actively running, which is convenient for programmers to control the process of the
system. However, the design of each module is not as simple as in writing usual
programs. It is necessary to set the input data type and output format with a specific
code-writing method for each module. Figure 3 and Fig. 4 illustrate the functional
design examples of the block. Figure 3 is the speech recognition block, and Fig. 4 is
the compiled version of the corresponding Python codes.
The entry point and exit point of each recognition box have their own input and
output to be set, which have different colors according to different output data types.
For example, the output string is blue; the type and length of the output data needs to be
properly set in advance, otherwise the program will have an error occurred or fail to
receive the data that should be obtained. For example, the voice recognition entry point
in Fig. 4 will go to def onInput_onStart(self): The method in this line will start to
operate. If one want to get data, he must set the data input in the box and set the data
type of the team, and then change the Python code part to def onInput_onStart(self,
data): to get the transferred data.
The above is briefly the preliminary process of designing each block. There are
requirements to use the microphone and so on. The ALSpeechRecognition and the
ALMemory modules can be used through the above mentioned NAOqi methods. Then
the voice recognition function can be turned on through the methods inside.
44 C.-Y. Lin et al.
SþDþI
WER ¼ 100 % ð1Þ
N
The formula for calculating the speed of reading aloud is as Eq. (2), and Eq. (3).
text lengthðwordsÞ
Speaking Speed ¼ 60 ; if \ 1 minute ð3Þ
recording timeðminÞ
3 EOTRTS Experiment
3.1 Participants
The experiment is aimed at students in the science-related departments of a university
in central Taiwan. The total number of students is 19, including 17 boys and 2 girls,
with an average age of 21.65 years and a standard deviation of 1.06. A total of 19
people in the experimental group and the control group participated in the experiment.
3.3 Procedure
The experiment lasted a total of 6 weeks. In the first week, the overall experimental
process and the pre-test group were introduced and the English learning motivation and
English learning anxiety questionnaire were filled out. In the 2nd to 5th weeks, the
experimental group and the control group were arranged in a quiet and undisturbed
Implementation of an Individual EOTRS 47
room space. The experimental group used EOTRTS for learning, while the control
group learned English in a self-study manner. Participants spent half an hour per unit,
and 1 h for two units per week. There were four main learning steps for each unit:
single-word pronunciation practice, text reading practice, text reading-aloud practice
and conversation test. In addition, the two groups of students recorded their text
reading-aloud practices, and the session tests were recorded afterwards as well. The
experimental group used the robot to record, and the control group used the mobile
phone to record. In the sixth week, the two groups of students engaged in post-testing,
and filled out the English learning motivation and English learning anxiety question-
naires, while the experimental group also filled out the technology acceptance ques-
tionnaire, and the control group filled out the learning satisfaction questionnaire.
Limited by the paper length, this paper will only report the analysis of the Technology
Acceptance Questionnaire. More results will be presented in our future papers. This
questionnaire is designed based on the five-point Likert scale. All questionnaires have
been evaluated by two English teachers to ensure that the questions are clear and
structured. The technology acceptance questionnaire was conducted in the experi-
mental group to understand students’ satisfaction and acceptance of EOTRTS. The
average of the item classification is shown in Table 1. Table 2 shows the questions
with answers of lower mean.
In terms of ease of use, except for the part of the gesture “action”, the rest of the
evaluation items receive all 4.0 or more, which means that the usability in sound,
process, interaction, results and other items is acceptable. However, the action items
got the lowest point at 3.4. After asking most students in the experimental group, the
reason is that they think the robot had too many actions and big moves in its gestures.
As shown in Table 2, it is indeed as low as 3.6 and 3.3 points.
In terms of usefulness, except for the part of gesture action, the other evaluation
items all receive points above 4.0, which means that the usefulness of items such as
sound, procedure, interaction, and results also has a good effect. Although the robot’s
action can attract the attention of students, its excessive movements can also distract
students. The lowest-rated item in the questionnaire is the STT ability to recognize
speech. This is partly because EOTRTS is recognized through the STT function of
48 C.-Y. Lin et al.
Google Cloud. It would have a great impact on the recognition of short speech,
including the speech sound level, environmental noise, and even the name of the
person, etc. Because the conversation test answer is a sentence, up to a dozen words, as
long as one or two words are not recognized, it would have a very big impact on the
scoring. Therefore, it would also affect the real-time STT recognition greatly, as shown
in Table 2 in which the average score is only 3.2. On the contrary, the impact of that on
the server’s text reading-aloud recording recognition ability is relatively lowered.
Because each text is more than 300 words, the impact on names or small number of
errors is not very large, and the average recognition rate is 0.4 higher than that of real-
time recognition.
5 Conclusion
Future Works. EOTRTS can incorporate more robots with different functions,
appearances, and operating types in the future to support language learning on different
robots. In addition, EOTRTS can also be used for different foreign languages in the
future, such as Japanese and Korean, etc. because NAO robots can support multiple
languages. Furthermore, in the learning process, many people are attracted by the vivid
and interesting appearance and actions of the robot and the lively and delicate nature of
the interaction between the robot and the human. Therefore, EOTRTS can also be
combined with the previous research results of [8–10] in the future to design more
lively and vivid robot programs.
Acknowledgement. This study is partly supported in finance by the Ministry of Science and
Technology, TAIWAN under the contract numbers MOST106-2511-S-035-003-MY2,
MOST107-2511-H-035-004-MY2, and MOST108-2511-H-035-002-MY2.
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comparison of two case studies. Aust. J. Intell. Inform. Process. Syst. 13, 9–14 (2013)
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Pilot Study of Information Literacy
Competency of the Elderly: A Case Study
of Multimedia Instant Messaging Applications
Abstract. The aging of the population and the rapid development of digital
technology have brought many shocks to our world and changed the way of life
we take for grant-ed. The development of mobile technology provides many
opportunities for the elderly to improve their quality of life. A total of 20
subjects were enrolled in this study, with an average age of 71.5 years old.
Through this course, we summarized the factors affecting information literacy as
“learning motivation and attitude”, “whether the application is close to needs in
their lives”, and “whether the family and friends can help the study” through
observation and interviews. During the experiment we observed the information
literacy performance of the elderly in the use of multimedia instant messaging
applications. It is found that when learning digital technology and using mul-
timedia instant messaging applications, information literacy is not directly
related to age, education, or gender. It is mainly the acceptance attitude towards
technology and the link degree between applications and life that affect the
development of information literacy among the elderly.
1 Introduction
The two main challenges facing the world today are the socio-economic and cultural
challenges brought about by the rapid population aging and the development of digital
technology [1]. The aging of the population in most countries has entered an accel-
erated stage and has become a worldwide concern.
The rapid development of technology is accompanied by the rapid spread of
information. The development of mobile technology provides many opportunities for
the elderly to improve their quality of life [2]. The emergence of advanced Information
and Communications Technology (ICT) in all areas of our lives has increased the
importance of individuals’ ability to make full use of ICT [3]. ICT is a generic term for
any communication device or application, such as a mobile phone, computer, network
hardware or software, and the various services and applications associated with it [4].
With the widespread use of smart phones, the age distribution of users has become
more and more extensive, and APPs have become a trend [1]. With the evolution of
© Springer Nature Switzerland AG 2020
T.-C. Huang et al. (Eds.): ICITL 2020, LNCS 12555, pp. 50–58, 2020.
https://doi.org/10.1007/978-3-030-63885-6_6
Pilot Study of Information Literacy Competency of the Elderly 51
technology carriers, the form of communication between people has changed from the
traditional “face-to-face communication” to communication through the Internet and
then mobile APPs. Due to its functionality and convenience, various instant messaging
software has become an indispensable way of communication in people’s daily life.
With the development of touch screen technology, smart phones and tablets, the
problem of complex computer operation has been solved, and a variety of practical and
convenient applications can be run on smart phones through touch screens [1].
The proportion of mobile phone users over the age of 60 increased from 16.1% in
2016 to 20.2% in 2018 [5]. More and more elderly people are becoming technology
users. The constant development of technology means that individuals need to con-
stantly improve their digital literacy in order to maintain inclusiveness [6]. Despite a
growing understanding of older people’s acceptance and limitations of the Internet,
older people in areas with low Internet usage rates lag behind in their acceptance and
learning needs for touch-screen applications [1].
However, when thinking about the benefits of digital technology in increasing
social inclusion and social connectivity of the elderly, it is necessary to understand the
older people’s ability to accomplish tasks rather than their knowledge of specific tasks
[6]. Many older people are unable to use social media, which can affect their social
support and intergenerational relationships and lead to depression [4]. Information
literacy is an important concept for the elderly [7]. Therefore, the purpose of this study
is to explore the information literacy of the elderly in terms of their ability to learn and
use technology through their use of multimedia instant messaging applications.
2 Literatures
3 Method
3.1 Setting and Participants
The subjects of this study were 20 senior citizens over 65 years old (including 65 years
old) in Taiwan. Free courses are available to people of all ages in the Senior Citizens
Learning Center. The Senior Citizens Learning Center provides free learning services
for middle-aged and elderly people to expand their lives after retirement for the new
life.
The course aims to enable the elderly to learn about mobile applications through
smart phones, connect with the information age, and further enhance their media
literacy through multimedia instant messaging applications. During the experiment, a
group was set up to observe the interaction of the elders in the process of information
release and transmission and to examine their sensitivity to information.
Through the elderly learning to use smart phones, this paper discusses their
development of information literacy when using multimedia instant messaging
software.
Pilot Study of Information Literacy Competency of the Elderly 53
All 20 participants had experience in using smart phones, and all of them had basic
knowledge of using multimedia social communication software. Only one of them had
experience in using other advanced functions of the software, such as the production of
pictures and voice input.
sense of connection and happiness [11]. E3 had always wanted to learn the video
function on his phone and was happy to chat face to face with friends he hadn’t seen for
a long time.
E11, E12, E14, E15, E16, and E17 said that in addition to application learning,
other added values such as finding data, asking questions in groups, sharing infor-
mation, and video-calling with grandchildren have benefited them a lot. As the younger
generation is keen to use technology, older people are also looking to strengthen their
connection with their children through social networking apps [2].
Participants with positive perceptions of the Internet and applications used them
more frequently and actively and learned new applications continuously [2]. In the
group observation, the researchers found that participants would forward information
about entertainment or health, while the same type of information would be repeated,
but this kind of situation gradually improved over time. At the same time, participants
asked questions to the group member and discuss with each other, thus promoting the
development of information literacy. If they could apply the application to their daily
life, such as communicating with people, getting the information they are interested in,
and keeping up to date, they would be motivated to use the application [2].
E2 has been recognized by its peers for its “daily sentence”. The self-expression of
the sender has its over-attribution of similarity, while the async use and self-fulfilling
feedback prediction enhance the sense of intimacy [6].
We live in the age of information and technology [7]. With the rapid development of
technology, more and more have used communication software. Whether people are
familiar with each other or not, we can communicate and interact with each other
through the Internet media to shorten the distance between us. When the elderly
Pilot Study of Information Literacy Competency of the Elderly 57
In addition, basic personal data, including gender, life history, occupation, physical
and cognitive status, as well as experience of using 3C products should be thoroughly
investigated. These are likely to be important influencing factors and should be studied
experimentally.
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Study on Development of Mobile App Design
as Learning Media in Student Internship
Support: Toward Strengthening Tie
and Realistic Feedback in University-Industry
Cooperation
1 Introduction
As human life in the current era must feel rapid technology development particularly in
communication technologies, and common development and wear the majority
worldwide that is mobile phones [1, 2]. Rapid development from many sides, such as
electronic devices, software operating systems, and mobile applications (apps) bring
technology and usability changes. The development of mobile apps on a basis con-
siders usability (user needs) and benefits that want to achieve [3, 4]. In current
development, mobile apps can be implemented in various filed to reach more benefits,
such as health care [5, 6], education [7], and transportation or services. Particularly
digital era today had big roles such as mobile apps that offering user tools, helpers, and
the solver in education that free or purchase to wears.
A mobile phone is one of device that proposed in past research’s as most suitable
device to promote learning media [7, 8]. The development of mobile app entrances to
the education field, such as e-book, e-learning, ubiquitous learning [9], and video
conference and learning [10]. Mobile apps as learning media have the flexibility and
innovatively unlimited based on user or designer purpose development. In [8]
described those mobile apps in the mobile phone which development by the user has
been innovatively designed to enhance the value of e-learning. The value just does not
come from the application itself; however, it is also usable, easy to use [11], ubiquitous
reliable [1] and everyone has (common wearable). Based on these, mobile apps
bringing education more flexible [2] and efficient to reach the goal and achieve the
purpose. In addition, mostly mobile apps development bringing new ideas into edu-
cation to enhance learning achievement and flexibility to merge with education
program.
One of the activities that giving meaningful experience [12], enhancing knowledge
and skills [13] to the student is the internship program. The internship facilitates
students to balance theoretical and practical knowledge and should be encouraged to
learn from classroom and real-life or work situations [14]. The benefit not just received
by students, however, schools also receive potential positive impacts through adjusting
the curriculum and programs accordingly [15] then had an alignment. The alignment
between industries’ needs and education outcome common importance [16], and could
be facilitated or touched by technology to optimize and more simplify the process.
Involved technology in education was begun to happen digital technologies be
discovered.
The fundamental functions touched by technologies are to improve internship
outcomes to more realistic or represent the industry’s needs. The innovations needed to
facilitate university and industry cooperation using touched by kinds of technology.
Technology bringing easy and simple steps to put feedback or communication with
each other members of cooperation. Possibly prior innovation involving mobile phones
into a collaboration between university and industry especially in the internship pro-
gram wasn’t been happening. What university needs and another side what industry
needs to be important consider notice in developing technology. Based on this intro-
duction this study had proposed to offer mobile app design and identify a university-
industry needs in the internship program. Furthermore, this study was conducted in-
depth to interview both parties to learn and understand what they need. This study had
a research question as follow:
1. What are students responding to in the mobile apps involvement to organize
internship programs?
2. What are University-Industry needs to improve the quality of cooperation through
mobile apps as an organizer of an internship program?
Study on Development of Mobile App Design as Learning Media 61
2 Literature Review
2.1 Student Internships Program as One of Activities in University-
Industry Cooperation (UIC)
One of activities the cooperation program between university and industry is student
internship programs. This is positive strategies for the university to promote their
comprehensive curriculum [17] and in the future has an impact on outcome quality and
student’s intake. In addition, this is as a student learning and then applying knowledge
and skill from academic settings to real workplace settings [13]. Chen and Shen in
2012 describe the purpose of an internship, that is: expand cooperation between uni-
versity and enterprise; implementation of student knowledge into practice; and giving
students first experience in the real job [18]. Research by Kim and Park in 2013
mentions that the internships program become one of the most prominent indicators in
determining the quality of students [19]. Students have received knowledge and how
much their fluence use knowledge can be seen from applying to a real job or
workplace.
Cooperation between University and Industry not only on student internships
program, however development technology, research collaboration, human develop-
ment, patent and generation new products [20]. In order to create strong cooperation
and high potential bring in mutual benefit into student internships program, university
and industry constructing a mechanism to facilitate this program. The mechanism had
existed was constructed to utilize the website base technology information [12]. Def-
initely, this mechanism need supported from internet access and computer device,
included personal computer, laptop, and tablet.
mobile apps benefitable if engagement in developing of facility that has a tie with
education, for instance, propose into student internships program.
3 Methodology
The mixed-method approach was used in this study, consist of a quantitative approach
using a Likert scale to collect data and a qualitative approach using the interview to
collect data.
4 Finding
5 Discussion
Based on the research finding, design mobile app that has provided in this research
could be fulfilled user needs. The evidence from a student’s viewpoint; the result of the
questionnaire had shown that purpose, contribute to learning, and component to
facilitate user (students) needs have mean score is more than 4 Likert scale. What
students need could be facilitated with all the menus that provide in the mobile app
were design and developing this research. What teachers and industry supervisors need
such as controlling, reporting, scoring and feedback was facilitation in this mobile
app. Moreover, teachers had given a good response to several menus (pictures and
videos attachment) as a breakthrough in education via a mobile app for reporting
internships program. This aligns with P2 argument that says;
“If using this mobile app, he/she can take pictures or video what they do and be updated every
day. It’s awesome and really-reporting and complete with evidence. And video could be shown
on class learning activities, automatically student know what skills and knowledge that
industry’s needs.” (P2)
the user needs to facilitate, how to make an internship program running well, and how-
to bring effect on each party so can receive the benefits. Therefore, this study had
collected responses data from three group users to create strengthen tie with each other.
The group firstly, students respond on mobile apps to facilitate their reporting
activities. As long as, common reporting use paper-based and take longtime on
administration. The innovation in mobile app, and focus on electronic reporting could
be adjuster and trimer the situation previously, to be effectively and efficiently. It was
welcomed positively on students; they give high expectations that evident from high
score was gotten from questionnaire. The prominent interpretation from students’
answers are emphasis on the meaning of each part. Begin from purpose of this mobile
app has in line with student need to facilitate their activities on internship programs.
Further, this study was collected data about student readiness to used mobile app, and
brief conclusions is student have high readiness due to familiar with mobile phone [7].
Whereas, this mobile app could be contributing to education learning based on the
student’s viewpoint. Besides in order to facilitate students to submit administration
affairs, this application also has a facility to attach pictures and videos that purpose to
learning media in the class. Lastly, students had argued that components on the mobile
app was complete and fulfill what student wants.
The second group is teacher, have role to bridge between school/university and
industries [18], could be called as facilitator. Teacher every year will be touching with
this mobile app, so quite important to get a response from this user. A teacher has
familiar before with similar reporting into online system way, and system that offered
useful to help teacher effectively and efficiently. Efficiently meant the teacher has
reason to trim time on documents submission of internship to be shorter. Whereas,
effectively come from eliminate distance (construct digital bridge) industry locations
with school/university [28]. These got answer from teacher as a respondent said like as
below;
“I believe they ready, because all the faculty members have familiar with mobile phone and
Apps, and easy to access. … In addition, administration, communication, and controlling
student more efficient time, just use this app. … For instance, location on far in Jakarta, Bali, or
Lombok to direct monitoring come to in place considering the expensive cost. So, this mobile
app giving solution to this issue.” (P1)
Further, related to facilitation provided on a mobile app that offered in this research,
industries were attracted. They are sure engagement mobile app in student internships
program bringing a lot of benefits. This system will be simplifying reporting, easily on
scoring, and make more students discipline. However, industries mention that social-
izes still needed to familiarize before widely implementations. It’s important, due to
several industries just follow what schools provided and unfamiliar with new tech-
nology. These concerns were gotten from participants answer as follow;
“I am agreeing this implemented. Scoring easier (P3, P4, P5, P6), more student discipline (P4),
and simplify reporting with paperless (P5, P6). … And we need to pay attention to do
socializing to industries and employees (P5).”
Another concern was pointed on taking pictures and videos to complete reporting.
It’s becoming students and teachers worries, due to industry prohibits to doing these
activities. However, it’s declined and industry is open, just several parts, the file needs
to keep secret. Students in their activity want to take pictures and videos should get
permits first.
Based on fact were gotten from samples on this research, engagement mobile app
on student internships program bringing more advantages. In addition, to achieve
realistic feedback in this mobile app was put several facilitations, such as picture and
video learning, final e-report, and suggestion from industry supervisors. Feedback
menu on this mobile app is quite important, due to giving personal suggestions from
supervisors (observer) to school/university related to students’ capabilities. It’s become
an improvement or evaluation for the school curriculum to improve or change with real
knowledge and skill needs [18]. So, in the future curriculum of schools/universities up-
to-date based on industries or workplaces needs [30]. In addition, the points are cur-
riculum, learning activities, technology insight in education represent of industries
situation currently.
6 Conclusion
The term of realistic feedback has meant included industry suggestions, the picture of a
technology that implements on the industry, and the knowledge from industry could
become an input to schools/universities improvement the curriculum quality. Through
mobile app creating new value on student internships program and all aspect become
effectively and efficiently. The students believed, and got good respond that implement
mobile app technology aligns with the purpose of the internship program, and could
facilitation on internship activities. Whereas two parties that have interests which are
school/university and industry felt welcome open to the implementation of a mobile
app in an internship program. It’s could be a breakthrough in quality improvement,
strengthen collaboration ties, and simplify-effectively process on internships.
Study on Development of Mobile App Design as Learning Media 67
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Science, Technology, Engineering, Arts
and Design, and Mathematics
3D Digital Design to Support Elementary
School Students’ Spatial Visualization Skills:
A Preliminary Analysis
1 Introduction
Our previous study showed that elementary school students receiving 3D computer
software instruction (Google SketchUp) significantly enhanced their basic engineering
knowledge, particularly for spatial ability [1]. Based on this findings, in other words,
the 3D digital design training had a potential for developing students’ spatial visual-
ization skill. In the current study, we adopted another 3D computer software (Tin-
kerCad) with 3D printers to design an instructional intervention whose goal was to
evaluate the effect of 3D digital design on students’ spatial visualization skills.
In the literature, several studies also attempted to incorporate 3D digital design with
3D printers into the curriculum. However, few studies adopted a scientific view to
evaluate the instructional effectiveness. For example, in McKay et al.’s study [2] high
school students used emerging maker technologies such as 3D printers and Laser
cutters to design their projects in one makerspace classroom. However, the study only
described the learning process and did not report further information regarding stu-
dents’ learning performances. Similarly, Kalsioloudis and Jones [3] only proposed
theoretical arguments regarding the learning benefits of 3D printers.
The purpose of the study was to examine the effect of one 3D digital design
program (TinkerCAD) on elementary school students’ spatial visualization skills.
Specifically, the research question was:
• Did students receiving 3D digital design instruction improve their spatial visual-
ization skills?
2 Research Method
Fig. 2. One question example from the test (adapted from Ou’s test).
Project 1: My first 3D
2
design
Project 2: Hanging
3
decoration
3 Preliminary Findings
Table 2 reports the results of t-test. The findings indicated that students’ spatial visu-
alization skills were significantly improved after a 6-week educational experiment
(t = 7.62; p < 0.01). In other words, the 3D digital design intervention might show a
learning benefit for elementary school students. The results supported Trumble’s [6]
study which reported that elementary school students significantly increased their
spatial ability after the completion of a summer camp.
4 Concluding Remark
Our preliminary research results indicated that the 3D digital design activity might
support students learning spatial visualization. One possible explanation was that
immerging in 3D digital design activities enabled students to greatly visualize spatial
rotations, which directly influenced their spatial visualization skills. Our next research
step was to interview students’ learning responses. It will be expected that the quali-
tative results may support quantitative findings.
References
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facilitate student learning of fundamental engineering knowledge: a quasi-experimental study.
Int. J. Eng. Educ. 33(1b), 382–388 (2017)
2. McKay, C., Banks, T.D., Wallace, S.: Makerspace classrooms: where technology intersects
with problem, project, and place-based design in classroom curriculum. Int. J. Des. Learn. 7
(2), 11–16 (2016)
3. Katsloloudis, P., Jones, M.: Using computer-aided design software and 3D printers to
improve spatial visualization. Technol. Eng. Teach. 75(4), 14–20 (2015)
76 P.-N. Chou and R.-C. Shih
4. Ou, R.L.: The study on the problem representation of spatial ability for sixth-grade students.
Unpublished Master Thesis, National Taichung University of Education (2016)
5. Chou, P.-N.: Smart technology for sustainable curriculum: using drone to support young
students’ learning. Sustainability 10(10), 3819, 1–17 (2018)
6. Trumble, J.: 3D digital design and elementary students’ spatial visualization skills. In:
Proceedings of Society for Information Technology & Teacher Education International
Conference, pp. 114–117, Association for the Advancement of Computing in Education,
Austin (2017)
Developing the Scale of Technology Product
Imagination Disposition
1 Background
and creating technologies that improve lives [2]. In the process of technology devel-
opment, not only did people begin to think about the rapid development of wireless
networks, but also the development of products in other fields through various tools
and applications, including the rise of streaming platforms and the popularization of
mobile applications. They have made mobile games and mobile payments closer to our
daily life.
According to the literature, technology is an adaptation to environment tools for
humans to use knowledge, tools, resources, and skills to solve life problems and
expand capabilities [3]. In recent years, science and technology education has fre-
quently appeared in the educational environment, showing the increasing acceptance of
education for technology products. In the past, many studies have demonstrated the use
of a single technology to help the learning environment [4–6], but there is very little
research on people’s imagination of technology. Therefore, this research aims to
develop the technology product imagination disposition scale, defining technology
products as covering software and hardware technologies, including APPs, websites,
self-media, videos, and required equipment created by individuals. Discuss whether
people have the qualities of imagining technology products so that teachers can
understand the extent to which students imagine technology products.
2 Methods
2.1 Participants
In this study, Taiwanese people aged 18-year-old and over were the main respondents.
To avoid the possibility of omission and mistakes caused by human error when
inputting the data and the limitation of time and space, online questionnaires were
selected for more distribution and questionnaire recovery. A total of 138 recovered
questionnaires, with 135 valid and 3 invalid.
remaining items were adjusted and revised, leaving 20 items. This research scale uses
the 5-point Likert scale to quantify the measurement, and the scope ranged from
1 = Strongly Disagree to 5 = Strongly Agree.
3 Results
This study develops the scale by constructing a second-order model of the technology
product imagination disposition and distinguishes it into four factors, namely practical
evaluation, positive preference, beyond reality, and attitude. In the future, this scale can
be used to assess the tendency of students' technology product imagination. Students
82 Y.-J. Wang et al.
are evaluated before and after the implementation of relevant courses to evaluate the
teaching effect. Teachers are able to design teaching courses and activities for students
based on the four factors constructed in this study, using different teaching styles from
the past, for example, use virtual reality to help students understand the spatial structure
[14]. It not only increases the learning performance of students but also enables stu-
dents to increases the tendency of using technology products. With diverse teaching
methods, students are led to freely create personal works, from virtual to physical, to
guide students to imagine and implement through life experience and learning content
for enhancing the imagination ability of technology products.
Acknowlegments. This research is partially supported by the Ministry of Science and Tech-
nology (MOST), Taiwan (R.O.C.) under grant no MOST 108-2628-H-025-001-MY3, MOST
109-2511-H-025-005-MY3. We would like to thank them for its sponsorship and support.
Appendix
Items
1 I could easily imagine the technology products that do not exist
2 I improve my imagination in many ways, such as reading fiction novels, attending
creativity courses, and so on
3 I take practicality of my imaginative technology product into consideration
4 I found it pleasant to imagine technology product
5 I think of the presentation when imagining the technology product
6 I often think of the changes of the technology products nowadays
7 I take public acceptance of my technology product into account
8 I imagine the appearance and functions of technology product. Web screen, for instance
9 I consider that imagine technology product can spice up our life
10 I imagine technology product by combining different features, such as material,
software, hardware, and so on
11 I evaluate popularity of the imaginative technology product
12 I consider that imagination can help to design a new technology product
13 I am able to connect things from imagination as well as virtual system and object to
reality
14 I often imagine different kinds of tools that humans will use in the future
15 I expect customer demand from future technology product
16 I consider that imagination can help to create a technology product
17 I found it interesting to imagine technology product
Developing the Scale of Technology Product Imagination Disposition 83
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Development of a VR STEAM Welding Project
Course
Abstract. This research aimed to develop the teaching mode, ability indicators,
and course content of a “VR STEAM Welding Course” for the Engineering
Department of Universities of Science and Technology. The students of the
Electric Welding Course in Universities of Science and Technology were taken
as the subjects for the integration of the STEAM education concept, in order to
integrate the VR technology into the teaching of the welding course. The Fuzzy
Delphi Method was adopted as the research method, and an expert questionnaire
analysis was conducted. The conclusions are summarized as follows: (1) a three-
part, “student-centered” teaching mode was developed, which included welding
knowledge and skills training, STEAM integrated learning, and the practical
application of VR; (2) Eight ability indicators of the “VR STEAM welding
course” were established; (3) the “welding construction” ability indicator for
VR-assisted welding teaching was the most feasible; (4) the ability indicator of
“welding construction” for STEAM education had the highest integrality into
welding teaching; and (5) the mobile learning platform of the VR STEAM
welding course had high real-time characteristics. The findings can serve as a
reference for the subsequent content design, teaching activity planning and the
implementation of the experimental teaching of this course.
1 Introduction
The rapid development of science and technology has brought about all kinds of
conveniences that people can enjoy. The digitalization of science and technology
knowledge makes it more convenient for people to accumulate, share, analyze, and
apply it, and it also expands the horizons of mankind and enables people to grasp
knowledge and information more accurately and predict the future [1]. A talent for
2 Research Design
This research was mainly divided into two parts, namely, the construction of ability
indicators, and the development of courses. Firstly, through a literature analysis and
research team meetings, the ability indicator framework of the “VR STEAM welding
course” was developed to prepare the “VR STEAM” expert questionnaires related to
welding courses. In addition, experts and members in related fields, such as VR
applications, STEAM education, welding, and other related fields, were invited to
participate, provide consultation, and implement the Fuzzy Delphi Method
(FDM) expert questionnaire survey and analysis, as well as to complete the con-
struction of ability indicators, which were used as the basis for curriculum develop-
ment. For curriculum development, the expert focus group interview method was used
to collect and gather opinions from all parties, and the literature analysis and research
team meeting results were used as the reference basis for this.
This study used the FDM to construct curriculum ability indicators. By combining
the Delphi method and the Fuzzy theory, the FDM makes use of triangular fuzzy
numbers that can improve the shortcomings of the traditional Delphi method and also
solve the limitations and ambiguity of human nature, and it is also an effective method
for constructing indicators [14, 15]. Therefore, this study invited 15 experts to conduct
an FDM expert questionnaire survey, in order to gather expert opinions. Then, ability
indicators were constructed, and curriculum models, teaching strategies, teaching
activities and a reference basis for the mobile learning platform were developed.
According to the purpose of this research and the literature review, the teaching mode,
course content, ability indicators, teaching strategies, mobile learning platform, etc. of
the “VR STEAM Welding Course” for the Engineering students of the Universities of
Science and Technology are described as follows:
3.1 Developing the Teaching Mode of the “VR STEAM Welding Course”
for the Engineering Students at Universities of Science
and Technology
The teaching mode of the “VR STEAM Welding Course” in this study is mainly
“student-centered”, as shown in Fig. 1. Curriculum planning, which incorporates
Problem-based Learning, includes three parts, namely, welding knowledge and skills
training, STEAM integrated learning, and VR Practical application. In the student
learning process, teachers can use virtual welding equipment, a digital learning plat-
form and welding factory classrooms and other diversified environments and equip-
ment to assist in their teaching, all of which emphasize the “learning-by-doing” mode.
This allows students to carry out the inquiry-based learning of STEAM welding
knowledge and skills in an appropriate way, to make a critical analysis of the data
obtained by various media, and then to construct their own knowledge, to carry out
meaningful learning, and to enhance their teamwork and problem-solving abilities. The
Development of a VR STEAM Welding Project Course 87
main role the teacher is to assist, and a real and virtual hybrid method is used to become
an innovative teaching mode of the VR STEAM welding course. In the follow-up, the
research results will be evaluated to verify the effectiveness of the student’s learning
and the completeness and applicability of the curriculum design.
3.2 Developing the Course Content of the “VR STEAM Welding Course”
for the Engineering Students at Universities of Science
and Technology
The course content of this “VR STEAM Welding Course” plans to apply VR tech-
nology mainly to the welding practice course, and it includes three major features,
namely, Immersion, Interaction and Imagination. This course uses the VR Welding
Simulator device to implement VR welding teaching. It enables students to enjoy pre-
learning in a high-safety, low-cost environment, while interacting with VR welding
scenes and interface devices, it provides a sense of presence, fun, immersive effect,
exploration, maneuverability, dynamic interaction and real-time visual feedback, and it
is a student-centered learning mode. While learning the skills of electric welding,
students can also understand the development and application status of VR technology,
so as to improve their scientific and technological literacy.
Fifteen experts and scholars were invited to give subjective scores on the “feasi-
bility of the teaching of VR technology-assisted electric welding ability indicators”,
based on the current situation of electric welding knowledge and VR technology
teaching applications, so as to obtain their evaluation of each question. The FDM
expert questionnaire analysis results from 11 valid questionnaires (with the effective
questionnaire recovery rate of 73%), are shown in Fig. 2. The teaching feasibility of
88 C.-C. Chung et al.
with a score of 0.686, “operation preparation”, with a score of 0.665, “welding bead
removal”, with a score of 0.664, and “the professional ethics of electric welders”, with
a score of 0.633.
This study aimed to integrate STEAM education into welding courses, and to apply VR
technology and a mobile learning platform to assist in the teaching of welding.
According to the analysis results of expert questionnaires, the conclusions are sum-
marized as follows:
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Enhancing Students’ Learning Outcomes
of a STEAM Permutations Course Through
a Game Based Visual Programming
Environment with Qualifying Rank Strategy
1 Introduction
In recent years, STEAM education has received increasing attention from educator [1].
Many studies have introduced different teaching strategies or teaching models into
STEAM education courses [2, 3]. In these studies, Project-Based Learning is often used
for teaching. In this way, learners can cultivate the core competence of STEAM
through the process of design and work practice [4, 5]. However, the content of
STEAM courses conducted by Project-Based Learning is usually more complicated,
and learners need to gradually combine trans-disciplinary knowledge during the
learning process. Such a learning process can easily increase the cognitive load on
learning. Therefore, in recent years, some studies have begun to introduce game
strategies into STEAM courses [6, 7], through this approach can not only increase
learners’ learning motivation and effectiveness, but also effectively reduce learners’
cognitive load [8]. According to the results of a systematic review research from [9],
current STEAM-oriented game system uses cooperative learning as the bulk of the
process usually. However, the element of competition is also an important part of
game-based learning [10]. Similar to cooperative learning, the introduction of com-
petitive elements into games can also improve learning motivation and effectiveness
[11], but this kinds of research applications in STEAM teaching activities are still quite
rare. Therefore, the primary purpose of this research is to explore how to add a
competition mechanism to STEAM-oriented game-based teaching, and to explore the
impact of this teaching approach on the learners’ learning performance, learning
motivation. In addition, according to the research findings from Leonard et al. [12] and
Sengupta, Dickes and Farris [13], the ability of Computational Thinking (CT) skill is
closely related to learners’ STEAM core competencies. At the same time, there have
also been studies on applying Visual Programming Language (VPL) such (i.e. Scratch)
to the classroom for developing CT skills [12] and STEAM Competencies. Therefore,
this research will develop a VPL game which combined a Qualifying rank strategy of a
STEAM-oriented mathematic course. Then, it is hoped that learners can use VPL to
solve learning problems of STEAM concepts, and enhance learners’ STEAM core by
using CT skills.
2 Literature Review
In related research results, researchers found that the ability of CT is closely related
to the performance of learners’ STEAM core competence. Therefore, in recent years,
many studies have applied visual programming language (VPL) such as Scratch to the
classroom for developing CT ability, as a teaching tool for STEAM-oriented related
courses.
3 Research Method
3.1 Qualifying Rank Visual Programming Language Game (QVPLG)
In QVPLG, learners can perform game tasks in story mode. As more tasks are com-
pleted and the role experience accumulated in the game is worth increasing, the dif-
ficulty of the task will gradually increase. As shown in Fig. 1 below, learners can drag
the program grammar puzzle on the left to the execution area in the middle, and
observe the execution result of the program on the far right. If the learner can use the
grammar puzzle correctly to make the game character defeat the monster, the role will
be accumulated Experience points and gold coin rewards. After the character is
upgraded, the attack power in the game can be improved. Through this method of
developing strategies, learners can be more involved in the game. In addition, as the
difficulty of the task increases, it will echo with the development of game character
abilities and programming skills. The abilities developed in the story mode can also
give learners more advantages in the competitive mode.
As shown in Fig. 2 below, when learners use QVPLG to compete with their peers,
two learners with similar programming abilities (qualifying score, QC) must each solve
game tasks of the same difficulty level. At the same time, two learners will be able to
watch the opponent’s problem solving states when they were solving the problem, this
design is to make the competition have a greater impact tension. In this mode, during a
competition, two learners will have to solve the game tasks of three competitions
respectively, and the content of the tasks of both parties are exactly the same. There-
fore, the learner who completes the three tasks first will win and the QC value will
increase. On the contrary, the other learner will lose the QC value due to the loss in the
game. All learners can gradually develop the ability of programming and computational
thinking in this process by constantly competing with others of comparable ability.
Fig. 2. The screenshots of learners using the QVPLG to carry on a qualifying competition with
peer.
learners with different gender and different learning achievements in the experimental
group and the control group.
References
1. DeJarnette, N.K.: Implementing STEAM in the early childhood classroom. Eur. J. STEM
Educ. 3(3), 18 (2018)
2. Chen, Y., Chang, C.-C.: The impact of an integrated robotics STEM course with a sailboat
topic on high school students’ perceptions of integrative STEM, interest, and career
orientation. EURASIA J. Math. Sci. Technol. Educ. 14(12), em1614 (2018)
3. Lou, S.-J., et al.: Effects of implementing STEM-I project-based learning activities for
female high school students. Int. J. Distance Educ. Technol. (IJDET) 12(1), 52–73 (2014)
4. Fan, S.-C., Yu, K.-C.: How an integrative STEM curriculum can benefit students in
engineering design practices. Int. J. Technol. Des. Educ. 27(1), 107–129 (2015). https://doi.
org/10.1007/s10798-015-9328-x
5. Nam, Y., Lee, S.-J., Paik, S.-H.: The impact of engineering integrated science (EIS) curricula
on first-year technical high school Students’ attitudes toward science and perceptions of
engineering. EURASIA J. Math. Sci. Technol. Educ. 12(7), 1881–1907 (2016)
6. Özdener, N., Demirci, F.: Determining students’ views about an educational game-based
mobile application supported with sensors. Tech. Know. Learn. 24(1), 143–159 (2018).
https://doi.org/10.1007/s10758-018-9368-x
7. Schneider, J., Schaal, S.: Location-based smartphone games in the context of environmental
education and education for sustainable development: fostering connectedness to nature with
Geogames. Environ. Educ. Res. 24(11), 1597–1610 (2018)
Enhancing Students’ Learning Outcomes of a STEAM Permutations Course 99
8. Bressler, D.M., Bodzin, A.M., Eagan, B., Tabatabai, S.: Using epistemic network analysis to
examine discourse and scientific practice during a collaborative game. J. Sci. Educ. Technol.
28(5), 553–566 (2019). https://doi.org/10.1007/s10956-019-09786-8
9. Gao, F., Li, L., Sun, Y.: A systematic review of mobile game-based learning in STEM
education. Education Tech. Research Dev. 68(4), 1791–1827 (2020). https://doi.org/10.
1007/s11423-020-09787-0
10. Rollings, A., Adams, E.: Andrew Rollings and Ernest Adams on Game Design. New Riders,
Indianapolis (2003)
11. Chen, C.-H., Law, V., Chen, W.-Y.: The effects of peer competition-based science learning
game on secondary students’ performance, achievement goals, and perceived ability.
Interact. Learn. Environ. 26(2), 235–244 (2018)
12. Topalli, D., Cagiltay, N.E.: Improving programming skills in engineering education through
problem-based game projects with Scratch. Comput. Educ. 120, 64–74 (2018)
13. Prensky, M.: Digital game-based learning. Comput. Entertain. (CIE) 1(1), 21 (2003)
14. Erhel, S., Jamet, E.: Digital game-based learning: impact of instructions and feedback on
motivation and learning effectiveness. Comput. Educ. 67, 156–167 (2013)
15. Plass, J.L., Homer, B.D., Kinzer, C.K.: Foundations of game-based learning. Educ. Psychol.
50(4), 258–283 (2015)
16. DeCoito, I., Steele, A., Goodnough, K.: Introduction to the special issue on science,
technology, engineering, and mathematics (STEM) education. Can. J. Sci. Math. Technol.
Educ. 16(2), 109–113 (2006). https://doi.org/10.1080/14926156.2016.1166298
17. Yakman, G.: STEAM education: an overview of creating a model of integrative education.
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Innovation, Design & Engineering Teaching, Salt Lake City, Utah, USA (2008)
18. Hwang, G.-H., et al.: Differences between students’ learning behaviors and performances of
adopting a competitive game-based item bank practice approach for learning procedural and
declarative knowledge. Interact. Learn. Environ. 27(5–6), 740–753 (2019)
A LUPDA Assessment Model for Activities
in STEAM Education
1 Introduction
The National Science Foundation (NSF) began to use the term “STEM” in the 1990s,
which represents the abbreviations for Science, Technology, Engineering, and Math
[1]. With the announcement of the “Education Innovation Plan” by former US Presi-
dent Obama in 2010, STEM has further drawn educators’ attention (House, 2010).
Many pieces of research and policy reports have indicated the demand of STEM
education. Even, some countries believe STEM education is a crucial factor to maintain
the competitiveness in the global economy [2–4]. Furthermore, Yakman [5] proposed
that arts should be included in STEM to become STEAM (Science, Technology,
Engineering, Arts, and Mathematics) which help students to build engineering back-
ground with artistic aesthetics, particularly for engineering design.
Moreover, according to the employment forecast report issued by the U.S.
Department of Labor [6], it revealed that employment opportunities in future jobs will
be inextricably related to STEM-related occupations which will massively increase
from 2016 to 2026. However, to our best knowledge, few studies have focused on
developing a sound evaluation model corresponding to five disciplines of STEAM
activities [7]. Therefore, this study aims to develop a model that includes those actions
of learn, use, practice, design and apply based on the intrinsic objective of STEAM
education.
2 Method
3 Experimental Design
3.1 Participants
This study participants were fifth and sixth-grade students from five primary schools in
South Taiwan. A total of 30 volunteers were recruited to participate in training
workshop on the Micro:bit-Obstacle Avoidance Car (see Fig. 1). The participants were
102 Y.-C. Chien et al.
asked to complete a series of learning activities that are the hands-on activities related
the STEAM education. Because five students could not complete the experimental
procedure, their experimental data were deemed invalid and eliminated. To ensure that
all groups can able to complete the specific tasks, other 25 students (17 males and 11
females) were assigned to different groups according to their prior knowledge, and each
group is three to four students.
A LUPDA Assessment Model for Activities in STEAM Education 103
References
1. Sanders, M.: STEM, STEM education, STEM mania. Technol. Teach. 68(4), 20–26 (2009)
A LUPDA Assessment Model for Activities in STEAM Education 105
2. Anderson, E., Kim, D.: Increasing the success of minority students in science and technology.
American Council on Education, Washington (2006)
3. Chen, X., Thomas, W.: Students who study science, technology, engineering and mathematics
(STEM) in post-secondary education. U.S. Department of Education, National Center for
Education Statistics, Washington (2009)
4. Dowd, A.C., Malcom, L.E., Bensimon, E.M.: Benchmarking the success of Latina and Latino
students in STEM to achieve national graduation goals: Center for Urban Education (2009)
5. Yakman, G.: STEAM education: An overview of creating a model of integrative education.
In: Pupils’ Attitudes Towards Technology (PATT-19) Conference: Research on Technology,
Innovation, Design & Engineering Teaching, Salt Lake City, Utah, USA (2008)
6. U.S. Department of Labor, B. o. L. S. Computer and Information Technology Occupations
(2016). https://www.bls.gov/ooh/computer-and-information-technology/. Accessed 15 July
2020
7. Marshall, J.A., Harron, J.R.: Making learners: a framework for evaluating making in STEM
education. Interdisc. J. Probl.-Based Learn. 12(2), 1–13 (2018)
8. Bybee, R.W.: Advancing STEM education: a 2020 vision. Technol. Eng. Teach. 70(1), 30–35
(2010)
9. Lin, K.-Y., Yu, K.-C., Hsiao, H.-S., Chu, Y.-H., Chang, Y.-S., Chien, Y.-H.: Design of an
assessment system for collaborative problem solving in STEM education. J. Comput. Educ. 2
(3), 301–322 (2015). https://doi.org/10.1007/s40692-015-0038-x
Augmented and Virtual Reality
in Education
A Testing Case of Simulation Learning
in Nursing by Virtual Reality - Subcutaneous
Injection Training
Abstract. In this paper, a virtual reality based nursing skill training is proposed
to evaluate the learning efficiency improvement under the simulation learning
theory. To perform this goal, a VR subcutaneous injection scenario is constructed
and used as the skill training sample for the two-year college nursing students to
understand their experience during the VR training process. The constructed
training system includes completed step by step operations and the on line test
function to fulfill the interactive self-training and skill evaluation functions.
According to the designed goal, this learning methodology can achieve better
learning performance and increasing the learning motivation while reducing the
corresponding cost and effort significantly. It is observed from the students’
feedback that the learning strategy, compared with the traditional teaching
methods, can not only improves the student’s interest in skill training but also
enhances the learning performance. That is, the proposed teaching auxiliary
system can improve both the student’s interest and learning performance, and is
practical to extend into other skill training fields in the future.
1 Introduction
The initiation of this research comes from two observation facts. First, it is observed
that the nursing profession is facing a problem of shortage of nursing manpower due to
the rapid development of high-tech medical care environment. Secondly, the simulated
learning/training method is a powerful and fast growing strategy in modern education,
which replicates the context of real case in a safe environment and provides interactive
and feedback activities for students to achieve learning effect [1–6].
The cultivation of basic nursing skills is not only the core of nursing education, but
also an important factor for clinical nursing staff to play their professional ability. The
current nursing skills education method is that, with the help of simulated patients,
nursing instructors first explain the principles of skills and then demonstrate the steps of
skills. After that, students practice repeatedly according to the instructor’s demonstration
until they are familiar with whole process. At the same time, teachers can evaluate
students’ learning effect by observing students’ operation or actual tests. However, due to
the lack of standardization and repeatability of the instructor’s operation demonstration,
students lack of unified reference examples in practice, and students are not easy to detect
errors in the operation process, which affects the learning effect.
In recent years, AR/VR/MR technology has been widely used in different fields of
professional and technical fields, especially in the field of education [7, 8], thus edu-
cators must adapt teaching methods to develop the best teaching strategies. Since
virtual reality provides an immersive learner experience, it is very suitable for pro-
fessional skills training, and naturally also includes teaching in the field of medicine
and nursing [9–17]. Virtual reality based applications are evolving rapidly in the field
of health care due to the fact that VR applications can effectively save time and training
costs, can practice operations quickly, as well as help coordinate the skills of medical
professionals according to the relevant health care research. Kolb’s [18] study describes
how learners actively reflect on what they have learned in order to integrate new
experiences into the current knowledge base. After acquiring a higher level of
knowledge, learners actively try to integrate and reflect on knowledge in order to
internalize it for personal development. In addition, in learning theory, learning out-
comes are produced through continuous practice, rigorous evaluation and feedback
mechanisms [19]. By exploring various methods including false attempts, learners can
experience the immediate consequences and learn them. However, it is not acceptable
in a real clinical environment by such ‘tried by error’ approach. Under this consider-
ation, using VR operation does not cause patient safety risk and can provide learners
with valuable learning experience, thus this experimental learning theory can be
applied to the clinical education of VR simulation. In addition, numerous studies have
shown that this principle of education not only effectively helps students learn clinical
medicine, but also applies to expertise in aviation, sports, and musical performance.
The research shows that although nursing educators are incorporating immersive
VR into the curriculum plan, few people in Taiwan have carried out relevant research
on the application of immersive VR in nursing education. Compared with the tradi-
tional nursing teaching methods, simulation learning method will have more effective
learning effect, and involves the use of innovative technology to convey knowledge.
VR replaces reality with a computer-generated virtual environment, which inputs
objects and information into the environment and describes the environment to users.
Users can use sensors or controllers (for example, keyboard and mouse) to manipulate
or interact with objects in the virtual environment. The results show that virtual reality
education has greatly improved students’ psychomotor ability [12]. Other studies have
evaluated the learning results of VR education in students’ emotional aspects, such as
the improvement of communication ability and learning initiative, so the students can
achieve good learning effect through repeated skill learning process more quickly.
Subcutaneous injection nursing skill is a basic nursing skill. Through subcutaneous
injection, the drug can be absorbed slowly and produce continuous therapeutic effect.
The route of subcutaneous injection is in subcutaneous fat layer. Since it is slower than
intravenous injection, subcutaneous injection is often used as a way of administration
of vaccines and drugs such as insulin for diabetic injection. It is an important part of
subcutaneous injection skills to get into the appropriate depth. Medical staff suggest
A Testing Case of Simulation Learning in Nursing by Virtual Reality 111
that the drug should be injected into the subcutaneous tissue, which is the fat layer
under the skin. If the injection is too deep, the drug will be absorbed by the muscle
layer, which makes the drug absorption faster and less lasting, thus will cause pain
when the injection is to the muscle. On the contrary, if the injection is too shallow and
does not reach the subcutaneous tissue, the drug will be directly absorbed by the
epidermis, which will also affect the initial action and the action time of the drug.
Therefore, injection technique is very important. In recent years, due to the increasing
prevalence of chronic diseases and the aging of the population, the demand for sub-
cutaneous injection has increased greatly. Through the correct nursing of subcutaneous
injection, not only can achieve effective therapeutic effect, but also effectively prevent
the occurrence of infection or side effects. Therefore, in addition to the clinical nursing
staff in medical institutions, the nursing staff working in the field of family care must
also be familiar with how to operate subcutaneous injection correctly, thus it is nec-
essary to give them good skill training. However, due to the limited patients cases of
volunteers in clinical practice, and the lack of a large number of nursing skills teaching
manpower, most of the nursing staff in learning can only practice by simulating patients
or mannequins themselves, resulting in poor training effect. On the other hand, in
addition to the limited space, time, equipment and guidance manpower arrangement, a
large amount of consumables consumption has also greatly increased the cost of
practice, hence resulting in the reduction of training willingness of institutions and
trainees.
In view of this, a simulated learning strategy for nursing skills training is imple-
mented based on virtual reality technology and the subcutaneous injection skill is used
as the training example to demonstrate the effect of this learning model. From this way,
this learning strategy fulfills the concept of learning by practice while reducing the
related cost and effort significantly. It is observed and expected, by some test samples
feedback from the implemented system, that the learning strategy can not only
improves the student’s motivation in skill training but also enhances the learning
performance than the traditional teaching methods. Furthermore, it is also easy to be
applied into other skill learning and training fields thus is practical for the future
education and training purpose.
Descriptions of the research methodology include two aspects: The system prototype
implementation and the experimental design. For the system platform design, the
helmet-mounted device with PC is adopted in hardware construction for good
immersive fusion consideration, while the unity3D software package is used as the
development platform for the reason of compatibility. On the other hand, simulation
scenario contents and the feedback data collection method are also important. The
whole research methodology concept is described as follows:
112 C. Lai and Y. Chang
groups. In addition, students’ responses did not affect their assessment of course per-
formance, thus protecting students’ rights and ensuring the anonymity of transcripts.
The relative experience materials discussed include: 1. The experience of VR skill
learning, 2. What are the main differences between practicing in VR skill learning
environment and using traditional skill learning methods, 3. How to help users to learn
VR skills, and 4. What are their difficulties in learning.
To sum up, the proposed teaching support system provides an eco-friendly and self-
learning practical environment anytime and anywhere with gaining immediate learning
feedback and practical experiences for the students. Thus, learning motivation, effec-
tiveness, and efficiency can be improved dramatically by the proposed learning system
than the traditional teaching auxiliary ones. Moreover, expensive resources such as
nursing teaching aid, educational hardware, and realistic material can be reduced sig-
nificantly by the virtual 3D models and scenario.
Fig. 8. Completing the training without limitation of tutor manpower, space, and time.
Fig. 9. Immediate feedback (video and statistics) both for students and teachers.
4 Conclusions
References
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National league for Nursing, New York (2007)
2. Waxman, K.: The development of evidence-based clinical simulation scenarios: guidelines
for nurse educators. J. Nurs. Educ. 49(1), 29–35 (2010). https://doi.org/10.3928/01484834-
20090916-07
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first clinical practice combined with simulations. Nurse Educ. Today 34, 252–258 (2014).
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5. Ahn, H., Kim, H.: Implementation and outcome evaluation of high-fidelity simulation
scenarios to integrate cognitive and psychomotor skills for Korean nursing students. Nurse
Educ. Today 35(5), 706–711 (2015)
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art and perspectives. In: Proceedings of eLearning and Software for Education (eLSE),
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Experiential Learning Through Controlling
and Monitoring a Real-Time 3D House Using
LabVIEW in a Virtual Laboratory
1 Introduction
The paper presents a very useful, innovative and compact laboratory, which is both
simple and complex at the same time. HOME I/O is an interactive “smart house”
simulation that also makes use of the surrounding environment. It is designed to cover
a wide range of curriculum targets in science, technology and engineering. With the
help of these simulations, it was possible to treat automation topics such as thermal
behavior, light control, energy efficiency, even the protection provided by the alarm
system, topics that are part of everyday life. The main purpose of the Home I/O
simulator is to introduce the concepts of automation using an interactive smart home
[5].
Equipped with the most common automation devices, HOME I/O requires the
design of control solutions and the understanding of the energy impact of their com-
missioning. LabVIEW can be used to directly control Home I/O.
Alternatively, HOME I/O can also be used as an interface with external tech-
nologies, allowing the simulator to be easily connected with PLCs, Microcontrollers,
Modbus or many other technologies.
In Fig. 1 it is shown a block diagram of a smart house automation that uses
LabVIEW software as the main program and LabVIEW NXG for remote applications.
This system uses LabVIEW for a logical design and LabVIEW NXG for devel-
oping the interface of the automated house to be used on almost every portable gadget
that can access a page on a browser. For connectivity between programs, .NET VI’s
(LabVIEW’s virtual instruments) are used from function palette, in the connectivity
category. These are used with the selected class of Engine I/O that makes the nodes
become memory maps for the simulator’s inputs and outputs as shown in Fig. 2.
Fig. 3. House outside view and its exterior lightning command panel.
lights are turned on only in the evening according to the user’s desired brightness level
(Fig. 3).
Central Alarm. The alarm system of the house is provided with motion, windows and
doors sensors. At the same time, the simulator contains two sirens, an external one for
breaking open windows and doors, and one located inside, for the motion sensors. For
instance, in armed alarm mode, if the motion sensor in one of the rooms, marked on the
control panel as a LED, detects a movement, the internal alarm automatically starts and
the color of the LED changes, warning the user in which room the movement occurred.
Each value of the motion sensors is read via the memory map with the selected input
type and the memory address (Fig. 4).
Fig. 4. Example of the LabVIEW code within the logic of the burglar alarm.
Heating. The automatic heating system aims to create a comfort that is as pleasant as
possible from a thermal point of view for the people living in the house. By simply
setting the temperature on the thermostat, this control takes the information and adjusts
Experiential Learning Through Controlling and Monitoring 123
it according to the environment. The Home I/O simulator provides the LabVIEW
control program with various parameters from the house sensors, such as the outside
temperature, the chosen temperature in the room for control and the temperature set on
the thermostat. The room temperature is influenced by both the radiator and the status
of the doors or windows. The outside temperature varies in time and can be set between
the minimum and maximum parameters on the Home I/O program interface.
Due to the existence of thermal inertia after turning off the radiator, a control loop
that sends the set value to the property node, depending on the difference between the
ambient temperature in the room and that set on the thermostat was used (Fig. 5).
A night heating cycle can be seen on the graph, and with its help the heating
phenomenon can be visualized. The set temperature is marked with green and it
remains constant as long as the thermostat suffers no changes. The existing temperature
in the room is marked with red and it is also greatly influenced by the outside tem-
perature, marked with white on the graph (Fig. 6).
Depending on the difference between the outside and the room temperatures, the
program adjusts the value transmitted to the radiator so that at a larger difference, it
operates at a maximum power. When the two temperatures start having closer values,
in order to reduce the phenomenon of thermal inertia as much as possible, the value
transmitted by the control loop will decrease until the two temperatures reach an
approximately equal level.
Internal Lightning. The lightning scenarios can be a good way to learn how to create
a complex user-defined automation. A brief algorithm for studying the internal light-
ning system would be that the user can define the value of the brightness he wants via
the slider bar. During the day, if the cursor is set to the minimum brightness, the shades
can close automatically, creating the visual comfort desired by the user. Otherwise, if
the set brightness is higher than the room brightness, the shades will rise automatically,
or stop at a level so that the value set and the value read by the brightness sensor are
approximately equal. During the day, even if the desired brightness is set to maximum,
as long as the room light does not fall below a certain minimum threshold, for a more
efficient consumption, the LEDs do not light up. To create a pleasant comfort, in the
automatic mode during the night, all drapes are closed. A real-time view of the opening
and closing of the shades can be implemented in the front panel.
In Fig. 7, a loop is used in order to adjust the brightness in automatic mode, which
makes a difference between the brightness selected by the user and the brightness
outside.
To control the blinds, the program compares the set brightness values with the
interior of the room. If the set value is higher, the shades go up, as long as the two
values do not reach equality. In the case where the set brightness is lower, the shades go
down. When the two values become equal, the false value is sent to the curtain property
node, stopping.
Experiential Learning Through Controlling and Monitoring 125
Fig. 8. MyRIO simple setup example for control of the brightness in a room.
then processed in LabVIEW to automate the lights in the simulator. There are a lot of
experimental ideas that can be developed in this virtual laboratory with a little bit of
imagination. Students given this opportunity, can start learning basic principles of
home automation using a microcontroller and understanding sample electronic com-
ponents (Fig. 9).
4 Conclusion
Since the creation of the first household appliances, electronics have evolved a lot.
Today everyone can benefit from the slightest automation or control of electrical
devices. Automated homes have become a common thing in our daily lives and more
and more people can benefit from them. The increasing demand for specialists in the
field of automation technology has led universities to treating smart home automation
as a possible subject of learning. This research aims to bring an alternative solution to a
Experiential Learning Through Controlling and Monitoring 127
laboratory that can have a lack of equipment and present safety concerns. The demand
for virtually held laboratories and workshops is greatly increasing as the world tries to
move as much as possible into an online environment.
The processes of the experiment can be executed multiple times, without any risk to
the user or the equipment. Moreover, students can enhance their learning skills by
using their creativity to discover and develop new scenarios of automation. This lab-
oratory is based on the possibility of controlling the most common electrical compo-
nents in a house. It can monitor and control home temperature, lights, alarm and even
the access through garage doors or gates. The system-design platform used to control
the simulator is LabVIEW which is a visual programming language used by techni-
cians who work in the field of automation and not only.
Based on the authors experience after using the presented system, it can be con-
cluded that the virtual laboratory is a great help for students and teachers. It is not only
a more cost effective solution but it can be repeated in countless ways allowing students
to use their imagination in creating something innovative and also fun.
Acknowledgement. This paper was supported by the project “Advanced technologies for
intelligent urban electric vehicles – URBIVEL - Contract no. 11/01.09.2016”, project co-funded
from the European Regional Development Fund through the Competitiveness Operational Pro-
gram 2014-2020.
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what-is-experiential-learning/. Accessed 10 Oct 2019
7. Doering, E. (ed.): NI myRIO Project Essentials Guide. National Technology and Science
Press (2014)
8. LabVIEW NXG page manual. http://www.ni.com/documentation/en/labview-web-module.
Accessed 11 July 2019
Students’ Attitude Toward Learning
and Practicing English in a VR Environment
1 Introduction
Virtual Reality technology has become a part of civilization in enhancing better edu-
cation and quality life. Learning English has become a “must do” activity in Taiwan,
many people attend a cram school; a language teacher lectures the lesson and corrects
students’ mistakes. It is the most traditional and effective way. However, some people
do not have extra time to go to a private lesson, some people suggest they need more
opportunities to practice what they learned in class; some people think when they have
questions, they have trouble receiving assistance. There is another popular way of
learning by reading L2 magazines and watching movies or YouTube. Students listen to
the content and practice by themselves. Nevertheless, students may need help to dis-
tinguish if they perform their understanding correctly. In addition, Virtual Reality is
able to act like a supportive intervention in improving performance and understanding
in L2. VR technology has been applied in many uses, it is the support of high inter-
activity and the abilities for educational and training purposes for presenting a virtual
environment that resembles the real world [1]. Consequently, this study was aimed to
investigate whether the integration of Virtual Reality helped increasing L2 learners’
learning attitude and usefulness. VR technology offers a platform about the autonomy
of the students and makes them more motivated and passionate. It gives not only a
groundbreaking way to mediate learning opportunities but also lead students to an
immersive learning environment by stimulating onto the learner’s physical reality.
2 Literature
always allowed to control, adjust, and modify the context, curriculum, target, and
theme when using VR to assists teaching and learning.
3 Methodology
research recently [12]. The use of quantitative and qualitative methods are components
in a mixed methods study [13]. Therefore, students’ experience in using VR to enhance
language learning offered valuable data to improve the teaching and the system.
117 freshmen (101 males and 16 females) participated in the study. A list of ques-
tionnaires of students’ attitude towards learning English via Virtual Reality learning
system was rated on a five-point Likert scale. The Likert scale items explain different
levels of formation toward changes in attitudes. L2 learners’ emotions, liking, disliking
(and the reason behind it) were designed and organized in the semi-structure interview
132 Y. L. Chen
questions to identify the factors that affected learners’ learning attitude toward English
learning. Participants were assigned to use VR language learning system with the given
scenario after the lesson was taught. 7 female and 8 male students were randomly
selected to provide the feedback on their VR learning practice. Observations on par-
ticipants were conducted for an entire semester in the classroom and while students
experienced the VR language learning system. A field journal was conducted for a
researcher to maintain self-awareness [14]. Furthermore, three instructors with English,
electronic engineering, and communication engineering backgrounds were the coun-
selors for ensuring open-ended questions were in the research scope.
Table 1. Mean and standard deviation of student’s attitude of learning English through VR.
(from “strongly disagree” to “strongly agree”).
Items M S.D
Attitude in Learning English through VR:
Learning through VR helps me in acquiring English? 4.38 0.77
I like to use VR technology to learn and practice English? 4.22 0.54
Learning from VR helps me remember and develop vocabulary effectively? 4.01 0.95
The use of VR makes learning English easier and faster? 4.01 0.96
learning through VR was rated as (M = 1.33). When using the VR English learning
system, students don’t need an instructor was scored as (M = 1.42), which means most
of the students still need the assistance from their instructor. Participants feel that they
waste their time by using VR learning system was scored as (M = 1.17). Participants’
negative attitude of learning English through VR were given scores of under 1.5,
students’ negative learning attitude toward VR system is very low (Table 2).
Table 2. The mean and standard deviation of students’ negative attitude of learning English
through VR: The Mean and Standard Deviation (from “strongly disagree” to “strongly agree”).
Items M S.D
Participants’ negative attitude of learning English through VR:
Using VR language learning system wastes my time? 1.17 0.58
I feel bored while learning through VR? 1.33 0.66
VR language learning system is useless? 1.48 0.84
I do not need an instructor when using a VR language learning system? 1.42 0.78
“VR” human instead of a real person. I practiced the conversation drills with less stress,
and I don’t worry about making mistakes. (June, female student)
“VR has given significant changes to my language learning; This is my first time
using it. I felt like I am in the real environment. English learning becomes more
entertained and interactive” (June, male student)
“VR provides opportunities for me to learn the target language which related to the
daily life situation. I can practice the target language which related to real-life and the
textbook material especially when I just learned from the class. I have ways to
memorize new words and grammar rules.” (May, male student)
Students addressed that feedback from the instructor is essential to facilitate
improvement in the learning outcome. Students expressed their opinions on teachers’
attitude and support; they anticipate their teachers to be well-prepared and motivated in
teaching.
“Although VR enables me to practice my English before and after class. I person-
ally like the instructor to provide specific feedback or suggestion to my practice right
away.” (June, female student)
“I think teacher with creative and innovative teaching method is important. Their
open-minded and knowledgeable toward new learning activity motivate students learn
and practice their English. (June, male student)
“I think interactive language learning is the best way to improve my English. If the
instructor is passionate for his or her class, Students’ learning outcome will be positive
and motivated. I like to learn English through real-life material and like to connect the
learning with VR” (May, female student)
Research Question 2: Students’ attitude of usefulness of how VR facilitates their
target language learning?
Opportunities of scenario-based learning were provided to L2 learners. Participants
were welcomed to use VR language learning system to achieve better learning
outcome.
Students’ Attitude Toward Learning and Practicing English 135
“Using VR system to practice my English is very useful, I can image when I need
to go abroad or transfer in an international airport, I will not be too shy in speaking
English in the public. I will probably feel like I have understood the process of
checking in and going through the custom. Although Covid-19 keeps everyone away
from the airport, I believe when we have the cure. I will have the chance to go abroad
and use what I learned from the class.” (June, female student)
“I was shy in speaking English in the public, I used to worry that what should I do
when I need to work at the hospital and use those medical terms at the work place.
After practicing English with VR technology, I realize that speaking English is not that
difficult. I was very shy and lack of confident but VR is very helpful. I think I improve
a lot compares to the past.” (May, male)
“I was not sure if VR can improve my English. I thought it was useless at the
beginning. Then, I was forced to practice English with VR system after class. I think
the motivation in learning English is very important, I used to feel bored in class
because I don’t like to join any conversation or activity. Honestly, after practicing
English by VR technology, learning becomes real and assessable.” (June, male student)
“VR is a very useful technology. It really helps me a lot by providing me easy
access to the real-life English environment. Applying what I learned in the daily life is
fun and stress free. I am satisfied with the technology this course provided. This course
is valued and I become an active learner” (May, female student)
5 Conclusions
VR applications for language education will possibly become easier due to the
development and popularity. This study specified that VR language learning system
was a useful technology for developing autonomous language learners. According to
[7] VR technology offers instant interactive exercise and provides real-life opportunity
in language learning. Language learning with the technology support flourishes under
innovative and inspired education. Effective practical opportunities develop students’
positive attitude in L2 learning. VR English learning system plays a significant role in
enabling students deal with their shortages. VR allows educators to take advantage on
supporting students and reducing gap between lecture and practice. VR language
learning system assists L2 teachers to develop understandable instruction and adapt
curriculum-based activities and course work, moreover, assisting L2 learners improve
their learning outcome [8]. Participants in this study shows positive attitude and
motivation in using VR language learning system in acquiring their English ability.
A high functioning VR L2 learning environment can be an effective assistance or a
private tutor to meet the needs of the students before and after the class.
References
1. Lee, E.A.-L., Wong, K.W.: A review of using virtual reality for learning. In: Pan, Z., Cheok,
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theory and its reflection on practice. Procedia-Soc. Behav. Sci. 2(2), 4502–4506 (2010)
10. Mensah, J.K., Okyere, M., Kuranchie, A.: Student attitude towards Mathematics and
performance: does the teacher attitude matter? J. Educ. Pract. 4(3), 132–139 (2013)
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San Juan (2014)
13. Caruth, G.D.: Demystifying mixed methods research design: a review of the literature.
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The Impact of Applying Virtual Reality
Technology to Spatial Ability Learning
in Elementary School Students
Abstract. This study explored the effects of virtual reality (VR) technology
applied to spatial ability learning in elementary school students. As supplement
materials to the Geometry Unit in the curriculum, the learning materials were
developed based on the mathematics competence indicators for fifth and sixth
graders in Taiwan. Designed to enhance spatial concept and logical thinking, the
materials tapped into VR technology to transform two-dimensional graphics into
three-dimensional spaces, in view of effectively solving the problem of learning
abstract 3D spaces. A quasi-experimental method was used to understand the
influence of different learning methods on students’ learning effectiveness and
interest in learning. The experiment found that (1) the use of interactive VR
learning materials significantly improved student’s spatial ability; (2) using VR
learning materials enhanced the learning effectiveness of students with low
achievement in mathematics; and (3) the introduction of VR learning materials
improved students’ motivation for learning spatial concepts. The findings
showed that the digital learning materials developed in this study were beneficial
to the teaching effectiveness of teachers and the learning needs of students.
1 Introduction
orientation. In the real world, there is a need for spatial ability training. For instance,
space design, architectural modeling, graphic design and industrial design all require a
good spatial competency foundation before one can understand and produce engi-
neering and design drawings. Spatial orientation must be cultivated from a young age,
and its related learning contents, e.g., length, area, surface area, volume, have a great
impact on future ability development. Mathematics learning focuses on a logical
framework in a stepwise manner. Conventional teaching of spatial ability usually uses
three-dimensional perspective graphics as an aid to spatial concept formation. How-
ever, some students are unable to use perspective graphics to associate with three-
dimensional solids, leading to frustration in the learning process and refusal to learn.
In recent years, the popularization of VR technology has given rise to various
studies on VR in education [2]. The three characteristics of VR, i.e., immersion,
interactivity and imagination, allow learners to learn as if they are in a real situation
during the learning process, while the visual and auditory effects of VR create an
immersive and imaginative learning experience. VR is able to attract learner attention,
induce their feelings, and enhance the affective and cognitive learning effects [3, 4]. In
addition, the tactile simulation and sensory feedback in VR devices allow users to
interact with virtual objects [5] and promote active learner engagement [6, 7].
Learning mathematics should be an enjoyable experience, and its learning process
should be embedded into a context that develops ways of understanding and thinking.
In mathematics education, problem solving, a medium for learning math concepts and
skills, is considered an important part of the curriculum and is a topic of ongoing
interest by educational researcher [8]. In this study, an interactive VR-based three-
dimensional space learning platform was developed in view of enhancing the devel-
opment of spatial concepts on position, distance, and displacement in elementary
school students. With this learning platform, such concepts in three-dimensional space
can be enhanced through operating different actions, such as combination, stacking and
movement of solids, in a constructed virtual space. An experiment was designed to
understand the effectiveness of this platform on spatial ability learning and the impact
of VR introduction on the learning motivation of students.
2 Application Implementation
The system was developed using Unity 3D game engine and designed with 3D objects,
interactive scenes, learning situations and scoring functions. A complete VR interactive
learning environment was created through the use of VR headsets, controllers, and base
stations. The learning platform was designed with 2 units: unit 1 is the basic cognitive
sense of space and three-dimensional concepts, involving the learning of volume,
length, units and distance; and unit 2 focuses on the placement and creation of various
three-dimensional objects, where learners are taught to use operations such as flipping,
stacking, maneuvering, and assembling to construct three-dimensional structures.
Virtual characters were put in place to guide learners through the learning process and
score calculations (see Fig. 1).
The Impact of Applying Virtual Reality Technology 139
3 Research Methods
Fig. 2. Control group students using physical blocks to assist in their learning.
Fig. 3. Experimental group students using VR learning transform to assist in their learning.
years of mathematics teaching experience, and the learning content of the two classes
was the same.
Table 2. Analysis on the learning effectiveness of students with different mathematical abilities
in the experimental group.
NPre-test Post-test t
M S.D. M S.D.
Low achiever group 14 69.14 7.98 79.64 13.07 −4.89***
High achiever group 10 89.12 5.51 93.90 5.41 −3.02***
***
p < 0.001
Table 3. Analysis on the learning effectiveness of students with different mathematical abilities
in the control group.
N
Pre-test Post-test t
M S.D. M S.D.
Low achiever group 10 72.00 8.42 70.55 13.80 −0.31
High achiever group 16 89.23 4.64 89.71 9.78 0.25
p < 0.01). In the learning motivation of the control group, the mean pre-test and post-
test scores were 3.97 and 3.77, respectively. The paired-sample t test (t = −0.16,
p < 0.876) did not reach statistical significance (as shown in Table 4). Student learning
motivation in the experimental group increased from 3.89 to 4.41 after using the VR
learning platform, showing the integration of VR learning materials in learning can
effectively enhance students’ learning motivation. Meanwhile, the learning motivation
of students in the control group dropped from 3.97 to 3.77, suggesting that the lack of
variation and innovation in the conventional textbook-based learning model can lead to
low learning motivation which in turn affects learning effectiveness.
5 Conclusion
References
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Press, London (1964)
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immersive virtual reality applications for higher education: Design elements, lessons learned,
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computational problem solving. Comput. Educ. 57(3), 1907–1918 (2011)
Educational Data Mining and Learning
Analytics
Competence Mining to Improve Training
Programs
1 Introduction
1
Formerly the Joint Information Systems Committee (https://www.jisc.ac.uk).
Competence expresses “What is a human capable of?” [5]. Hecklau et al. [6] classified
future competencies into four categories based on macroenvironmental analysis.
Technical competencies are knowledge, skills and abilities related to work. Personal
competencies are motivations and attitudes of people. Social competencies are abilities
to cooperate, communicate with other people. Methodological competences are to
support decision making and problem solving. Wikle & Fagin [7] distinguished
hard/technical and soft skills as competences. Hard skills are learned or professional
competencies, soft skills are generic ones. Lippman et al. [8 pp. 4] defined soft skills as
“a broad set of skills, competencies, behaviours, attitudes, and personal qualities that
enable people to effectively navigate their environment, work well with other and
perform well”. In the previous decades, there was a paradigm shift in education that put
students in focus instead of teachers. European Qualification Framework represents this
endeavour well. It advises to focus on what “students are expected to achieve and how
they should demonstrate what they have learned” [9]. The emphasis was shifted from
the learning output to learning outcome possessed by students. Conceptualizing
learning outcomes helps in designing curriculum including teaching and learning
activities, assessment methods and in creating transparent training programs. In
Gagné’s theory, the planning of education programs starts with the identification of
learning outcomes followed by the construction of the task analyses – or in other
words, the learning hierarchy – that are responsible for execution of measurable
Competence Mining to Improve Training Programs 149
activities [10]. Technical/methodological competency and hard skill are very similar
concepts. Social or personal competencies can be considered as soft skills. The original
goal of Benjamin S. Bloom was to elaborate a better way to compare results of various
training programs and test methodologies in 1956. His method provided guidelines for
elaborating various training programs subordinated to learning outcomes. Terminol-
ogy, structural changes, and changes in emphasis were made in its revised version. The
Revised Taxonomy contains six categories: Remembering, Understanding, Applying,
Analysing, Evaluating, Creating. Specific verbs are selected to describe these cate-
gories [11]. In summary, it was presented that outcome-based training development
requires well-defined and measurable learning outcomes which are expressed by
competences. Revised Bloom taxonomy presents six cognitive levels of complex
thinking that are measurable by tasks achieved by students. Verbs describing these
levels can be applied to extract competences or skills from job ads (see Sect. 4). Our
research goal is to develop a competence mining method to identify, extract compe-
tences needed to fill job vacancies in order that training programs can be adjusted to
this competence set. Business process model serves as a basis of this text mining
process because it contains tasks which activity part can be connected to the revised
Bloom taxonomy. It also provides additional information to understand the complexity
of these tasks and other related factors. Hard skills or technical/methodological com-
petencies are connected to tasks primarily that is why our purpose is to mine these
competences instead of soft skills or social/personal competencies.
3 Related Work
OECD2 Skills for Jobs database3 is designed to measure skill shortage and surplus.
Indicators to reveal these discrepancies were created based on five sub-indices: wage
growth, employment growth, hours worked growth, unemployment rate, under-
qualification growth. These macro-economic indicators are to estimate changes in
occupation groups and related skill sets [12]. CEDEFOP4 Skill Forecast uses quanti-
tative methods to forecast future trends in sector, occupations, and qualifications. Skill-
OVATE is an online vacancy analysis tool for Europe. It provides insight into skills
and jobs requested by employers. Data are fetched from job portals, employer’s portals
etc. but within a given time and not dynamically [13]. Bakhshi et al. [14] used
occupations ranked by experts to create machine learning method for analysing future
competence needs. Skill market gap analysis of SMART system is to identify gaps
between competences can be acquired by a tourism-specific training program and
labour market needs in tourism industry. This system also processes job ads but uses
domain ontology and not process ontology to identify competences in them [15]. Skill
gap analysis is a hot topic currently, hence the above-mentioned researches are just few
examples among different projects and initiatives. However, they are different in
2
Organisation for Economic Co-operation and Development.
3
https://www.oecdskillsforjobsdatabase.org.
4
Centre Européen pour le Développement de la Formation Professionnelle.
150 I. Szabó et al.
methods: quantitative and/or text mining, machine learning methods are applied. Our
approach distinguishes from that based on the fact that it provides a tool to monitor
labour market needs and it uses process ontologies as underlying knowledge.
Our main purpose is to analyse competences are required to fill a position. Several
positions can be digitally transformed due to technological innovations (like self-
driving forklift or mobile app). A reference business process model considering these
innovations holds background information to process job vacancies in meaningful
manner. The process-based text mining process is illustrated by Fig. 1. At the begin-
ning, the structure of a process model is designed (task as process step, role as job role
and required skill to execute this task by this role).
The business process model is implemented by using BOC ADONIS modelling
platform5. ADONIS is a graph-structured BPM language. The ADONIS modeling
platform is a business meta-modeling tool with components such as modeling, analysis,
simulation, evaluation, process costing, documentation, staff management, and import-
export. Its main feature is its method independence. Our approach is principally
transferable to other semi-formal modelling languages. The models can be exported in
the structure of ADONIS XML format. There are several parameters that can be set or
defined when modelling a business process. The shell of a business process can be
easily formed with activities, decision points, parallelism or merging objects, logical
gateways and events. A prototypical java tool was developed to transform the business
process into a process ontology in OWL format. For the mapping the conceptual
models to ontology models meta-modeling approach have been used. The “conceptual
model - ontology model” converter maps the Adonis model elements to the appropriate
ontology elements in meta-level. The general rule used in our approach is to express
each ADONIS model element as a class in the ontology and its corresponding attributes
as attributes of the class.
Meanwhile a Python crawler fetches information about job vacancies from the
selected job portal. Data cleaning and data prep process are executed before the text
mining. The process-based text mining identifies patterns of part-of-speech tags (e.g.
verb followed by noun) to get a list of expressions describing tasks (see Bloom tax-
onomy). The algorithm calculates the semantic distance of these expressions (e.g.
create quality) from the business process elements of the process ontology (e.g. check
quality). Similarity coefficients are used to do this calculation. The list of expressions is
filtered by the value of the selected coefficient and by the descriptions of process
elements. Remained expressions as descriptors identify process elements (like tasks) in
job ads. Job ads contain information about when and where these process elements
were required and by which position. An extended table is used to analyse task-related
competences regionally, in time and based on positions. The theoretical background of
5
BOC Group: Business Process Management with Adonis, http://www.boc-group.com/products/
adonis/en/.
Competence Mining to Improve Training Programs 151
this process has been presented in [16]. This paper presents how business process
models can provide additional information in processing job vacancies versus basic text
analytics method. The whole process is illustrated by the purchasing process including
activities performed by warehouse managers.
6
The BPMN model and the transformation program are available on the GitHub (https://github.com/
szabinaf/BPM2OWL/).
152 I. Szabó et al.
First, word, phrase frequency analysis was executed and word and phrase cloud
was generated (see Fig. 2). From the point of gathering competence the most used
words as “TEAM”, “WAREHOUSE” and “ENSURE” cannot add useful information.
7
uk.indeed.com.
Competence Mining to Improve Training Programs 153
Looking into the most common terms like “COMMUNICATION SKILLS”, “CON-
TINUOUS IMPROVEMENT”, “HEALTH AND SAFETY” seem more relevant infor-
mation. Analysis of the top 25% (1247 out of 4986) of used phrases provides valuable
insight of needed competences such as “PROBLEM SOLVING”, “EXCELLENT
COMMUNICATION SKILLS”, and “MANAGING A TEAM”.
Figure 3 shows the most important words and phrases of job descriptions according
to TFIDF8. It provides good opportunity to find additional necessary competences like
“TEAM MEMBERS”, “ATTENTION TO DETAIL”, “PROBLEM SOLVING”.
Then co-occurrence analysis was performed and different similarity coefficients
(like Jaccard, Sorensen, Association strength, Adjusted Phi Coefficient) [17] were used
to measure the distance between “ability/able”9 keywords and words of job description
field data (see Fig. 4). In groups made with different coefficients, many common words
appeared like “DEMONSTRATE”, “WORK”, which confirms the importance of these
words among the competencies of the warehouse manager position. It is also worth
noting that among the words close to the keywords “ability” and “able” it can be found
a number of verbs also used in Bloom taxonomy, such as “DEMONSTRATE” (in
group Apply), “MANAGE” (in group Analyze), which confirms the effectiveness of
our research. It worth mentioning that the similarity scores of text analytics are very
low which indicates partial role in information.
8
TFIDF (term frequency-inverse document frequency): a statistical measure that evaluates how
relevant a word is to a document in a collection of documents.
9
The “ability” and “able” as keywords were used to describe the meaning of competence.
154 I. Szabó et al.
Fig. 4. 15 proximate words to “ability” and “able” based on different similarity coefficients
processed enough job ads to present how to use extracted tasks as technical/
methodological competences or hard skills to improve curricula of training programs.
5 Conclusion
This paper presents how to use business process models to extract competences from
job vacancies and how to use the results to improve training programs of educational
institute. It illustrates through an example what competences are provided to stake-
holders with using traditional text mining or process-based text mining Comparing
these methods, it revealed that additional information are required to filter the corpus or
glossary, to highlight system usage information, and to manage multiple roles in
positions. The process model ensures these information, because systems, executors
and tasks are connected in it. In this way, process-based text mining discovers more
specific competences versus traditional text mining. A tool built on this method is
capable of detecting what kind of systems and transactions should be operated by the
warehouse manager. Information about mass competences needs distributing regionally
and timely are used to reform training programs or optimize human resource training.
Stakeholders can reorganize the educational portfolios, and also manage capacities. The
key limitation of this study is that it largely depends on the phrases and terms used in
the process model. In the future, alternative terms will be incorporated into our model
and the scope of the business process model will be extended, and the pattern sets will
be expanded.
References
1. JISC: Preparing for Education 4.0. https://www.timeshighereducation.com/hub/jisc/p/
preparing-education-40. Accessed 2019
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Personnel Learning Behavior
in the Workplace: A Study of Workplace
Habits
1 Introduction
Nowadays, plastic packaging is the most contributing business to help grow economy
in Thailand. Among the ASEAN countries, Thailand has the competitive advantage on
production technology, services, and innovations over other countries in this region.
However, Department of International Trade Promotion (DITP), Ministry of Com-
merce in Thailand, revealed that key challenges for growth in this business area in the
future will be a lack of labor and low skills of labor problems. [1] From the survey,
plastic manufacturers mentioned this root cause, the fundamental education system in
Thailand, i.e. the teacher treating students to be followers not for leaders. In addition,
the education in the classroom does not facilitate learning activities to enhance self-
paced learning [2]. Therefore, when they were employed by enterprises, new workers
cannot utilize learning skills to find the answers for problem-solving situations and thus
impacting the efficiency of the enterprise for competition in the market. To eliminate
the labor skill problem, the enterprises would consider a method to develop knowledge
and skill of their employees, especially with technical staff, who are responsible in the
product quality control department and technical service support, as these are the most
critical topics for plastic packaging manufacturers in Thailand. Therefore, workplace
learning was focused on and defined as the Human Resource Development
(HRD) program for developing a superior workforce for organization and individual
employees who can achieve their work goals to best service the customers. That is the
key importance for enterprises; to develop new knowledge delivery method that
ensures skill competency. Moreover, lifelong learning and continuous learning were
highlighted both for individuals operating in the learning system and for organizations
competing in the international marketplace. In fact, workplace learning is recognized as
moving from institutional education into normal life situations, taking place at work
and other life areas and relating to improving the skills of employees and enhancing
their knowledge, which may be either formal or informal. Presently, informal learning
in the workplace has become an increasingly important tool for training employees.
However, there is no specific way to prove how to effectively deliver knowledge and
skill to employees in organizations since the differences of culture and the urgency of
the enterprises to develop their employees varies greatly. In addition, when we talk
about workplace learning, it is almost related to adult learning and can be defined as the
acquisition of knowledge and skills by formal or informal means that occur in the
workplace. To develop the suitable learning model for workplace learning, the
understanding of current situations of learning behavior for personnel in the workplace
is necessary. Therefore, the purpose of this study in context of workplace learning, or
working with learning, is to explore the current state of learning behavior for personnel
in workplaces around Thailand. Among the key research questions, two are very
important, as follows:
1. How is the learning behavior way for technical people in workplace settings today?
2. How is the comparison between the 3 factors influencing to learning behavior of
personnel in the workplace?
2 Literature Review
operations [15]. Among the most recent learning behavior developments, is the forming
of organizational networking, learning with that goal, which is to enhance knowledge
sharing and creating new improved work practices. In Finland, the Ministry of Labor
has launched a national program for learning networks which aims to develop coop-
eration between research institutes and working life organizations to advance organi-
zational development. Network learning will establish with independent participants
who can be either be individuals or organizations and can also be defined as a kind of
loose organizations of learning in and outside of networks as a form of organizational
learning [16, 17]. A general aim of network learning is usually to provide a forum for
knowledge exchange, creation, and transformation. Therefore, typically for network
learning, there is an exchange of knowledge, which takes place mutually but not
necessarily symmetrically. From the training and development survey, it was found that
over 80% of UK organizations were using coaching and mentoring to develop at least
some of their employees in an organization [18]. This learning method concerned
improving an employee’s skills, performance, and behaviors within their present job
role as a task-oriented form of personally, tailored training typically short-term with a
task focus [19]. While mentoring is often oriented an exchange of support, learning or
guidance for the purpose, it is not only for task focus, but also includes personal, career
path and spiritual related areas. Together with 2 parts of coaching and mentoring,
coaching also supports and helps people to know the way to do something more
effectively in parallel to help deal with future changes and promotions.
3 Research Objectives
1. To study and understand existing learning behavior.
2. To compare factors, influence to learning behavior for technical staff of flexible
plastic packaging enterprises in Thailand.
4 Research Methodology
From the reviewed research methodology used in this field [20], it was found the most
common ways have been survey study because it gave the proper approach to gain
quick feedback from target respondents who are working in the manufacturing enter-
prises. The study employed a quantitative research design and research data was
extracted from the fieldwork. A methodology based on inductivist approach was used
to explore the participants’ experiences, thoughts about learning behaviors.
4.1 Participants
The population on this research is technical staff who work for flexible plastic pack-
aging companies in Bangkok 248 people. The sample was selected from multistage
sampling from the location and size of the factory and become with 75 technical staff
who were undergoing some type of workplace learning, through participant surveyed.
according to their individual opinions. The last stage for data analysis, the statistic
package, SPSS program, was used to analyze data gathered from questionnaires. With
descriptive statistics, described information with percentage, means and standard
deviation were computed and analyzed.
5 Results
According to the surveyed target audiences with 75 participants and data about general
characteristic, learning behavior and factors influence learning of personal in the
workplace were analyzed shown as follows.
and followed by a confidence factor of average level of 3.53 and the last with support
from a company at an average score of 3.38.
This study indicated that self-directed learning is the most attractive learning
behavior for a technical employee in Thailand to learn while they are in their work-
place. Since this survey research is the first stage on the analysis to understand learning
the characteristics of a person in the workplace. Therefore, the future, research is going
to study and identification of a self-directed learning platform that is suitable for
workplace learning and to come up with a final learning model to enhance personal
skills of staff in the organization. Especially for technical staff, who are the key factors
for plastic packaging manufacturers that the firm would like to use to increase business
in a professional way. Moreover, to enhance learning activities for personnel in the
workplace, the organization could consider creating activities to support challenge and
build the confidence level of staff, such as competition in the organization or rewarding
people [19] who have initiative for new projects to launch. A discussion session among
people in the company could enhance the confident level for personnel in order to lead
for learning behavior in future years to come.
References
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Department of Export Promotion Ministry of Industry Thailand, Bangkok (2003). https://
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3. Doornbos, A.J., Simons, R.J., Denessen, E.: Relations between characteristics of workplace
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4. Felstead, A., Fuller, A., Unwin, L., Ashton, D., Butler, P., Lee, T.: Surveying the scene:
learning metaphors, survey design and the workplace context. J. Educ. Work 18(4), 359–383
(2005)
5. Fenwick, T.: Understanding relations of individual collective learning in work: a review of
research. Manag. Learn. 39(3), 227–243 (2008)
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International Labour Office, Geneva (2002)
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learning in the workplace. Int. J. Training Dev. 8(1), 8–20 (2004)
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11. Yeo, R.K.: How does learning (not) take place in problem-based learning activities in
workplace contexts? Hum. Resource Dev. Int. 11(3), 317–330 (2008)
12. Cacciattolo, K.: Defining workplace learning. Eur. Sci. J. 11(10), 234–250 (2015)
13. Knowles, M.: Self-directed learning. Chicago (1975)
14. Rana, S., Ardichvili, A., Polesello, D.: Promoting self-directed learning in a learning
organization. Eur. J. Training Dev. 40(7), 470–489 (2016)
15. Rigby, C.S., Ryan, R.M.: Self-determination theory in human resource development: new
directions and practical consideration. Adv. Dev. Hum. Resour. 20(2), 133–147 (2018)
166 W. Saengrith et al.
16. Alasoini, T., Halme, P.: Learning Organizations, Learning Society. National Workplace
Development Programme Yearbook, Ministry of Labour, Helsinki, pp. 117–139 (1999)
17. Knight, L.: Network learning: exploring learning by interorganizational networks. Hum.
Relat. 55(4), 427–454 (2002)
18. Deeks E.: CIPD survey shows manual staff are poor relations in workplace training. People
Management, 10 (2001)
19. Silverman, M.: Supporting Workplace learning: a background paper for IES research
network members. The Institute for Employment Studies, pp. 1–22 (2003)
20. Eraut, M.: Non-formal learning and tacit knowledge in professional work. Br. J. Educ.
Psychol. 79, 113–136 (2000)
21. Suwat, W.: Self-directed learning of continuing vocational education learner. Thesis Doctor
of Philosophy (Vocational Education) Kasetsart University, Bangkok (1997)
22. Anseel, F., Carette, B., Lievens, F.: Does career timing of challenging job assignments
influence the relationship with in-role job performance? J. Vocat. Behav. 83(1), 61–67
(2013)
Required English Communication Skill Levels
of Mechanical Engineers at the Workplace
in Taiwan
1 Introduction
Not only academia but also industry have stressed the importance of engineering
graduates’ communication skills [7]. Communication skill is often one area to be
examine when engineering programs are being evaluated for improvement [8].
Mechanical engineers not only have to possess mechanical skills (hard skills) but also
need to acquire soft skills such as English verbal and non-verbal communication skills,
presentation skills, selling skills, etc. [9]. Although English communication skills are
being emphasized across the world, Accordingly, this study, by exploring the job
openings of mechanical engineers, attempts to assess the required English communi-
cation skill levels of mechanical engineers at the workplace in Taiwan.
2 Method
For this study, we focus in the Taiwan’s workplace. We used Google search tool to
collect the data by keying in mechanical engineer (機械工程師), as shown in Fig. 1.
Then, we retrieved the information listed on the job openings. Afterward, we sorted out
the job openings based on the educational requirements. Next, we examined and
analyzed the specific requirements of English skills for high school degree, associate
degree, bachelor degree and master degree required jobs, respectively.
Fig. 1. Using Google (機械工程師) to search for mechanical engineer job openings.
Required English Communication Skill Levels of Mechanical Engineers 169
3 Results
For the search of mechanical engineer job opening, Google shows a total of 119 job
openings. Among them, Among them, 12 job openings require high school degree
(Table 1), 49 job openings require associate degree (Table 2), 52 job openings require
bachelor degree (Table 3), and 6 job openings require master degree (Table 4).
Most of the high school degree required job openings do not specified the needs for
English listening, speaking, reading, and writing skill, as shown in Table 1.
Table 1. Proficiency requirements of English skills: high school degree required jobs.
Level Skill
Listening Ratio Speaking Ratio Reading Ratio Writing Ratio
Not specified 9 75.0% 9 75.0% 9 75.0% 9 75.0%
Elementary 3 25.0% 3 25.0% 3 25.0% 3 25.0%
Intermediate 0 0.0% 0 0.0% 0 0.0% 0 0.0%
Advanced 0 0.0% 0 0.0% 0 0.0% 0 0.0%
For associate degree required job openings, we can see more companies specifies
the needs for English listening, speaking, reading, and writing skill, as shown in
Table 2.
For the bachelor degree required job openings, 26(49%) companies require inter-
mediate English listening skill, 27(50.9%) companies require intermediate English
speaking, reading and writing skill level. Intermediate English skills are most needed.
Out of six job openings that require master degree, three require intermediate level
of English listening, speaking, reading, and writing skill, as shown in Table 4.
4 Conclusion
As the educational requirement goes up, the required English skill levels also go
up. Companies may expect employees who have college or master degree to be able to
use English to communicate fluently at the workplaces. From the listings of the four
English skills, we can see that when companies need employees to have the English
skills, listening, speaking, reading and writing skills are equally important.
In Taiwan, because of the large English class size for non-English major students,
most English classes for mechanical engineering college students focus on listening
and reading skills training. This study’s findings show that more resources need to be
put in for training college students’ speaking and writing skills in order to prepare them
for the workplaces.
Acknowledgment. The authors are grateful to the Ministry of Science and Technology of the
Republic of China, Taiwan, for financially supporting this research under Contract No. MOST
108-2511-H-240-001 –
References
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education (2006)
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cultural understandings: biomedical engineering. J. Syst. Cybern. Inform. 15, 106–112 (2017)
Required English Communication Skill Levels of Mechanical Engineers 171
7. Riemer, M.J.: English and communication skills for the global engineer. Global J. Eng. Educ.
6, 91–100 (2002)
8. Gunn, C.J.: Engineering graduate students as evaluators of communication skill. Age 9, 1
(2004)
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Mon. Refereed J. Res. Manag. Technol. 3, 1 (2014)
Research on the Implementation Status
and Learning Satisfaction of Off-campus
Internship Courses in the Department
of Mechanical Engineering of the University
of Technology
1 Introduction
With the rapid changes of the world economy, higher education should train student to
enhance their ability to face the future. Therefore, off-campus internships have played
an indispensable role in higher education. The main core of off-campus internship is to
strengthen and practice the employment. Off-campus internship is also to cultivate and
strengthen students’ sense of social responsibility, innovative spirit and practical ability
[1]. Students can accumulate their work experience during the internship. They can
gain an in-depth understanding of their strengths and weaknesses through internships,
and recover their shortcomings in theoretical knowledge as soon as possible. In the
future, they can enhance their competitiveness in the job market or develop their own
careers ability [2]. According to this research, for students, the core focus of off-campus
internship is to obtain employment experience. Students also highly value the expe-
rience of internship, and recognize that it is very beneficial to their future workplace
development [3].
According to the above literature, we know that students gain experience through
off-campus internships, and the lack of theoretical or business-related knowledge needs
to be returned to school to make up. However, if we can use the Project-Based off-
campus internship teaching materials as a guide, then we can understand the operation
and standardization of internship institutions, effective communication and prior
knowledge of teamwork before the internship, So that students can proceed smoothly
during the internship. This study hopes that by analyzing whether teaching materials
are involved in project-based off-campus teaching materials and after off-campus
internships, students can evaluate the differences in learning satisfaction during their
internships and understand the differences between off-campus internships and learning
satisfaction after teaching materials intervention. Provide further suggestions for school
teaching methods.
2 Literature Review
satisfaction can understand the lack of courses and improve them, enhance the interests
of learners, and guide the direction of course development [8].
3 Research Methods
analysis results of the students. In the 38 samples, all students in the control group and
the experimental group all participated in off-campus internships, and most of the
students in the school participated in off-campus internships during the third year of
college. In terms of gender, male students in both the control group and the experi-
mental group accounted for 84.2% of the sample. For mechanical students, this ratio
reflects gender differences in the field of mechanical learning. The categories of
internship time for students are 100% for summer internships.
Table 4. Analytical results of the satisfaction table of students’ off-campus practice study.
Control group Experimental t test
N = 19 group N = 19
Mean SD Mean SD
1. Aspects of course teaching 3.11 .830 4.28 .606 4.965***
1-1 The internship helped me find a job 3.42 1.017 4.26 .733 2.927*
after graduation
1-2 In the future, if the internship agency is 3.00 1.247 4.16 .688 3.543***
willing to hire me, I will be willing to go to
work
1-3 Faculty’s course arrangements and 2.74 1.046 4.37 .597 5.906***
training help to use and complete
internship tasks
1-4 When there are difficulties or obstacles 3.26 .933 4.32 .582 4.170***
during the internship, the school instructor
can provide me with guidance and
assistance in a timely manner
2. Aspects of the internship environment 3.88 .705 4.33 .577 2.183*
2-1 When encountering difficulties or 4.05 .705 4.37 .597 1.490
obstacles during the internship, the
internship institution can give me guidance
and assistance in a timely manner
2-2 The professional ability of the intern 3.42 1.071 4.37 .597 3.368**
institution can meet my skills development
2-3 Internship institutions provide my 4.16 7.65 4.26 .653 .456
professional and safe internship
environment
3. Aspects of internship counselling 3.44 .609 4.32 .613 4.423***
3-1 I am satisfied with the administrative 3.58 .769 4.42 .692 3.548***
supporting measures of the internship
system
3-2 Pre-departure briefing sessions 3.47 .905 4.16 .688 2.623*
(including industrial safety and ethics
workshops) helped me
3-3 The teaching methods of internship 3.26 .991 4.37 .597 4.163***
institutions can be suitable for my learning
*p < .05, **p < .01, ***p < .001
graduation”, although there are significant results, it is relatively low compared with
other issues in the aspect of curriculum teaching. The reason can be seen in Table 4 “In
the future, if the internship agency is willing to hire me, I will be willing to go to
work”. During the internship, I have a certain understanding of the current state of the
industry. If the internship institution is willing to continue to hire students in the future,
and willing to continue serving, so some people will continue to serve, and some will
look for work after graduation. The reason for the above four points is that when the
students first intern, they do not understand that the company will behave in a flustered
Research on the Implementation Status and Learning Satisfaction 179
manner and cannot concentrate on the internship. However, the off-campus internship
course conveys work specifications, internship content, and standard operating pro-
cedures at work as well as the matters to be noted during the internship, these learning
items allow students to know what kind of study and preparation they need to do during
the internship, and can accurately focus on the internship project.
In the aspects of internship environment, the question “When encountering diffi-
culties or obstacles during the internship, the internship institution can give me guid-
ance and assistance in a timely manner” has a t-value of 1.490, which has not
significantly improved the learning satisfaction. The t-value of the question “Pre-
departure briefing sessions (including industrial safety and ethics workshops) helped
me” is 3.368 p < .01, which has significantly improved the learning satisfaction. The
question “Internship institutions provide my professional and safe internship envi-
ronment” has a t-value of 0.456. There is no significant improvement in learning
satisfaction. The t value of the “Internship Environment” facet is 2.183 p < .05, and the
learning satisfaction of the “Internship Environment” has improved significantly. The
“When encountering difficulties or obstacles during the internship, the internship
institution can give me guidance and assistance in a timely manner” problem can be
compared with the “When there are difficulties or obstacles during the internship, the
school instructor can provide me with guidance and assistance in a timely manner”
problem. It can be known that when encountering difficulties or obstacles during the
internship, they will still first seek the guidance and assistance of the school guidance
teacher.
In the aspects of internship counselling, the question “I am satisfied with the
administrative supporting measures of the internship system” has a t-value of 3.548
p < .001, a significant improvement in learning satisfaction. “The pre-departure
briefing session (including work safety and ethics lectures was helpful to me)” The
question t value is 2.623 p < .05, and this learning satisfaction has improved signifi-
cantly. The t value of the question “The teaching methods of internship institutions can
be suitable for my learning” is 4.163 p < .001, which is a significant improvement in
learning satisfaction. The face value of “Internship Counseling” is 4.423 p < .001, and
the learning satisfaction of “Internship Counseling” has improved significantly.
5 Conclusions
In this study, through the above analysis, the differences between school students’
satisfaction with off-campus Internship and teaching materials intervention were
compared. It is hoped that by analyzing the differences between students’ perceptions
of off-campus internships and student satisfaction with learning after teaching materials
intervention, further project-based for school teaching methods are proposed.
(1) Aspects of course teaching
Significant standards have been achieved in the teaching aspects of the curriculum.
Based on the results, it can be known that before the off-campus internship, it is
useful to carry out the project-based off-campus teaching materials. The teaching
materials mentions “Operation and standardization of internship institutions” and
180 D.-C. Chen et al.
Acknowledgements. I am grateful to the Ministry of Science and Technology, Taiwan, for its
support and funding for this research; Project Number (MOST 108-2511-H-018-014).
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Reviewing the Changes in Core Competencies
for Undergraduates in Technological
Universities
Abstract. The objectives of this study are to explore the core competency
content of electrical engineering & computer science students, as well as the
current situation of training. Literature review and focus group methods were
adopted to design the questionnaire survey content. In addition, first-year stu-
dents from the college of electrical engineering & computer science of a uni-
versity of technology underwent questionnaire surveys before and after 2 years.
There were 195 effective questionnaire copies, accounting for the effective
recovery rate of 60.9%. Targeting the survey results, paired sample t-test
analysis was carried out. The study found that the post-test scores of students
after 2 years were lower than those of the first grade, especially in terms of
general core abilities, and each ability had significant differences. It is recom-
mended that the teaching objectives and course content be consistent with the
core competencies. The curriculum content should also be designed for the core
competencies, using situational education, problem-based learning, and inte-
grated teaching methods and integrated teaching methods, so that students can
understand the learning goals and the focus of teaching is to promote students to
improve their core competencies.
1 Introduction
Departments in the field of electrical engineering & computer science are closely
related to high-tech industry development. Improving the core competency of students
majoring in electrical engineering & computer science indeed ensures Taiwan’s leading
status in the global high-tech industry. Therefore, the core competency of students
majoring in electrical engineering & computer science is especially important. It can be
seen from the MOE’s various programs and technical and vocational education policy
outline contents that the MOE actively promotes collaboration between technical
colleges and the industry, emphasizing the core competency of students studying in
technical and vocational education in response to ever-changing future industrial
changes. Hence, the purpose of this study is to understand the current situation of the
2 Literature Review
processes for broadly defined engineering technology problems, demonstrate the ability
to carry out written, oral, and graphical communication in a technical and non-technical
environment, demonstrate the ability to perform competency standard tests and mea-
sure, conduct, analyze, and explain experiments, demonstrate the ability to perform
effective work as a technical team member [5]. The Youth Guidance Committee of the
Executive Yuan of our country believes that the employment of college graduates
should be based on their work attitude and cooperation ability, career planning and
learning progress, and the ability to apply professional knowledge [6]. The Institute of
Engineering Education Taiwan (IEET) pointed out at an engineering and technology
education seminar in 2019 that the core competency items expected of engineering
technology education (TAC) students are: demonstrate familiarity with knowledge,
technology, skills, and tool competencies required for engineering practice, demon-
strate the ability to properly execute standard operating programs and execute, analyze,
explain, and apply experiments in practical skills, demonstrate the ability to apply
creativity in engineering practical skills, demonstrate the ability to engage in plan
management, effective communication, and teamwork, demonstrate the ability to
confirm, analyze, and solve engineering practical and technical problems, recognize
current issues, understand the impact of engineering practical technology on the
environment, society, and the world, cultivate the habit and ability of continuous
learning, understand professional ethics, recognize social responsibility, and respect
pluralistic perspectives [7].
3 Research Method
In order to gain insight into the core competency of electrical engineering & computer
science students and whether or not their core competency is enhanced after course
learning, this study used document analysis, focus group, questionnaire survey, and
other methods to carry out relevant research. The research methods and research design
are described in detail below.
The Cronbach a values measured before and after this questionnaire were .946 and
.969, indicating that the content had good internal consistency (Table 1).
According to the results of the questionnaire, after 2 years of study, students of the
School of Electrical Engineering and Technology of T University of Science and
Technology clearly dissatisfied with their performance in terms of Generic core
competency, such as competitiveness regarding effective communication and team-
work, competency in discovering, analyzing, and handling problems, recognize current
186 J.-C. Chang et al.
In 2010, Haishan, Xue conducted a questionnaire survey on 742 students from five
universities in China and found that there were significant differences between students
in schools and grades. With the increase of grades, students’ self-study quality shows a
downward trend [10]. Juan, Yu conducted a self-directed learning questionnaire on 362
college students in 2005. Senior students’ self-directed learning was lower than that of
first-year students [11]. They consider that freshmen who have just entered college
have expectations of college life and are more willing to try than senior students. As
they grow older and adapt to university life, students’ interest and expectations for
learning will decrease. From the results of this study and other related research, we can
know that the students in the upper grades often feel that their learning performance is
lower than that of the first grades. In terms of Professional core competency, although
the students of the Institute of Electrical Engineering do not have too many significant
differences in projects, they also have no increased performance. It can be seen that
students still have insufficient self-confidence in the study of professional fields, and
they do not think they can learn effectively the Core competencies in their professional
field (Fig. 1).
This study divides the Core competency of students from the School of Electrical
Engineering into Generic core competency and Professional core competency. In the
research results, the performance of the Generic core competency of sophomore stu-
dents has a significantly lower self-evaluation than in the first grade. Professional core
188 J.-C. Chang et al.
competency also had 4 items with lower scores than the first grade, and obtained
significant differences. The results of this study are similar to those of scholars such as
Xue and Yu. With age, students’ learning and expectations will decrease. The research
results are different from our expectations. We think that after nearly two years of
study, students will think that their general core competency and professional core
competency have improved. Students are clearly dissatisfied with their performance.
This may be because the first-year freshmen believe that they can enter T Tech
University because of their excellent grades, so they are very confident in their per-
formance. After 2 years of study, students may become increasingly dissatisfied with
their performance, so the post-test scores are lower than the pre-test scores. In addition,
university courses will gradually become more difficult, especially in professional
courses, the second year courses are obviously more difficult than the first year, so
students will not be satisfied with their performance after 2 years.
The teaching objectives and core competencies of the School of Electrical Engi-
neering should be as close as possible. The curriculum content should also be designed
for the core competencies, using situational education, problem-based learning, and
integrated teaching methods and integrated teaching methods, so that students can
understand the learning goals and the focus of teaching is to promote students to
improve their core competencies.
Acknowledgement. The researchers would like to express our thanks to the Ministry of Science
and Technology’s financial support by MOST 107-2511-H-027-001.
References
1. UNESCO Homepage. https://unesdoc.unesco.org/ark. Accessed 11 May 2019
2. Center for Education Innovation Homepage. http://celt.ust.hk/obe/download/. Accessed 11
May 2018
3. Kunchong, L.: The establishment of the university’s core competence and competence
indicators. Educ. Res. Mon. 2, 107–122 (2010)
4. STUDYLIB Homepage. https://studylib.net/doc. Accessed 27 Sept 2019
5. Manchun, L.: US ABET Certification Norm Renewed. Eval. Bimonthly 47, 55–56 (2018)
6. Youth Guidance Committee of the Executive Yuan Homepage. https://advisory.yda.gov.tw/.
Accessed 11 Sept 2019
7. Institute of Engineering Education Taiwan Homepage. https://www.ieet.org.tw/. Accessed
30 Dec 2018
8. Frey, B.: The SAGE Encyclopedia of Educational Research, Measurement, and Evaluation.
University of Kansas, USA (2018)
9. Yarong, Z.: Application of focus group method in investigation and research. Invest. Res. 3,
51–73 (1997)
10. Haishan, X.: Research on the compilation of scale of undergraduates’ learning quality and
the investigation of the current situation. MS thesis, Fujian Normal University, Fujian (2010)
11. Juan, Y.: A survey of college students’ learning autonomy. Int. Chin. J. Appl. Psychol. 2(2),
112–116 (2005)
Theoretical and Designing Framework
of Constructivist Learning Environment Model
that Enhance Creative Thinking and Creative
Expression of Science for Medical Illustration
Students
Abstract. Creative thinking skills are one of the important skills of people in
the 21st century, especially with science and medical personnel that, in addition
to their scientific skills, they need creative expression of science together to
enable to communicate or present complex information interesting and effective.
Therefore, the purpose of this study is to synthesize the theoretical and
designing framework of the learning environment according to constructivist
theories approaches to enhance creativity and creative scientific expression. This
research uses model research [3] that focuses on synthesis of the design process
and development of learning models. It consists of 3 main steps which are 1)
document analysis and learning context 2) analysis of learning theory principles
and learning design theory 3) Synthesize and create theoretical framework and
designing framework. The results show that the components of the theory that
can support the research to achieve its objectives consist of 5 components:
(1) learning theories, (2) Teaching model, (3) contextual base, (4) creative
thinking and creative expression of science, (5) Media theories. The designing
framework has 5 important goals which are (1) Stimulating the creation of
intellectual structures, (2) Supporting intellectual balance, (3) Promoting cre-
ativity, (4) Promoting Creative expression of science, (5) Promoting and helping
to balance intellectual. There are 7 components to designing this framework:
(1) Problem situation, (2) Learning Resources, (3) Critical Thinking Center,
(4) Collaboration Center, (5) Creative Thinking Center, (6) Creative expression
of science Center, (7) Scaffolding Center.
1 Introduction
The progress of our world in the 21st century is a result of the advancement in
Technology and Innovation that has been continuously created from the past to the
present, an era in which Digital Technology plays a huge role in people. This makes
people in the society need to have the skills to search for more complex information
correctly and appropriately in order to combine new knowledge with their own
knowledge and experience and create a new piece of work. Therefore, the quest for
self-knowledge and creative thinking and creative expression skills are important skills
for people of today and the future. These skills should be practiced at an early age,
which allows students to have good skills before going into the real work context in
society.
Scientific and medical personnel are a group of people with full potential in science
that can help advance the global society. These groups can create new innovations,
including the transmission of new and complex information for people in society to
learn. Therefore, this group is highly necessary to have creative thinking skills in order
to create new ideas. Scientific and creative expression skills to make the data transfer
interesting and effective to the recipient. For this reason, the researcher sees the
importance of how to create learning for students, especially in science students to
develop intellectual skills, knowledge building skills, creative thinking skills and
creative expression of science. Therefore, the purpose of this study is to synthesize the
theoretical framework of the learning environment according to constructivist theories
approaches to enhance creativity and creative scientific expression. This research uses
model research (Richey & Klein, 2007) that focuses on synthesis of the design process
and development of learning models.
2 Research Purpose
2:1. To study the design and development of a learning environment model based
on constructivist concepts to enhance creative thinking and creative expres-
sion of science for medical illustration students.
2:2. To synthesize the theoretical framework and designing framework of con-
structivist learning environment model to enhance creative thinking and
creative expression of science for medical illustration students.
3 Research Methodology
This research uses the Model research [3] by dividing the process into three phases
which is currently in the process of Phase 1, that is the model development process by
studying and analyzing documents and survey research. The goal of Phase 1 is to
synthesize the theoretical framework and designing framework of constructivist
learning environment model.
4 Research Results
The purpose of this study is to synthesize the theoretical and designing framework of
the learning environment according to constructivist theories approaches to enhance
creativity and creative scientific expression. This research uses model research (Richey
& Klein, 2007) [3] that focuses on synthesis of the design process and development of
learning models. The results show that the components of the theoretical framework
consist of 5 components: (1) learning theories consisting of Cognitivism and Con-
structivism, 2) Teaching model consisting of Open Learning Environment (OLE) [5],
Constructivist Learning Environment (CLE) [14], Select Organize Integrate (SOI) [8],
3) Contextual base of the target group, 4) Media theories consisting of Media symbol
system [6] and Color Theories that can stimulate creativity., and 5) Creative thinking
and Creative expression of science that consists of Guilford’s creative principles [2]
and the creative scientific expression principles of Sherry-Ann Brown [10]. The
designing framework has 5 important goals which are (1) Stimulating the creation of
intellectual structures. It was designed on the basis of Cognitive Constructivism by
Piaget [4]. This foundation believes that students who are motivated by a problem
situation lead to a state of intellectual conflict causing them to try to balance their
cognitive balance that is consistent with the results of Sumalee [1], and Samat and
Chaijaroen [11] research that designed problem situations to encourage students to
create knowledge through problem solving. The process of enabling into the learning
context or complex problems is another factor that helps students to create knowledge.
Students also need to be stimulated by creative thinking (Guilford, 1967), while solving
problems in various situations, with Functionalist theories of color is what helps
stimulate creative thinking. (2) Supporting intellectual balance. This step is to help
students adjust their cognitive balance or knowledge building after students encounter
complex situations. What students are encouraged to do is chunking skills. Concep-
tualization of knowledge. Use of cognitive tools. Using the media symbol system.
Communication, exchange of knowledge among students. (3) Promoting creativity.
The component is designed according to Guilford’s creative theory [2] which consists
of 4 areas: fluency, flexibility, originality, elaboration. (4) Promoting Creative
expression of science. Students also need creative expression skills in addition to
creative thinking skills that contains Imagery and Metaphor [10, 16, 17], including
Subjectivity and Diversity [10]. (5) Promoting and helping to balance intellectual. In
the theory of Social constructivism [13], it is believed that learners with lower skills or
knowledge need to be helped to upgrade and develop themselves. In Open Learning
Environment (OLE) principles [5], students need to be assisted in four areas: Strategic,
Conceptual, Metacognitive, and Procedural. Students need to receive advice or
Theoretical and Designing Framework of Constructivist Learning Environment Model 195
assistance from those who have expertise [12]. There are 8 components to designing
this framework: (1) Problem situation, (2) Learning Resources, (3) Critical Thinking
Center, (4) Collaboration Center, (5) Creative Thinking Center, (6) Creative expression
of science Center, (7) Scaffolding Center.
References
1. Sumalee, C.: The learner’s creative thinking learning with learning innovation to encourage
human thinking. Eur. J. Soc. Sci. 28, 213–218 (2012)
2. Guilford, J.P.: The Nature of Human Intelligence. McGraw-Hill Book Company, New York
(1967)
3. Richey, R.C., Klein, J.D.: Design and Development Research: Methods, Strategies, and
Issues. Routledge, Abingdon (2007)
4. Piaget, J.: Part I: cognitive development in children: piaget development and learning. J. Res.
Sci. Teach. 2, 176–186 (1964)
5. Hannafin, M., Land, S., Oliver, K.: Open learning environments: foundations, methods, and
models. In: Reigeluth, C.M. (ed.) Instructional Design Theories and Models Volume II: A
New Paradigm of Instructional Theory. Lawrence Erlbaum Associates, New York (1999)
6. Klausmeier, H.J.: Educational Psychology, 5th edn. Harper & Row, New York (1985)
7. Sweller, J.: Cognitive load theory, learning difficulty, and instructional design. Learn. Instr.
4, 295–312 (1994)
8. Mayer, R.E.: Designing instruction for constructivist learning. In: Reigeluth, C.M. (ed.)
Instructional Design Theories and Models Volume II: A New Paradigm of Instructional
Theory. Lawrence Erlbaum Associates, New York (1999)
9. Wilson, B.G., Cole, P.: Cognitive teaching models. In: Jonassen, D.H. (ed.) Handbook of
Research for Educational Communications and Technology. MacMillan, New York (1996)
10. Brown, S.-A.: Creative expression of science through poetry and other media can enrich
medical and science education. Front. Neurol. 6, 3 (2015)
11. Chaijaroen, S., Samat, C.: Design and development of learning environment to enhance
creative thinking and innovation skills for teacher training in the 21st century. In: 23rd
International Conference on Computers in Education, pp. 667–672. Asia-Pacific Society for
Computers in Education, Hangzhou (2015)
12. Brown, J., Collins, A., Duguid, P.: Situated cognition and the culture of learning. Educ. Res.
18(1), 32–42 (1989)
13. Vygotsky, L.S.: Mind in Society: The Development of Higher Psychological Processes.
Harvard University Press, Cambridge (1978)
14. Jonassen, D.: Designing constructivist learning environments. In: Instructional Design
Theories and Models: A New Paradigm of Instructional Theory, vol. II, pp. 215–239.
Erlbaum, New-Jersey (1999)
15. Augello, A., Infantino, I., Pilato, G., Rizzo, R., Vella, F.: Binding representational spaces of
colors and emotions for creativity. Biol. Inspired Cogn. Archit. 5, 64–71 (2013)
16. Musolff, A.: Creativity in Metaphor Interpretation (2019)
17. Barnden, J.A.: Unparalleled creativity in metaphor (2008)
Tracking At-Risk Student Groups
from Teaching and Learning Activities
in Engineering Education
1 Introduction
Table 1. Input variables used for hierarchical clustering and k-means clustering.
Input variable Completed by week Type Point
Assignment 1 5 Numeric 0–15
Mid-term test 7 Numeric 0–50
Mini-project 8 Numeric 0–20
Assignment 2 11 Numeric 0–15
1st Online class activity 1 Integer 0–3
2nd Online class activity 2 Integer 0–8
3rd Online class activity 3 Integer 0–4
4th Online class activity 4 Integer 0–6
5th Online class activity 5 Integer 0–2
6th Online class activity 6 Integer 0–3
7th Online class activity 7 Integer 0–6
8th Online class activity 8 Integer 0–2
9th Online class activity 9 Integer 0–3
10th Online class activity 10 Integer 0–3
11th Online class activity 11 Integer 0–1
12th Online class activity 12 Integer 0–1
3 Methodology
Initially, three input variables such as 1st, 2nd and 3rd online class activities are used for
hierarchical clustering and k-means clustering respectively at the end of week 3. At the
end of week 5, 1st–5th online class activities and assignment 1 are selected as input
variables for clustering. Because of an in-class mid-term test held in week 7, clustering
is also carried out for finding different groups of similar characteristics like at-risk
student groups by the end of week 7. In this connection, nine input variables such as
1st–7th online class activities, assignment 1 and mid-term test are selected. Furthermore,
twelve input variables such as 1st–9th online class activities, assignment 1, mid-term
test and mini-project are chosen for clustering by the end of week 9. At the end of week
11, fifteen input variables except the 12th online class activity are used for clustering as
shown in Table 1.
The goal of clustering is to categorize the data into similar groups. The distance
between two data points are generally defined by “Euclidean distance”, where k is the
number of independent variables.
qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
dij ¼ ðxi1 xj1 Þ2 þ ðxi2 xj2 Þ2 þ . . . þ ðxik xjk Þ2 ð1Þ
activities, assignments, a mini-project and a mid-term test for tracking at-risk student
groups at the end of weeks 3, 5, 7, 9 and 11 in a 13-week semester of an academic year.
Thus, taking its derivative with respect to mi and setting it to zero yield
P t
b xt
mi ¼ Pt i t ð4Þ
t bi
The new cluster center can thus be updated by using the assigned data points and the
Eq. (4). Thirdly, the distances between each data point and new cluster centers are
recalculated by using the Eq. (2). Therefore, this is an iterative procedure. If there is no
reassignment of the data points, then the iteration is stopped. Otherwise, the second
step is repeated for assigning the data points.
200 C. C. L. Kwan
4 Result
The mean scores of five student clusters were determined from hierarchical clustering
and k-means clustering respectively at the end of weeks 3, 5, 7, 9 and 11 respectively.
In particular, it is found that Cluster 3 of hierarchical clustering is tracked and identified
to be the potential at-risk student group based on the mean scores of input variables up
to the end of week 7 as shown in Table 2. The mean scores of 1st, 2nd, 4th, 5th, and 7th
online class activities are not shown in Table 2 for simplicity. The number of students
in this cluster is 26. Students were not actively engaged in the online class activities as
a result of the second lowest mean score among five groups. Their performances on
both Assignment 1 and the mid-term test were also unsatisfactory as their mean scores
were the lowest among the clusters. In particular, the mean scores of Assignment 1 and
the mid-term test were 9.94 out of 15 and 19.06 out of 50 respectively. They thus
scored on average 29.00 out of 65 for the completed coursework comprising Assign-
ment 1 and the mid-term test. It is also found that the final examination score which is
the output variable not to be used for hierarchical clustering was also the lowest among
five groups. As identified to be the at-risk student group, 46.2% of students (i.e.
12 students) in this group can be correctly identified as at-risk students (i.e. true
positive), representing a precision of 0.462 of the present clustering. However, 53.8%
of students (i.e. 14 students) who are not-at-risk students can be misclassified (i.e. false
positive).
Table 2. Hierarchical clustering of student groups at the end of week 7 in a 13-week course.
Variable Cluster 1 Cluster 2 Cluster 3 Cluster 4 Cluster 5
Group size 55 41 26 96 22
3th Online class activity 1.95 0.00 0.77 0.73 0.64
Assignment 1 13.21 13.45 9.94 12.63 13.16
6th Online class activity 2.38 0.00 0.04 0.97 1.09
Mid-term test 34.09 35.18 19.06 28.91 33.52
Coursework’s score (wk.7) 47.30 48.63 29.00 41.53 46.68
Final examination 53.24 44.73 35.65 41.44 49.64
At-risk student % 3.6 17.1 46.2 27.1 13.6
Among these five clusters, students of Cluster 2 did not participate in any online
class activity at all but they achieved the best performance on both Assignment 1 and
the mid-term test. They obtained the highest mean score of the completed coursework
up to week 7 but they only achieved the third highest mean score in the final exami-
nation. As Cluster 2 is identified to be the not-at-risk student group, 82.9% of students
(i.e. 34 students) belonging to this cluster can be correctly classified as not-at-risk
students (i.e. true negative). However, 17.1% of students (i.e. 7 students) who are really
at-risk students can be misclassified (i.e. false negative).
Tracking At-Risk Student Groups from Teaching and Learning Activities 201
Table 3. K-means clustering of student groups at the end of week 7 in a 13-week course.
Variable Cluster 1 Cluster 2 Cluster 3 Cluster 4 Cluster 5
Group size 58 57 12 44 69
3th Online class activity 0.47 1.12 0.33 1.84 0.25
Assignment 1 12.63 13.03 6.00 13.00 13.32
6th Online class activity 0.69 2.16 0.33 1.64 0.14
Mid-term test 22.03 31.18 20.29 35.17 35.94
Coursework’s score (wk.7) 34.66 44.20 26.29 48.17 49.26
Final examination 33.22 49.02 37.83 50.45 48.75
At-risk student % 48.3 8.8 33.3 6.8 14.5
second highest mean score of the completed coursework by the end of week 7
respectively. Students of Cluster 5 showed the least participation in the online class
activities but achieved the highest mean score of the completed coursework. As a
result, 91.2%, 93.2% and 85.5% of students belonging to Clusters 2, 4 and 5 respec-
tively (i.e. 52, 41 and 59 students) can be correctly identified as not-at-risk students (i.e.
true negative). Conversely, 8.8%, 6.8% and 14.5% of students assigned to these three
clusters (i.e. 5, 3 and 10 students) can be misclassified respectively (i.e. false negative).
Clusters 4 and 5 of hierarchical clustering are identified to be the potential at-risk
student groups based on the mean scores of input variables by the end of week 11 as
shown in Table 4. The mean scores of 1st, 2nd, 4th, 5th, 7th–11th online class activities
are not shown in Table 4 for simplicity. Students assigned to Clusters 4 and 5 did not
actively participate in the online class activities. They also obtained the second lowest
and the lowest mean score of the completed coursework comprising two assignments,
the mid-term test and the mini-project up to week 11 respectively. In fact, students of
Cluster 4 did not submit Assignment 2 in week 11; some of them withdrew from their
studies due to difficulties in handling tremendous workloads from studying 7 courses in
a semester. Students of Clusters 4 and 5 ranked the lowest and the second lowest mean
score in the final examination respectively. As detected to be at-risk student groups,
90.5% and 45.5% of students (i.e. 19 and 5 students) in these two groups can be
correctly identified as at-risk students (i.e. true positive), representing an overall pre-
cision of 0.765 of the present clustering. However, 9.5% and 54.5% of students (i.e.
2 and 6 students) who are not-at-risk students can be misclassified respectively (i.e.
false positive).
Table 4. Hierarchical clustering of student groups at the end of week 11 in a 13-week course.
Variable Cluster 1 Cluster 2 Cluster 3 Cluster 4 Cluster 5
Group size 79 51 78 21 11
3th Online class activity 1.57 0.00 0.77 0.33 0.18
Assignment 1 12.96 13.26 12.63 13.48 6.36
6th Online class activity 2.06 0.02 0.87 0.81 0.00
Mid-term test 33.19 30.84 29.97 28.52 17.64
Mini-project 17.59 15.98 17.05 14.57 5.27
Assignment 2 12.96 12.63 13.04 0.00 8.41
Coursework’s score (wk.11) 76.70 72.73 72.69 56.57 37.68
Final examination 53.28 47.45 46.09 7.86 33.64
At-risk student % 2.5 19.6 17.9 90.5 45.5
achieved the second highest mean score of the completed coursework. As a result,
97.5%, 80.4% and 82.1% of students belonging to Clusters 1, 2 and 3 respectively (i.e.
77, 41 and 64 students) can be correctly classified as not-at-risk students (i.e. true
negative). Nevertheless, 2.5%, 19.6% and 17.9% of students assigned to these three
clusters (i.e. 2, 10 and 14 students) can still be misclassified respectively (i.e. false
negative).
Clusters 2 and 3 of k-means clustering are tracked to be the potential at-risk student
group based on the mean scores of input variables up to the end of week 11 as shown in
Table 5. Students belonging to Clusters 2 and 3 were not much engaged in the online
activities. They obtained the lowest and the second lowest mean score of the completed
coursework up to week 11 respectively. They ranked the second lowest and the lowest
mean score in the final examination respectively, despite the fact that the final exam-
ination was not included in the clustering. As tracked to be at-risk student groups, 50%
and 91% of students (i.e. 6 and 20 students) in these two groups can be correctly
classified as at-risk students (i.e. true positive), corresponding to an overall precision of
0.765 of the present clustering. Conversely, 50% and 9% of students (i.e. 6 and 2
students) who are not-at-risk students can be misclassified respectively (i.e. false
positive).
Table 5. K-means clustering of student groups at the end of week 11 in a 13-week course.
Variable Cluster 1 Cluster 2 Cluster 3 Cluster 4 Cluster 5
Group size 71 12 22 77 58
3th Online class activity 0.77 0.17 0.32 1.65 0.03
Assignment 1 12.57 6.83 13.45 13.01 13.21
6th Online class activity 0.97 0.00 0.77 2.10 0.02
Mid-term test 29.63 17.29 28.07 33.05 31.93
Mini-project 17.11 5.50 14.77 17.55 16.24
Assignment 2 13.00 8.33 0.27 12.95 12.97
Coursework’s score (wk.11) 72.32 37.96 56.57 76.55 74.34
Final examination 46.28 33.33 8.86 52.69 48.64
At-risk student % 16.9 50.0 91.0 2.6 17.3
Accuracy, precision, recall and f-measure of a model are defined and calculated as
follows:
TP þ TN
Accuracy ¼ ð5Þ
TP þ TN þ FP þ FN
TP
Precision ¼ ð6Þ
TP þ FP
TP
Recall ¼ ð7Þ
TP þ FN
Prescision Recall
F measure ¼ 2 ð8Þ
Precision þ Recall
where TP: true positive; TN: true negative; FP: false positive; FN: false negative
The performance of the present models is further evaluated in terms of accuracy,
precision, recall (i.e. sensitivity), and f-measure as shown in Table 6. Despite the high
accuracy of both models, it is found that the k-means clustering has achieved the higher
recall of 0.640 and the f-measure of 0.533 by the end of week 7. Furthermore, it has
achieved the higher precision of 0.765, the recall of 0.520, and the f-measure of 0.619
by the end of week 11.
Table 6. Accuracy, precision, recall and f-measure of hierarchical clustering and k-means
clustering
Week 7 Week 11
Hierarchical K-means Hierarchical K-means
clustering clustering clustering clustering
Accuracy 0.783 0.767 0.858 0.867
Precision 0.462 0.457 0.750 0.765
Recall 0.240 0.640 0.480 0.520
F-measure 0.316 0.533 0.585 0.619
on each of the clustering variables such as assignments, mid-term test and online class
activities, and each of two non-clustering variables such as coursework’s score and
final examination. The independent variable is cluster membership, and the dependent
variables are the clustering variables and two non-clustering variables. The results will
show that there are significant differences between clusters on most of these variables
with the p-value being below 0.05. The significant F statistics provide an evidence that
each of the five clusters is distinctive.
References
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(2003)
3. Hong Kong Institution of Engineers: Professional Accreditation Handbook (Engineering
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Where Are the Students? A Study
of Norwegian Technology Students’
Perceptions of Emerging Trends
in Higher Education
Abstract. Teachers in higher education in Norway have over the last decade
reported reduced physical attendance in lectures, students not using the text-
books, and low academic performance. Also, there is an intensified institutional
pressure to make use of digital tools and flipped classroom paradigms. To obtain
better insight into students’ perceptions of these issues a class of computer
science students’ perceptions were probed using a comprehensive questionnaire.
The results confirm some of the claims that students want more digital learning
such as videos, but perhaps not as black and white as it is often presented.
Implications of the results is that one should not simply follow a single approach
but employ an array of varied learning activities and materials.
1 Introduction
There are several key issues that emerged in higher education over the last decade and
some claim that higher education is undergoing a major transformation. One of the
widely discussed topics is that of distance education [1, 2] and digital education [3]
where students can engage in learning activities across time and place. Issues such as
MOOCs (Massive Open Online Courses) have received much attention [4]. More
specifically, the use of streamed lectures and recorded lectures is a topic that is much
discussed [5].
Another issue is to rely on the classical textbook versus emerging media [6].
Textbooks are often quality assured, and they are either purchased or borrowed. Tra-
ditionally, textbooks were only on printed paper but are increasingly being offered in
electronic format [7]. However, the traditional textbook regime is being challenged by
open and freely available online resources. Such resources take on many forms from
freely available books, articles, blogs, discussion forums and videos.
Third, the student and teacher populations are becoming increasingly diverse [8, 9].
Student diversity evolves around multiple dimensions such as motivation and aspira-
tion [10], background, and experience as well as socioeconomic and cultural
© Springer Nature Switzerland AG 2020
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https://doi.org/10.1007/978-3-030-63885-6_24
Where Are the Students? A Study of Norwegian Technology Students’ Perceptions 207
backgrounds. The needs of such student populations are also diverse. The need for
individual follow-up seems more important than ever.
Yet, as reported by many educators, auditoriums rapidly become sparse as the
semester starts, students report not acquiring the textbooks, students do not contact the
teachers – at least the students who should be contacting the teacher. The motivation of
this study was therefore to obtain insight into students’ perception of key questions
related to current pedagogical issues. Our previous studies of student perceptions have
been used to probe a range of issues including plagiarism [11], university life [12],
internationalization and cultural differences [13], choice of university [14], learning
tools [15], to mention a few. It was decided to focus this study on the use of the classic
textbook, students’ future plans, and students prior experience including prior higher
education studies and work experience. Pedagogical issues addressed included the use
of video or streaming versus traditional lectures, group versus individual learning,
exams versus portfolio examinations, and so forth. Issues related to learning man-
agement systems [16] and digital organization of learning materials [17] were not
addressed in this study.
2 Method
2.2 Context
The questionnaire was employed in an undergraduate course of Human Computer
Interaction where the students are taught a curriculum covered according to a tradi-
tional textbook [18]. This course is predominantly lecture-based but lectures are vol-
untary. The focus is on active learning through work on three projects, in which two are
group works and one is individual work. One of these group projects involves design
thinking which is intended to show train the students to get value from collaborating in
teams [19]. The second group project involves a controlled empirical experiment [20–
22]. The course is assessed based on a portfolio comprising three reports resulting from
the three practical projects. Students get formative feedback on the projects and could
submit a revised portfolio for assessment. The teacher was available for consultation
and supervision throughout the semester.
2.3 Participants
Approximately 150 students were initially taking the course. The total number is
approximate as some students sign up late and some students drop off and there is
208 F. E. Sandnes
2.4 Materials
A comprehensive questionnaire with 58 questions were designed. Most of the questions
were closed with 46 5-item Likert scale questions, 4 yes/no questions and 8 open free-
text questions. The questionnaire addressed students’ attitudes towards textbooks,
streaming and video, details of the curriculum and usefulness and relevance. The
questionnaire was implemented using Google forms.
2.5 Procedure
The questionnaire was distributed electronically during two weeks of October 2019 as
part of the midterm course evaluation. This approach was chosen to prevent intro-
ducing an additional questionnaire but instead integrate the additional research-oriented
questions as part of the regular obligatory course evaluation questionnaire to prevent
evaluation fatigue. The questionnaire was totally anonymous and voluntary. The results
were later presented and discussed in class and used as a case for statistical analysis and
hence incorporated as part of the curriculum.
2.6 Analysis
The results of the questionnaire were analyzed using the statistical software JASP
version 0.11.0.0 [23]. Non-parametric statistical tests (mostly Mann-Whitney U tests)
were used as the Likert responses were ordinal. Only the questions related to the
research questions are discussed herein. The questions related to the general course
evaluation are not discussed herein.
3 Results
Fig. 1. Distribution of overall responses illustrated as a diverging stacked bar chart with issues
sorted according to their responses falling on the left to the right side of the scale. Magenta
responses (left) indicate the lower end of the Likert scales (1 and 2), and green responses (middle)
indicate the higher end of the Likert scales (4 and 5). Grey (right) indicates neutral responses (3).
(Color figure online)
articles, individual work, in-class discussions, group work, physical lectures and ple-
nary problem solving.
the textbook found it easier (M = 4.6, SD = 3.7) versus (M = 3.7, SD = 1.2) more
interesting (M = 4.1, SD = 1.1) versus (M = 2.8, SD = 1.0) and more relevant
(M = 4.5, SD = 0.8) versus (M = 3.3, SD = 1.2). There was no significant difference in
the perceived cost of the textbook (W = 180.5, p = .106) as the mean indicate a neutral
response (M = 2.50, SD = 1.161). Moreover, there was no significant difference in the
perceived importance of training to read difficult texts (W = 200.0, p = 0.317) as the
mean responses tended towards neutral (M = 3.5, SD = 1.2). Moreover, there were no
differences across these student groups in any desire to have more video lectures
(W = 177.0, p = .764) as both groups indicated that they would prefer more video-
based lectures (M = 4.4, SD = 1.0). Moreover, both groups indicated a preference for a
mix of traditional lectures and videos (M = 3.9, SD = 1.2). The perception of the
importance of the traditional lectures was close to neutral (M = 3.2, SD = 1.3).
4 Discussions
It is somewhat surprising that the students who actively used the textbook were less
in favor of using more research articles. On possible explanation could be that some
students like predictability and system and a textbook with a complete presentation of
the syllabus may be an attractive benefit, while a set of research articles may come
across as less organized and more chaotic. Why those who do not actively use the
textbook were more positive towards research articles could be explained that they are
usually free of charge, or that articles can be more updated knowledge if used in such a
manner, and present a topic in a more focused manner compared to an introductory
textbook.
The students who used the textbook were all more positive regarding the textbook
in terms of how easy it was to use, how interesting it was and how relevant it was. This
raises the important question about how the students who do not use the textbook could
form an opinion about the book without having used it? Could it be that they had
browsed the textbook in a bookstore or library and decided that is was not suitable for
them, or were these responses based on an impression of textbooks in general? The
results did not support the commonly held impression that students do not purchase
textbooks due to their high cost.
The results did not show any evidence that textbook users were less in favor of say
videos than those who do not use textbooks. The results could be interpreted as if
students would like more videos, but not just videos. It seems the variety, and balance
of traditional lectures, reading and video when these respective parts are applied
sensibly, will contribute to learning.
It is somewhat concerning that the students in general, irrespective of being
text/textbook oriented or not, did not find it important to develop their abilities to read
difficult texts. Could this be because the students had not been exposed to sufficiently
difficult texts in their studies, or is it because they did not realize that they most likely
would have to read advanced documentation in their future careers?
the curriculum. Perhaps students need to be better prepared for further education by
motivating them for the importance and the general relevance of research articles?
Also, it is concerning that there was no difference between the groups in terms of
improving writing skills and abilities to read advanced texts as these are core academic
skills needed in higher education. However, the scores were on the positive side for
both groups suggesting that these skills were valued by most students.
4.5 Limitations
As the questionnaire was anonymous it is not possible to analyze the responses
according to who attended lectures and not. In hindsight, a control question about
lecture attending habits should have been included. One could expect that the per-
ceptions of those who do regularly attend lectures and those who do not could be
somewhat different.
5 Conclusions
A questionnaire-based study is reported where the goal was to probe students’ per-
ceptions towards emerging pedagogical issues in higher education. The results in
general align with the new pedagogical ideas. In conclusion, the results support a
mixed approach with a variety of learning activities and delivery methods are applied
instead of just a single “silver-bullet” fix-it-all approach. One should also be careful not
to necessarily follow requests from students uncritically, as students may prescribe the
wrong medicine for “symptoms” that may be better addressed using other means.
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1007/978-3-030-49282-3_19
Emerging Issues and Trends
in Education
A Study of Learner’s Computational Thinking
Using Constructivist Universal Design
Learning Package for Kindergarten Education
1 Introduction
Computational thinking is a skill that has been talked about a lot in modern times.
Which is an important skill in problem solving using computer problem solving pro-
cess [1]. Combined with the advancement of science and technology That humans have
created technology or artificial intelligence That is as intelligent as humans It can think
logically and reasonably. Make decisions and learn by themselves, called “Artificial
Intelligence (AI)”. Therefore, to be able to live in a dynamic world and constantly
changing, that is, computational thinking. Computational Thinking is the prerequisite
skill for understanding the technologies of the future. It is a thought process, rather than
a specific body of knowledge about a device or language. Computational thinking is
often associated with computers and coding, but it is important to note that it can be
taught without a device. For that reason, computational thinking can be a part of any
classroom, including the classrooms of our youngest learners in the primary grades.
And, I would argue, it is quickly becoming a necessary foundational skill for students.
© Springer Nature Switzerland AG 2020
T.-C. Huang et al. (Eds.): ICITL 2020, LNCS 12555, pp. 219–226, 2020.
https://doi.org/10.1007/978-3-030-63885-6_25
220 C. Junruang and I. Kanjug
By explicitly teaching, and allowing space for the development of, computational
thinking, teachers can ensure that their young students are learning to think in a way
that will allow them to access and understand their digital world. Teaching computa-
tional thinking, in short, primes students for future success. Furthermore, it can be
integrated into existing routines and curricula [2]. Ability in problem solving of pre-
school children and found that Problem solving in children aged 1 or 2 years can easily
solve problems. And is a problem that is not complicated Until the child grows up, so
he can solve simple problems and is a problem that is not complicated Until children
grow up to be able to solve complex problems better. [3] Therefore, it is necessary to
cultivate computational thinking from kindergarten to education in order to prepare
according to the theory of development according to age. To the next level of complex
thinking
Learning environment Is a new context in teaching design in which designers have
to create situations or important events for learners with evaluation By allowing stu-
dents to interact with various sources of knowledge In a variety of ways In which the
learners are actively involved in the learning process And the new trend of learning
theories that give more importance to learning than teaching is constructivist Therefore,
the principles of environmental design in learning are based on constructivist concepts.
As basic principles in design to promote computational thinking in conjunction with
Universal design for learning (UDL) are well suited with each other because universal
design for learning is “a systematic decision-making method for differentiation” [4].
While UDL is a principle for design curriculum that provides each learner equal
opportunities to learn and support different learning need of divers student in inclusive
classroom by using flexible instructional materials, teaching methods, and assessment.
In this study Designing media for organizing learning experiences for a variety of
formats and methods of accessing learning According to the characteristics of the
learners with various learning styles Consists of 3 important principles which are 1)
Representation 2) Action & Expression and 3) Engagement [5].
Therefore, the principles of constructivist learning environment in accordance with
the Universal Design Principles are used as the basis for the Learning Package design
to promote computational thinking for students in kindergarten.
2 Literature Review
criteria 70% of the full score. Separated by computational thinking elements. The
separation of elements the mean score was 2.05, or 68.3%. In the search for patterns,
the score was 2.68 or 89.17%. The abstract thinking had a mean of 2.18, the mean
score of 72.50 and the algorithm. Have an average score of 2.40, or 80.00% (Table 1
and Fig. 3).
thinking ability in line [17], stating that the practice of computational thinking ability
can be used. Learning management through STEM education activities because it is
based on using the problem as the base Problem situations are defined to challenge
thinking and generate interest in students. In addition [14], stated that learning man-
agement according to STEM study allows students to think and design work pieces.
Design solutions to problems that are based on real-life contexts. It can encourage
students to have the ability to solve problems. This ability is related to computational
thinking ability [1, 13, 16].
Future work includes in-depth discussion and analysis of the correlation of addi-
tional dimensions such as creative thinking, trial and errors and critical thinking.
References
1. Computational thinking Communications of the ACM. http://www.cs.cmu.edu/afs/cs/usr/
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abilities. In problem solving and biology class achievement of high school students (Master
of Education), Department of Science Education Department of Curriculum and Instruction
Chulalongkorn University (2016)
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computational thinking skills: pilot investigation. In: Bildiri, ICOTAL 2018, Melaka,
Malaysia (2018)
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computational thinking? Criterion validity of the computational thinking test. Comput. Hum.
Behav. 72, 678–691 (2016)
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STEM education Academic program and application Secondary School Year 4 Anukulnari
School (Master of Education), Computer Education Graduate school Rajabhat Maha
Sarakham University (2016)
Constructing an Information Search Platform
Using Data Mining to Improve Student
Learning
Abstract. There has been an ongoing proliferation of online articles and other
materials on the World Wide Web for e-learning. Although a generic search
engine can be used to find materials in a subject domain (for example, computer
science,) the search results often have advertising, media, and news mixed in. To
improve the search quality, in this study an information search platform based
on data mining technology was constructed. Using term frequency-inverse
document frequency (TF-IDF), this platform calculates all terms in each web
article to automatically filter out non-computer science category keywords and
articles. The search platform enables students quickly find and read information
in articles for a given set of search keywords. The experimental results show
improved learning performance with increased computer science knowledge and
concepts and more computer science articles found using the information search
platform by filtering out articles in non-computer science categories.
1 Introduction
In this study, an information search platform based on data mining technology was
design and built to retrieve keywords and computer science articles, as well as to filter
out non- computer science category articles. Learners can quickly search for computer
science materials and articles on the information search platform. The improvement in
students’ learning was measured using the information search platform and to compare
the number of computer science articles retrieved by the students on the proposed
platform vs. on the Google platform.
2 Literature Review
As the Internet has grown, big data has increased significantly. Users can search
through thousands of web resources through the Internet. In order to calculate the
importance of the terms in data or articles, the frequency of terms must be efficiently
retrieved from the text [4].
Term frequency-inverse document frequency (TF-IDF) is a numerical statistical
method used for the word weighting in data mining and information retrieval [5, 6]. It
can calculate the importance of each word in articles or texts [7, 8]. Researchers Qaiser
and Ali indicated that TF-IDF can be applied in a large amount of data, and they
explained the calculation method and procedure for use of TF-IDF [9]. Researchers
Christian, Agus, and Suhartono used TF-IDF to construct automatic text summarization
in a single document. Their results showed that TF-IDF can calculate words effectively
and can determine the importance of each word in a single document [10].
In addition, most studies have indicated that combining information platforms can
help students effectively learn in the classroom [11–13]. Researchers Chin, Lee, and
Chen developed a learning system where students can search for keywords to read
additional information through a web page [14]. Researchers Barbagallo and Formica
integrated semantic search and e-learning to show the feasibility and effectiveness of
this approach [15].
According to the aforementioned literature review, TF-IDF and the application of
information platforms have been proven to be effective. Meanwhile, they can improve
the learning performance of students in the classroom. However, these platforms
cannot automatically filter out articles in non-computer science categories, so students
may end up searching for web articles that are not relevant to their learning materials.
Therefore, this study is based on TF-IDF to construct an information search platform.
This method can be used to calculate the weighting of all terms in each web article and
automatically filter non-computer science articles, while it automatically provides
computer science articles for users and students. They can effectively and quickly
search keywords to read such articles on the information search platform.
3 Research Method
In this study, an information search platform using data mining was designed and built
to improve student learning for computer related courses. Students in the experimental
group searched three keywords using the information search platform; students in the
Constructing an Information Search Platform Using Data Mining 229
control group instead used Google search platform for the same three keywords.
Students from both groups then read the articles and recorded the number of links to
such computer science articles. The learning performance of the students and the
number of computer science articles in the two groups were then compared.
3.1 Participants
Students in their junior year in the Department of Computer Science and Information
Engineering of a university participated in this study. There were 15 participants in the
experimental group and 15 participants in the control group.
group and the control group and instructed them to use the information search platform
and the Google search platform for keyword searches, respectively. In addition, stu-
dents in the experimental group and the control group were instructed to read the
content of the article they found and record the number of links to the computer science
article. Finally, students took a post-test to complete the experimental process.
4 Experimental Results
This study was based on data mining to construct an information search platform and
explore the learning performance of the students in the classroom. In addition, the
number of links to computer science articles was compared between the two groups to
explore which search platform was most effective in increasing learning computer
science knowledge and encouraging reading of more of this type of article.
The independent sample t-test results for the pre-test showed that the mean of the
experimental group was 1.47; the mean of the control group was 1.53, and the t value
was −0.184 (p > 0.05). There were no significant between-group differences, which
means that there was not much difference in the knowledge of the two groups prior to
the learning activity.
Table 1 describes independent sample t-test results for the post-test. The mean of
the experimental group was 2.07; the mean of the control group was 1.60, and the
t value was 2.646 (p < 0.05). There were significant between-group differences, which
means that the experimental group was able to use the information search platform
effectively to understand computer science concepts and acquire knowledge, thus
effectively improve learning performance.
232 S.-C. Cheng et al.
Figure 4 shows the distribution of the answers to the pre-tests for the two groups.
The horizontal axis represents the answer options, and the vertical axis represents the %
of correct answers. As shown in Fig. 4, the blue line indicates the distribution of the
experimental group’s answers. In the experimental group, the % of correct answers was
48%; the % of incorrect answers was 29%, and the % of uncertain answers was 22%.
The green line indicates the distribution of answers in the control group. The % of
correct answers in the control group was 51%; the % of incorrect answers was 35%,
and the % of uncertain answers was 13%.
Figure 5 shows the distribution of answers to the post-tests for the two groups. The
horizontal axis represents the answer options, and the vertical axis represents the % of
answers. As shown in Fig. 5, the blue line indicates the distribution of the experimental
group’s answers. In the experimental group, the % of correct answers was 68%; the %
of incorrect answers was 29%, and the % of uncertain answers was 2%. The green line
indicates the distribution of answers in the control group. The % of correct answers in
the control group was 53%; the % of incorrect answers was 37%, and the % of
uncertain answers was 9%.
According to the distribution of the answers to the pre-test and post-tests, the
experimental group had a higher % of correct answers through the use of the infor-
mation search platform than the control group using the Google search platform (the %
of correct answers was 68% in the experimental group and 53% in the control group).
In addition, the information search platform effectively provided appropriate computer
science articles that improved their understanding of keywords that they had previously
been uncertain about (the % of uncertain answers in the experimental group dropped
from 22% to 2%).
Furthermore, the number of links to computer science articles in the experimental
group and the control group was analyzed. As shown in Fig. 6, the blue line represents
the number of links to computer science articles searched by the experimental group
using the information search platform. The green line represents the number of links to
computer science articles searched by the control group using the Google search
platform. The experimental group searched for keyword 1, where a total of 16 articles
were computer science in nature. The control group searched for keyword 1, where a
total of 18 articles were computer science in nature. The experimental group searched
for keyword 2, and a total of 15 articles were computer science in nature; the control
group searched for keyword 2 and a total of 11 articles were computer science in
nature. The experimental group searched for keyword 3, and a total of 30 articles were
computer science in nature; the control group searches for keyword 3, and a total of 11
articles were computer science in nature.
Constructing an Information Search Platform Using Data Mining 233
Fig. 4. The distribution of the answers to the pre-tests for the two groups.
Fig. 5. The distribution of the answers to the post-tests for the two groups. (Color figure online)
234 S.-C. Cheng et al.
Even though the Google search platform provides big data, there is no specific
classification for computer science articles. When students are searching for keywords,
they must filter out a lot of articles to find computer science articles. The information
search platform thus effectively provides computer science articles, so the students
were able to read and learn more quickly and efficiently.
Fig. 6. The number of links to computer science articles. (Color figure online)
5 Conclusion
This study was based on data mining to construct an information search platform.
Through TF-IDF, this platform calculates the weighting of all terms in each article,
automatically filters non-computer science category keywords and articles, and auto-
matically provides computer science articles. According to the experimental results, the
experimental group was able to use the information search platform to search for
keywords and read computer science articles, which in turn improved their base of
knowledge and concepts and enhanced their learning performance. Furthermore, the
information search platform can find such articles more easily than the Google plat-
form. Therefore, the proposed information search platform can effectively provide
computer science articles and also assist students to quickly read and learn related to
computer science.
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Cambridge (2011)
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Digitalization of a Systematic Literature
Review Process – Lean Startup and Data
Analytics Solution for Scholars
Zornitsa Yordanova(&)
Abstract. The paper aims at analyzing how Lean Startup as a product and
project management approach can be used in the context of Logic-Based Pro-
gram Synthesis product development. The research is interdisciplinary and
connects some technological and managerial aspects of data analytics, product
development, and technology management. Both the concepts of Lean Startup
and Logic-Based program synthesis have very similar approach for problem-
solving and developing solutions. By combining them, the paper shows results,
which lead to: 1.) Designing a Method for a common process for developing a
Lean Startup Program Synthesis (LSPS) application development model and 2.)
Probating a concrete application development through the identified stages. The
developed application’s purpose is the digitalization of systematic literature
analysis via data analytics technics and the use of Qlik Sense software. Potential
readers are scholars who are interested in digitalizing and automating the per-
formance of systematic literature analysis replacing the usual reading of full
papers with a cross wording filtering amongst words in titles, abstracts and
author keywords of science papers.
1 Introduction
In the last 20 years, interdisciplinary research has gained much focus and has resulted in
many innovations between different sciences and industry fields. The present study aims
to present the development of an application based on the popular Lean Startup product
development approach, which was originally used only to start technologies, but now,
10 years later, it is a common management practice in large corporations, multinational
companies, and yet in small product-oriented companies and startups. It is widespread in
many industries such as banking, technology, services, manufacturing, etc. worldwide.
At present, it covers not only product development and start-up functions [1], as it was in
the beginning, but also the tasks of project management [2], innovation management [3],
customer relationship management [4], etc. Lean Startup research in the context of
technology development has grown tremendously in the last few years. One of the most
2 Theoretical Background
2.1 Project and Product Management for Technology
Project management is that part of project knowledge that explores and studies the
more successful management of these initiatives. Organizations are becoming more
project-oriented [7], and projects are the preferred management instrument especially
for implementation of new activities [8, 9]. However, because projects are constantly
delayed, exceeding, and often technically unsuccessful, project management is often
explored for opportunities for improvement. These threats increase with the complexity
of the project. All these assumptions are extremely valid for science applied projects
per se. As a structure, the methodology has been developed in nine main areas of
knowledge and an additional one for integrity. The main areas of knowledge are:
Integrity management; Project scope management; Project time management; Cost
management; Quality management; Human resources management; Project commu-
nication management; Risk management; Procurement management [10]. An addi-
tional area added in recent years is the Management of the Code of Ethics in the
project, which each project manager undertakes to comply with. Very often projects are
implemented through processes. They are implemented by the project participants and
fall into two categories: (1) Project management processes - for planning, organizing,
coordinating and managing the project work. They are universal and standardized in
the contractor’s project management system. (2) Product Oriented Processes - to
specify and create the project product.
238 Z. Yordanova
3 Research Design
In the Scopus database, searching with different keywords, regarding Lean Startup
from one hand and all possible project, product and innovation management practices,
there are only six research papers referring to ‘synthesis’ and ‘logic-based’. The results
of the analysis are presented in the results’ section, because the analysis was done with
the developed application, following the development phases, defined in the next
paragraphs, designing the research methodology.
240 Z. Yordanova
The research design is based on the common elements of the analyzed Lean Startup
management approach and the technical method Program Synthesis. The research
design follows an application development for digitalization of literature review (at a
limited extend). The process of developing will follow both concepts phase stages: 1.)
Specification/Idea generation; 2.) Synthesizing/Building, development; 3.)
Verification/Measure, data 4.) Feedback/Learn.
Both the concepts of Lean Startup and Program Synthesis are circular and follow
these four common phases and are based on the cycle principle. By the presented below
Figs. 1, 2 and 3, the main stages are presented for the purposes of resulting in a
common process for developing a Lean Startup Program Synthesis (LSPS) application
development model.
Fig. 1. General process in Program synthesis. Source: James Bornholt, Program Synthesis
Explained, (2015), available at: https://www.cs.utexas.edu/*bornholt/post/synthesis-explained.
html [12].
Fig. 2. Basic Program Synthesis process. Source: James Bornholt, Program Synthesis in 2019,
(2020), available at: https://blog.sigplan.org/2019/07/31/program-synthesis-in-2019/ [13].
Digitalization of a Systematic Literature Review Process 241
Fig. 3. Lean Startup process for development. Source: Eric Ries, Lean Startup Fundamental
Feedback Loop and Workshop Info - from Web 2.0 Expo #leanstartup, (2009), available at:
https://www.slideshare.net/startuplessonslearned/eric-ries-lean-startup-fundamental-feedback-
loop-and-workshop-info-from-web-20-expo-leanstartup [14].
Concluding, the general phases for development of a Lean Startup Program Syn-
thesis (LSPS) application development model are (improved by business modelling
coming from Lean Startup requirement for not only technical verification and valida-
tion, but also customer and market validation):
1. Identification and description of high level business requirements (no matter if the
development is coming from internal or external sources)
2. High-level design and development with features of Minimal Viable Product
3. Validation phase
4. Re-design and improvement
In this section of the paper, presentation of the application development process takes
place with the respect of the above defined general process. In Table 1, the process and
the performed actions as well as the results of each of them is presented.
242 Z. Yordanova
This is how the application works by filtering and high-level flexible requirements
(Fig. 4).
There are several possibilities in the application: searching by words, which are
either in titles, abstracts or keywords of different data sets, combining different words
from the three filters, analyzing one or more datasets (coming from Scopus search), etc.
The feature of combining sets of words from titles, abstracts or keywords of science
papers might identify many hidden dependencies and linkages.
This is a wave analysis in the application, which is applied for searching the words
‘logic-based’ and ‘synthesis’ in abstracts of around 3000 science articles related to
Lean Startup and product, project and innovation management (Fig. 5).
The wave analysis facilitates the systematic literature analysis by providing useful
information on which are the topics discussed through titles. Keywords and abstracts
with a proper selection of a word in one of the three analyzed components of a science
paper.
Digitalization of a Systematic Literature Review Process 243
Fig. 5. Wave analysis in the developed application for digitalization of systematic literature
review.
5 Conclusion
In conclusion of the presented model for developing applications, based on both the
principle of continuing development Lean Startup and Logic-based programing, the
readers may use the outcome for their own development approach. The presented
model proposes not only technical valid process, but also its combination with a proven
business model technique. In addition, here is presented this model validation through a
concrete application, digitalizing (at some extend) the systematic literature analysis
process which is common one for each researcher. Major benefits of the developed
application are: 1.) Facilitating and digitalizing the systematic literature review process;
244 Z. Yordanova
2.) Revealing some hidden dependencies and linkages between articles; 3.) Word and
context analysis.
The future work of the author will be focused on collaborating with different
scientists from diverse science fields for real implementation of the developed appli-
cation and validating the possible results from its usage.
References
1. Ries, E.: Lean Startup: How Today’s Entrepreneurs Use Continuous Innovation to Create
Radically Successful Businesses. Crown Publishing Group, New York (2011)
2. Hamerski, D.C., Torres Formoso, C., Luís Isatto, E., Cevallos, C.: Combining Lean and
Agile Project Management in a Multi-Project Environment: Case Study in a Retail Company
(2019)
3. Lichtenthaler, U.: Agile innovation: the complementarity of design thinking and lean
startup. Int. J. Serv. Sci. Manag. Eng. Technol. (IJSSMET) 11(1) (2020). https://doi.org/10.
4018/ijssmet.2020010110
4. Eisenmann, T.R., Ries, E., Dillard, S.: Hypothesis-driven entrepreneurship: the lean
startup. Harvard Business School Entrepreneurial Management Case No. 812-095 (2012)
5. Hossain, S.S., Jubayer, S.A.M., Rahman, S., Bhuiyan, T., Rawshan, L., Islam, S.: Customer
feedback prioritization technique: a case study on lean startup. In: Misra, S., et al. (eds.)
ICCSA 2019. LNCS, vol. 11623, pp. 70–81. Springer, Cham (2019). https://doi.org/10.
1007/978-3-030-24308-1_6
6. Deville, Y., Lau, K.: Logic program synthesis. J. Log. Program. 19(20), 321–350 (1994)
7. Morris, P., Pinto, K.J.: The Wiley Guide to Project, Program, and Portfolio Management.
Wiley, Hoboken (2007)
8. Filippov, S., Mooi, H.: Innovation project management: a research agenda. J. Innov. Sustain.
1(1) (2010). RISUS ISSN 2179-3565
9. Ghaben, R., Jaaron, A.: Assessing innovation practices in project management: the case of
Palestinian construction projects. Int. J. Innov. Sci. Res. 17(2), 451–465 (2015). ISSN 2351-
8014
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11. Ohno, T.: Toyota Production System: Beyond Large-Scale Production. Productivity Press,
Portland (1988)
12. Bornholt, J.: Program Synthesis Explained (2015). https://www.cs.utexas.edu/*bornholt/
post/synthesis-explained.html
13. Bornholt, J.: Program Synthesis in 2019 (2020). https://blog.sigplan.org/2019/07/31/
program-synthesis-in-2019/
14. Ries, E.: Lean Startup Fundamental Feedback Loop and Workshop Info - from Web 2.0
Expo #leanstartup (2009). https://www.slideshare.net/startuplessonslearned/eric-ries-lean-
startup-fundamental-feedback-loop-and-workshop-info-from-web-20-expo-leanstartup
Effect of Facebook Use on Social Comparison
Perceptions
1 Introduction
People obtain much information about their friends from social network sites (SNSs),
which enable them to observe their friends’ recent life events and acquire social
comparison information. When people are unsure of their status in a particular area,
they frequently compare themselves with others. Facebook was selected as the SNS
platform for this study. Facebook is the most popular SNS and most theoretically
relevant to social comparison [1]. On Facebook, people present idealized versions of
themselves by posting flattering pictures and updates regarding their achievements [2].
People not only disclose their information but also remain informed on the lives of their
relatives, friends, and colleagues on Facebook; thus, Facebook has become the ideal
platform for social comparison [3].
© Springer Nature Switzerland AG 2020
T.-C. Huang et al. (Eds.): ICITL 2020, LNCS 12555, pp. 245–254, 2020.
https://doi.org/10.1007/978-3-030-63885-6_28
246 F.-R. Yang et al.
2 Method
2.1 Participants
In total, 134 college students (48 male and 86 female students) from a university in
Taipei were included. All of the participants were between 19 and 23 years old and
used Facebook regularly.
Effect of Facebook Use on Social Comparison Perceptions 247
2.3 Procedure
All participants were asked to browse a Facebook profile and complete a questionnaire
after providing informed consent. Participants visited the laboratory and completed an
online questionnaire program individually. Participants were told that we were studying
the retention of information found on Facebook. Subsequently, they were informed that
they would browse four Facebook profiles. We manipulated the comparison domains
(agency vs. communion) and comparison directions (upward vs. downward) using a
simulated Facebook profile of a comparison target. We used a Latin square design for
agency upward, agency downward, communion upward, and communion downward
comparisons to explore individuals’ social comparison perceptions on Facebook.
and the agency downward comparison profile. Furthermore, participants were required
to identify the relevant person who participated in the volunteer activity in the com-
munion upward comparison profile and the communion downward comparison profile.
We excluded participants who answered two Facebook content questions incorrectly.
Two questions were chosen as our cut-off because it suggested that participants had not
considered the profiles sufficiently. In total, eight participants were excluded for this
reason. Finally, 126 participants (46 male and 80 female participants) were included in
the study.
2.5 Measurement
After viewing the profile, participants completed a 5-point Likert scale (1 = strongly
disagree, 5 = strongly agree) that measured six items (the target person’s intelligence,
authority, task performance, empathy, agreeableness, and communion). The scores of
the six items were combined to create agency (three items) and communion (three
items) scores.
3 Result
In this study, t-tests were conducted to compare the four Facebook profiles. Descriptive
statistics and t-values were calculated for all the variables (Table 1).
Table 1. Facebook social comparison domain and social comparison direction t-test results
(N = 126)
Social comparison Dependent variables Social comparison t-value
domain direction
Upward Downward
Agency Agency 3.97 (0.69) 2.29 (0.72) 18.68**
Communion 3.55 (0.76) 2.88 (0.76) 8.00**
Communion Agency 3.48 (0.75) 3.13 (0.67) 4.84**
Communion 4.02 (0.76) 3.59 (0.73) 7.05**
*
p < .05, p < .01
**
Higher scores were obtained for the agency upward comparison profile (mean
[M] = 3.97, standard deviation [SD] = 0.69) than for the agency downward compar-
ison profile (M = 2.29, SD = 0.72), and higher scores were obtained for the commu-
nion upward comparison profile (M = 4.02, SD = 0.76) than for the communion
downward profile (M = 3.59, SD = 0.73; Table 1). Furthermore, individuals browsing
the agency upward comparison profile perceived communion upward comparison
Effect of Facebook Use on Social Comparison Perceptions 249
information (M = 3.55, SD = 0.76), and those browsing the agency downward com-
parison profile perceived communion downward comparison information (M = 2.88,
SD = 0.76). Individuals browsing the communion upward comparison profile per-
ceived agency upward comparison information (M = 3.48, SD = 0.75), and those
browsing the communion downward comparison profile perceived agency downward
comparison information (M = 3.13, SD = 0.67). Individuals perceived agency and
communion comparison domains as well as upward and downward comparison
directions on Facebook. The results support our hypothesis.
4 Discussion
Our results also support the halo effect in individuals browsing Facebook [15].
Individuals browsing the agency comparison profile perceived communion informa-
tion, and those browsing the communion comparison profile perceived agency infor-
mation. This could be a factor affecting individuals’ well-being after browsing
Facebook. Inferring unknown information from known information may affect people’s
evaluation of themselves and their well-being.
Appendix
252 F.-R. Yang et al.
Effect of Facebook Use on Social Comparison Perceptions 253
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Hands-on Statistical Methods: A Case Study
with Hidden Markov Models Using
Simulations and Experiments
Steinar Thorvaldsen(&)
1 Introduction
Stochastic processes are among the most general objects of study in probability and
statistics, but are normally not part of the introductory courses in statistics. Markov
processes are special cases of such processes. Some genetic processes can be repre-
sented by Markov chains in the sense that the random variables are not independent,
but rather the value of each variable depends on just the previous element in the
sequence. Markov chains models such local interactions [1].
Hidden Markov Models (HMM) can be very useful tools for analyzing a wide
range of linguistic and biological data, and are often included in a modern biological
curriculum. However, the subject is considered to be rather difficult. The biological
world is complex, and compared with physics and chemistry, it is only quite recently
that a somewhat systematic offensive towards biological problems by using mathe-
matical models has taken place. Modern students of biology have to learn more about
mathematical modeling than in earlier days.
This paper presents HMM’s background, theory and algorithms based on examples
from Gregor Mendel’s classical plant experiments. This approach is considered to have
some intuitive advantages in a bioinformatical and biological setting, because the
pedagogy goes from the known to the unknown. It presumes only basic knowledge of
genetics, statistics and matrix algebra, and the student may gain insight into the
complex HMM methodology by running “experiments” with the application Men-
delHMM [2] in a kind of “digital laboratory”.
Mendel’s famous experiments in plant hybridization were published in 1866 and
are often considered an essential work of modern genetics. He had no prior knowledge
of the diploid nature of genes, but through a series of experiments, he could anticipate
the hidden concept and name it “Element”. In his experiments, he examined seven
simple traits in the common garden pea (named Pisum). A trait (called phenotype)
occurs either in one variation or another, with no in-between. These plants are naturally
self-pollinating and exhibited traits that occur in very distinct forms, as shown in
Fig. 1.
Fig. 1. The 7 phenotypes that Mendel examined of the Pisum garden pea.
Today we know that such recessive expressions most often are mutations in the
DNA molecule of the genes, and it is well known for Mendel’s growth gene (trait 7)
that a single DNA-nucleotide G is substituted with an A. The outcome is that the
enzyme’s 3D structure is altered, and no biochemical reaction can occur.
In his experiment, Mendel also examined in more detail the plant seeds with two
and three simultaneous heredity factors. When he studied two traits, he used 1 and 2,
and three traits 1, 2 and 3 in Fig. 1.
Hands-on Statistical Methods: A Case Study with HMM 257
2 The Software
The interface of the program MendelHMM is shown in Fig. 2. There is a frame con-
taining controls for loading and managing training data in the left part of the window.
On the right side there is a frame holding controls for managing the Hidden Markov
model. Button Estimate (EM) runs the estimation of a model from the selected training
set. The button Sample (new) serves to produce new training sets according to the
selected HMM model and sample size.
Fig. 2. The main window of the program MendelHMM, with buttons for loading models,
training sets, viewing individual sequences and results.
The actual model and the actual sequence of hidden state values cannot be found
stringently from the knowledge of the observations’ sequence. The optimal model can
only be looked for in a probabilistic sense, and to search for the most probable model is
one of the common and often challenging tasks in Markov modeling. In an ideal case,
the model is derived from knowledge about the objects we study and its configuration.
However, in many practical situations, the available knowledge is insufficient. Still,
knowledge can be improved with our training data. This iterative process is called
learning.
There are two main kinds of learning. The first one, supervised learning, operates
with a training set consisting of pairs (xi, yi), where yi is a sequence of observations,
and xi is a sequence of corresponding states. The second possibility, the unsupervised
learning, works with sequences of observations, yi, only. In our situation, this case is
adopted. A central question is the source of the training data and how it may influence
the appropriate learning algorithm’s choice. The maximum likelihood (ML) estimate is
258 S. Thorvaldsen
suitable when the training data are random samples from a probability distribution that
can be searched for.
Supervised ML estimation is a pure counting of the relative frequency of occur-
rence of events. Additionally, ML estimation and the Baum-Welch re-estimation
algorithm provide unsupervised learning, and it is a special case of the EM algorithm
(Expectation Maximization). The algorithm is an iterative adaptation of the model to fit
the training data. An HMM may often be slow to estimate because of its high number
of parameters and many local maxima.
A presentation of model parameters estimated by the MendelHMM program is
shown in Fig. 3.
Fig. 3. EM-estimation of model parameters based on two phenotypes and 50 sequences each of
length 7. The results are sensitive to the initial values.
The toolbox MendelHMM may also produce new data samples from our Markov
model by running through it in a probabilistic way. A graphical outlook of the data
sequences can also be provided, as displayed in Fig. 4.
Hands-on Statistical Methods: A Case Study with HMM 259
Fig. 4. A sequence sample distribution of observations and hidden states from the MendelHMM
toolbox with two genes (4 phenotypes and 9 genotypes).
Some fundamental problems have to be solved in the HMM process. The first is the
problem of sequence evaluation. As a case study, the Mendel experiment gives us a
simple example of such evaluation, often called the forward/backward procedure. If
we, in the case of one gene, have a sequence of dominant (A) and recessive
(a) observations:
y ¼ ðA; A; a; a; aÞ ð1Þ
Note here that when writing a single letter A in bold, we mean the phenotype and
not the genotype. How do we then calculate the probability that this sequence is
derived from the model? In our particular Mendel model, we have initial state vector p,
probability state transition matrix PS, and emission probabilities PE:
0 1 0 1
1 0 0 1 0
p ¼ ð0 1 0 Þ; PS ¼ @ 1=4 1=2 1=4 A and PE ¼ @ 1 0A
0 0 1 0 1
ð2Þ
The first column in PE tells that all genotypes of type number 1 (AA) and type 2
(Aa) will be observed as phenotype 1(A), and the second column tells that all geno-
types of type 3 (aa) will be observed as phenotype 2 (a). In this rather simple case, only
one possible state path can hide behind the given observations:
260 S. Thorvaldsen
ð0 1 0Þ ! ð0 1 0Þ ! ð0 0 1Þ ! ð0 0 1Þ ! ð0 0 1Þ; ð3Þ
As mentioned before, the actual sequence of hidden values cannot be found from the
knowledge of the sequence of observations and the corresponding Markov model. The
optimal sequence can only be looked for in a probabilistic sense. The search for the
most probable sequence is another of the central questions in HMM. The Viterbi
algorithm solves this task. This algorithm applies dynamic programming and can be
interpreted as a search for the shortest path.
In our Mendel experiment, we may have a sequence of dominant observations:
y ¼ ðA; A; A; A; AÞ ð5Þ
How should we find the most probable sequence of states (e.g. genotypes)? A
predicted path through the HMM should estimate what the genotype sequence is in the
emitted symbol sequence. We decode the observed symbol sequence to obtain the
states and select the highest probability path (Fig. 5).
Fig. 5. Analyzing an observation sequence by the Viterbi algorithm. The solution of the best
state path is marked in bold face.
We are using the best preceding path (up to position t) to find the best possible
score and path at position t+1. The sequence begins by default in state p1, and we
construct a table of the possible paths, each with a pointer from the previous position
that generated it. After creating the table, the optimal state sequence will be found by
backtracking, as in Fig. 5. In Fig. 6 shows a graphical illustration from the program
MendelHMM with 10 generations.
Hands-on Statistical Methods: A Case Study with HMM 261
Fig. 6. A sample sequence of observations and hidden states from the MendelHMM model with
4 phenotypes and 9 hidden states. The Viterbi prediction based on the observed phenotypes alone
is also presented and is very accurate in this example.
7 Concluding Remarks
Mendel created the first mathematical model for the transmission of heritable traits,
based on the concepts of probability. He also studied in detail data from two and three
independent pairs of genes. A resampled version of Mendel’s data sets is available in
our program MendelHMM. Even though Mendel’s original “raw” data are lost, we have
to regenerate them with the same sample size and ratios, as reported in his paper. In our
program, the transition and emission probabilities may be estimated from the sequences
of observations, and the number of hidden states may be varied.
The approach in MendelHMM is based on experimental mathematics in which
computation is used to investigate mathematical objects and identify properties and
patterns to achieve a better understanding [5, 6]. The method makes use of computa-
tional evidence instead of formal proofs. Experimental mathematics has long traditions
in the history of science. It has re-emerged as a separate area of study in our time when
computers vastly increase the range of achievable calculations. In this way, an inno-
vative use of technology in learning a complex methodology may be realized.
Today HMMs are applied to a variety of problems in both language and
DNA/protein sequence analysis, including gene finding and protein family classifica-
tion and prediction. More background information and exercises may be found at the
MendelHMM homepage [7]. The toolbox is implemented in Matlab and is freely
262 S. Thorvaldsen
available for nonprofit, academic use. Later on, the next version of the program will be
available as an open-access web application.
References
1. Ross, S.M.: Introduction to Probability Models, 10th edn. Academic Press, Oxford (2009)
2. Thorvaldsen, S.: A tutorial on Markov models based on Mendel’s classical experiments.
J. Bioinform. Comput. Biol. 3(6), 1441–1460 (2005)
3. Kirkpatrick, S., Gelatt, C., Vecchi, M.: Optimization by simulated annealing. Science 220,
671–680 (1983)
4. Day, W.H.E.: Computationally difficult parsimony problems in phylogenetic systematics.
J. Theoret. Biol. 103, 429–438 (1983)
5. Borwein, J., Devlin, K.: The Computer as Crucible: An Introduction to Experimental
Mathematics. CRC Press, Boca Raton (2008)
6. Santner, T.J., Williams, B.J., Notz, W.I.: The Design and Analysis of Computer Experiments.
SSS. Springer, New York (2018). https://doi.org/10.1007/978-1-4939-8847-1
7. Mendel HMM Toolbox for Matlab. http://www.math.uit.no/bi/hmm/
Integrating Big Data in Introductory Statistics
Education - Challenges for Instructors
and Students
1 Introduction
Big data has been integrated in curriculum for statistics education to equip students
with advanced analytical skills to handle complicated data structures in reality. In
introductory statistics education, big data is more of a concept than a subject in the
course.
• Veracity – quality of data. Big data needs to be accurate, consistent, secure, and
reliable.
• Value – usability of data. Big data can be used for analytics, government policies,
business strategies, and education.
2 Literature Review
The development of statistics education incorporates big data applications, and further
into business analytics in data science. For introductory statistics education, teaching
objective is to train students with analytical skills using statistical concepts. Since
statistical properties (unbiasedness, efficiency, consistency) are different between small
data and big data, adding big data applications in introductory statistics means more
materials for instructors and for students to cover within limited time frame of the
course, which can be challenging.
Daniel [2] identifies critical issues with big data in education and explains the
importance in conceptualization of implementation as big data in education becomes a
mainstream. Klašnja-Milićević et al. [3] argue the rationales to associate big data and
learning analytics together, and describe possibilities and techniques for extending the
capabilities of educational systems.
Integrating Big Data in Introductory Statistics Education 265
François et al. [4] state the need to have big-data literacy integrated into statistical
literacy. Bargagliotti et al. [5] emphasize the need to have big data analytic skills
considered as one of the undergraduate students’ learning outcomes.
3 Research Methodology
This study is in the first phase of a more comprehensive project to enhance under-
graduate students’ big data literacy in introductory statistics. Challenges for instructors
and students are described based on qualitative findings.
Introductory statistics offered as a core course in college of management at a
national university is selected for this study. Student enrollment is above 90. In
addition to conventional statistics teaching, big data application is introduced in the
course.
Students are offered an option to join this project with additional training in big data
application. Signed consensuses are obtained before participation.
Using small
Explaining
dataset to teach Integrating big Data
programming
basic datasets vizualization
concept
programming
After class, most students mentioned that they could understand the basic pro-
gramming concept well, and enjoyed the learning process of the training.
4 Results
Sources of big data used in introductory statistics are from open source. Table 1 lists
examples of open source data, descriptions, and organizations as data sources.
Based on preliminary findings in this study, challenges and opportunities for
instructors and for students are summarized as follows. Challenges for instructors/
students are:
266 J. L. Hsu and Y.-R. Chen
training in software coding can be very challenging. Additional help sessions are
needed for slow-learners to get acquainted with software.
Big data applications – Big data applications cover diversified topics. What
instructors select for teaching materials may not be interested for students to learn.
What students are interested, for example social media data, may not fit well in
objectives of statistics teaching.
Understanding differences in statistical inferences between small data and big data
– Big data holds certain statistical properties and is different from the content of
introductory statistics. Instructors may need to spend extra time explaining the
uniqueness of big data statistical properties, or may need to provide additional learning
materials for students to understand big data statistical properties.
Modification of teaching/learning module – Conventional introductory statistics
education has not been data-centered. Integrating big data in introductory statistics
requires modification of teaching/learning modules.
5 Conclusion
This study provides some insights into challenges for instructors/students to integrate
big data applications into introductory statistics education. Four aspects are introduced:
(1) software acquaintance; (2) big data applications; (3) understanding differences in
statistical inferences between small data and big data; and (4) modification of
teaching/learning module.
In conclusion, introductory statistics education provides a solid foundation for
students to learn advanced analytical skills in data science. Integrating big data
applications into introductory statistics can be beneficial for students in practical
training and in capacity building.
Research Funding. This research is supported by Ministry of Science and Technology (MOST-
109-2511-H-005 -001) in Taiwan.
References
1. Younas, M.: Research challenges of big data. SOCA 13(2), 105–107 (2019). https://doi.org/
10.1007/s11761-019-00265-x
2. Daniel, B.K.: Big data and data science: a critical review of issues for educational research.
Br. J. Edu. Technol. 50(1), 101–113 (2019)
3. Klašnja-Milićević, A., Ivanović, M., Budimac, Z.: Data science in education: big data and
learning analytics. Comput. Appl. Eng. Educ. 25(6), 1066–1078 (2017)
4. François, K., Monteiro, C., Allo, P.: Big-data literacy as a new vocation for statistical literacy.
Stat. Educ. Res. J. 19(1), 194–205 (2020)
5. Bargagliotti, A., et al.: Undergraduate learning outcomes for achieving data acumen. J. Stat.
Educ. 28(2), 197–211 (2020)
Integration of LUPDA Theory and STEAM
with Computational Thinking Concepts
to Develop Assessment Principles for an AI
Based STEAM Activity
Abstract. This study uses learn, use, practice, design, apply/analyze (LUPDA)
theory to combine science, technology, engineering, art, and math (STEAM)
and computational thinking (CT) concepts to develop assessment principles.
The STEAM teaching activity designs and implements an artificial intelligence
(AI) webcam game with micro:bit technology, AI computer vision, and deep
learning techniques to recognize the user’s hand gestures via webcam. The game
in our teaching experiment which can automatically interpret the user’s gestures
as scissors, stone, or cloth through the webcam, and then automatically react to
the user through a motor. Finally, this study proposes a set of relevant assess-
ment principles based on STEAM, LUPDA theory, and CT concepts.
1 Introduction
STEAM integrates science, technology, engineering, art, and mathematics across dis-
ciplines to cultivate problem solving skills by fostering cross-domain integration [1].
However, there has been very little research combining computational thinking
(CT) concepts with STEAM education. Studies have shown that STEAM teachers who
integrate CT concepts into lesson plans and curricula are more effective when they
teach CT. In addition, CT training nurtures problem-solving attitudes and skills that are
applicable not only to computer science, but to other disciplines as well [2]. However,
few studies focus on developing assessment principles and questions for learning
performance evaluation in science, technology, engineering, art, and math (STEAM)
education.
Therefore, the purpose of this study is to develop a conceptual framework that
includes a set of relevant assessment principles based on concepts of STEAM, LUPDA
(learn, use, practice, design, apply/analyze) theory, and CT. The final assessment
framework, and principles grounded in STEAM + LUPDA + CT were designed. Next,
professors and experts were asked to revise the assessment principles and questions.
2 Literature Review
3 Method
This study utilized the LUPDA theory to create and improve learning performance in
STEAM education. LUPDA theory identifies the main purposes and guidelines for
different STEAM learning components. The primary aims of LUPDA theory for
STEAM are learning science content for science education, using technology (or
coding) for technology education, practicing how to use tools for engineering educa-
tion, designing works for art education, and applying/analyzing data for math education
in STEAM learning activities. The detail descriptions are shown in Table 1.
This study combines LUPDA theory, STEAM, and CT to develop a framework of
assessment principles and questions for STEAM education. This study invited several
scholars and experts in STEAM and CT to help modify and revise the designed
assessment principles/questions for each STEAM dimension to satisfy expert validity.
Designing a STEAM Activity. This study designed an AI-based webcam game with
micro:bit technology and motors for a STEAM education activity based on the learning
materials on the website [5]. Figure 1 presents the design of system. The science
content includes the concepts of artificial intelligence (AI), Convolutional neural net-
work (CNN), and mobile net. The technology content uses modified scratch visual
language coding. The engineering content includes a webcam, micro:bit and motors.
The art content encompasses the system design. The math content involves deep
learning neural network accuracy calculation, and motor rotation angle calculation.
The STEAM activity is used as an example of STEAM education activity in the
proposed assessment framework and principles.
Fig. 1. AI webcam (scissors, stone, and cloth) game with micro:bit technology [5].
270 C.-H. Wu and Y.-M. Huang
4 Data
Table 2. (continued)
STEAM LUPDA Computational Score Assessment principle
theory thinking
Pattern +1 The ability to figure out the pattern for
recognition +2 each sub problems
+3 The ability to select the most
appropriate science concept in each
patterns
Using science correctly in each patterns
Abstraction +1 The ability to design/plan several
+2 science sub programs to solve the
+3 problem
Can choose the most appropriate
science concepts/theories/algorithms
and apply it in different sub problem
and patterns
Knowing how to build a good system or
model (e.g. AI model)
Algorithm +1 Being able to design the flowchart that
+2 includes system/model/experimental
+3 hypotheses and then verify them
The ability to collect data and analyze
the experimental/simulation results
Making generalizations and reasonable
inferences based on the results of
analysis
Teaching activity: building and training AI models
Table 3. (continued)
STEAM LUPDA Computational Score Assessment principle
theory thinking
Abstraction +1 The ability to design/plan several
+2 sub programs to solve the problem
+3 Using materials and tools/functions
correctly according to specifications
to finish the sub program
The ability to modify or revise code
based on the results
Algorithm +1 The ability to design/plan a
+2 flowchart to solve the whole
+3 problem
Using and combine designed
functions or subprograms based on
the flowchart
The ability to modify or revised the
design of flowchart based on results
Teaching activity: being able to write program training data and improve training accuracy
Table 4. (continued)
STEAM LUPDA Computational Score Assessment principle
theory thinking
Abstraction +1 The ability to design/plan several
+2 components to solve the sub
+3 problems
Using the components correctly to
solve the sub program
The ability to modify or revise
components based on the results in
each sub problems
Algorithm +1 The ability to design/plan a
+2 flowchart to solve the whole
+3 problem
The ability to correctly combine
components and build systems
The ability to diagnose the
correctness of the built system and
modify it
Teaching activity: the ability to assemble motors from 1 to 2 motors
Based on our proposed assessment framework and principles, the steam capability
diagnosis analysis can be conduct after the STEAM activity. The higher STEAM score
in our framework, the higher capability students have. The score is calculated by the
sum of each assessment principles in STEAM dimensions. An example of STEAM
assessment result can be shown in Table 7. The capability diagnosis analysis for each
student can be display in Fig. 2 based on the results of our proposed assessment
framework. The high score in the dimension of STEAM denotes the student has high
capability of this STEAM dimension.
Integration of LUPDA Theory and STEAM with CT Concepts 275
S
6
4
M 2 T
0
A E
Fig. 2. STEAM capability diagnosis analysis.
5 Conclusions
This study used LUPDA theory to combine STEAM and CT concepts to develop
assessment principles for STEAM and CT educators. The contribution of this study is
the innovative integration of STEAM and CT for cross-disciplinary education, with a
focus on building cross-disciplinary problem-solving skill in STEAM education. The
concepts of CT, when applied to STEAM education, can help students cultivate
problem-solving skills. If CT concepts are applied to STEAM education, they are
useful for nurturing problem-solving skills and improving the learning performance of
STEAM students. This study proposed LUPDA theory, which can help educators to
design assessment principles and questions for measuring students’ learning perfor-
mance in their own STEAM with CT concepts activities.
Acknowledgement. Funding for the study was provided by the Ministry of Science and
Technology (MOST), Taiwan, under Grant number: MOST 108-2511-H-142 -007 -MY2.
References
1. Pimthong, P., Williams, J.: Preservice teachers’ understanding of STEM education.
Kasetsart J. Soc. Sci. (2018)
2. Swaid, S.I.: Bringing computational thinking to STEM education. Procedia Manufact. 3,
3657–3662 (2015)
3. Hsu, T.-C., Chang, S.-C., Hung, Y.-T.: How to learn and how to teach computational
thinking: suggestions based on a review of the literature. Comput. Educ. 126, 296–310 (2018)
276 C.-H. Wu and Y.-M. Huang
4. Malizia, A., Fogli, D., Danesi, F., Turchi, T., Bell, D.: TAPASPlay: a game-based learning
approach to foster computation thinking skills. In: 2017 IEEE Symposium on Visual
Languages and Human-Centric Computing (VL/HCC), pp. 345–346. IEEE (2017)
5. GMII.TW. http://www.gmii.tw/gmiiblog/6031322. Accessed 2020
Project Management for Innovation
Projects – State of Art
Zornitsa Yordanova(&)
Abstract. It has been largely researched what the factors which determine
successful project management are. Most of the research show a huge depen-
dency between project success and type of the projects in terms of size, industry,
scope, market, etc. Much research analyze the type of project management and
all specifics related to its application. This paper focuses on project management
specifically for innovation projects as they are extremely different types of
projects which require distinct project management approach. The purpose of
the research is to determine the current state of art of the topic by revealing the
research achievements in the science literature. The research applies a systematic
literature analysis through a traditional approach as well as an advanced tech-
nique for digital systematic literature review so to reveal the current status of the
state of art of the topic Project management for innovation projects. The sys-
tematic literature analysis went through 299 research papers from the Scopus
database so to uncover the current accomplishment. The results are of interest to
scientists and practitioners primarily from the management sciences, but are also
extremely suitable for practitioners from any other industry related to innovation
development.
1 Introduction
Over the last 40 years, project organization has been established as an effective tool for
managing complex new activities within organizations. Project management handle
many activities better than any other organizational structure [1]. Projects are the
preferred management tool for the implementation of new activities, such as innovation
development and innovation projects [2]. In recent decades, projects have become a
parallel structure of the organization in almost every organization to engage in new
activities [3]. Innovation developments are some of the optional new activities which
take place in organizations. Developing innovations is exactly such activities which
project organization is extremely appropriate for [4]. These kinds of projects are very
often innovation projects per se [5]. For many companies, improving and increasing
innovativeness and the ability to develop innovations is the most substantial factor for
growth [6]. Unfortunately, while the value of these projects for companies is
significant, their failure rate is also very high. This is why, the current research focuses
on analyzing the management practices of innovation projects and to reveal by per-
forming a systematic literature review, the state of art of this project management
branch. The study design of the research steps on literature review of 299 science
papers from Scopus database which are funneled for detecting the real research studies
dealing with the topic. The findings show there is still gap no matter of the topicality on
the matters. In addition, a specially developed Tool for Advanced Analytical Literature
Review (AALR) is used so to detect some hidden for the manual literature review
process dependencies.
2 Theoretical Background
The theoretical background in this section aims at briefly pointing out the main
knowledge areas involved in the research. Deeper research analysis is performed in the
‘results’ section as part of the applied methodology.
The research design of the project is based on the principles of the systematic literature
review. It was performed twofold by different approaches: in the traditional way by
traditional manual means and secondly by using a digital tool for systematic literature
review based on wording and context analysis in a specially developed data analytics
software QlikSence.
The traditional systematic literate review steps on search in the Scopus database of
science papers focusing on both project management and innovation projects. The used
formula in Scopus advanced search was:
TITLE-ABS-KEY (“project management”) AND TITLE-ABS-KEY (“innovation
projects”).
The advanced search feature of Scopus data source allows the search of all science
papers, which have simultaneously the term ‘project management’ and ‘innovation
projects’ in these papers’ titles, abstracts and author keywords, no matter of the exact
place. Doing this advanced search, the author assumes to scope all papers which
purposefully target both project management and innovation projects or more focused
“innovation projects management”. No restrictions have been done to limit the science
discipline of the papers because most of the research related to these methodologies are
case studies and are very specific examples of their application. This data source gives
the state of art of the topic in its full existence in the science literature.
The second research method used is applying the innovative digital Tool for
Advanced Analytical Literature Review (AALR). A special tool has been designed and
developed to serve the research. The tool is based on Qlik Sense application, which is
amongst the best recognized business intelligence tools for data analytics. It is basically
used for enterprise data analysis and its application in the current research through
AALR is indeed an innovative method for deeper word and contextual analyzing the
topic. It aims at revealing hidden connections between science papers with different
focus from first impressions and hidden for analyses based on the traditional approa-
ches. AALR is very useful and extremely appropriate for interdisciplinary research
where the analyses include literature from diverse science fields.
The tool AALR integrates all the results from the Scopus research showed in the
first step of the research design. AALR is configured with various filters by which the
280 Z. Yordanova
researcher can search and combine different words in order to compare and collate the
use of different words within large amount of research papers in their titles, author
keywords and abstracts. By doing this, the researcher is able to reveal hidden context,
to discuss and analyze the use of words in their context, to make comparison and to
identify links between different research. It might be also useful for defining knowledge
gaps.
In the case of this research and the loaded data in the tool AALR, which data is
Scopus sourced, the tool has this took, presented on Fig. 1.
Fig. 1. AALR tool for digital literature analysis on words and word context.
In the tool AALR many analyses can be performed. They usually are iterative and
consecutive based on the findings in the prior step. The results are demonstrated in the
‘results’ section of the paper.
In this section of the paper, results from systematic literature review are presented
based on the criteria put in the research design. The found science papers in the Scopus
database are 299 papers. On Fig. 2 are shown all the papers according to the year of
their publication.
It is obvious from the distribution of science research through the years that
management of innovation projects has become of an interest of scientists after 2004
and especially in the last three years after 2017 (the data for 2020 is only for the first
months and this is the reason for the big difference as well as the operational delay in
indexing publications in the Scopus database). These are the journals which published
more than 5 articles on the topic (inclusion criteria is shown in the research design):
Project Management for Innovation Projects – State of Art 281
Fig. 2. Wave analysis in the developed application for digitalization of systematic literature
review.
Table 1. Most cited science articles on project management for innovation projects.
Author Title Source Cited
by
Olson; Walker; Patterns of cooperation during new Journal of Product 287
Ruekert; Bonner product development among Innovation
[13] marketing; operations and R&D: Management
Implications for project
performance
O’Connor [14] Market learning and radical Journal of Product 261
innovation: A cross case Innovation
comparison of eight radical Management
innovation projects
Keegan; Turner The management of innovation in Long Range 191
[15] project-based firms Planning
Lettl [16] User involvement competence for Journal of 179
radical innovation Engineering and
Technology
Management - JET-
M
Moenaert; Souder; R&D-marketing integration The Journal of 174
De Meyer; mechanisms; communication flows; Product Innovation
Deschoolmeester and innovation success Management
[17]
Moenaert; Meyer; R&D/Marketing Communication IEEE Transactions 162
Souder; During the Fuzzy Front-End on Engineering
Deschoolmeester Management
[18]
Du J; Leten B; Managing open innovation projects Research Policy 135
Vanhaverbeke [19] with science-based and market-
based partners
Markham [20] A Longitudinal Examination of Journal of Product 117
How Champions Influence Others Innovation
to Support Their Projects Management
Brettel; Cross-functional integration of Journal of Product 109
Heinemann; R&D; marketing; and Innovation
Engelen; Neubauer manufacturing in radical and Management
[21] incremental product innovations
and its effects on project
effectiveness and efficiency
Song; Thieme [22] The role of suppliers in market Journal of Product 109
intelligence gathering for radical Innovation
and incremental innovation Management
digital literature review for extracting real valued studies on the matters of the current
research (with the availability to include more filters and funneling options).
Project Management for Innovation Projects – State of Art 283
The first analysis performed by the tool for digital literature review and analysis
AALR, includes filtering the scoped 299 articles/papers by the author keywords
“project management” and “innovative projects” which it should be the most précised
search for the research topic. On Fig. 3 is presented a wordogram of the most fre-
quently met words in the 87 articles that met these criteria. Words with less than 4
symbols and common words for abstracts are removed (ex. like, this, these, most,
paper, have, been, such, from, case, more, used, which, etc.) from the wordogram.
Fig. 3. Most used words in abstracts of focused articles on project management for innovative
projects.
The results show that usually research dealing with project management for
innovative projects discuss also these topics: processes, development, research, open,
impact, social, performance, product.
Analyzing deeper the focused 87 articles, some interesting ones paid attention. The
topic for project management for innovative projects is research for example in the case
of e-government in the article of Keefe, Bikfalvi, Beer and De La Rosa called “A case
study analysis of factors determining success or failure for participants in collaborative
innovation projects in e-Government” [23]. Some use and application of flexible project
management methods is also detected as in the article ‘Agility and the role of project-
internal control systems for innovation project performance’ of Lill, Wald and Gleich
from 2019 [24]. Interesting insights are reveals from De Los Rios and Villa in 2019
about the management of science, technology and innovation projects under the PMI
principles [25]. Again in 2019, a research of Midler is discussing the transformation of
innovation project management, which additionally funnels the researched topic into a
specific knowledge area of project management called ‘innovation project manage-
ment’ [26].
The latest research on the topic is more and more focused and confirmatively prove
the existence of the specific knowledge area of project management for innovation
projects and development.
284 Z. Yordanova
5 Conclusion
In conclusion of the presented analyses aiming at stating the art of project management
for innovative projects the author clearly showed the interconnection between project
management, innovation management and product management as closely relevant
multidisciplinary approach for the newly more and more met term: ‘innovative projects
management’. The research provided to readers some insight about the currently done
science work on the matters and reveal some contextual topics discussed meanwhile as:
open innovation, process management, user involvement, the importance of
performance.
The future work of the author will be focused on collaborating with different
scientists from diverse science fields for using some of the collected knowledge on
managing innovative projects.
References
1. Gemünden, H.G., Lehner., P., Kock, A.: The project-oriented organization and its
contribution to innovation. Int. J. Project Manag. 36(1), 147–160 (2018)
2. Allahar, H.: A management innovation approach to project planning. Technol. Innov.
Manag. Rev. 9(6), 4–13 (2019). https://doi.org/10.22215/timreview/1245
3. Matinheikki, J., Artto, K., Peltokorpi, A., Rajala, R.: Managing inter-organizational
networks for value creation in the front-end of projects. Int. J. Project Manag. 34(7), 1226–
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Innovative Learning in Education
A Comparative Study on Ethics Guidelines
for Artificial Intelligence Across Nations
These ethics guidelines may vary across nations, which in turn, may influence the
application of ethical principles in different fields such as industry, governments, and
academia [2]. Although there are a few studies [3, 4] which compares different ethical
guidelines across various stakeholders (e.g., policymakers, AI developers, key user
groups or general users, educators and professionals), several critical issues exist. First,
while Jobin et al.’s analysis is comprehensive, their contribution is merely descriptive
[5], rather than normative. Second, while Zeng et al. attempted to use visualization
techniques to explicitly establish the links among AI ethics guidelines, there approach
of choosing keywords is manually-chosen, rather than data-driven. Third, the literary
genre of various ethics guidelines is often neglected in previous comparative analyses.
For instance, Ethically Aligned Design which released by IEEE [5] is 294-page long
whereas The Japanese Society for Artificial Intelligence Ethical Guidelines [6] only has
three pages. Without considering the length of content, in comparing ethics guidelines
across different stakeholders, the results may be misleading.
To address the above issues, we focus on AI R&D guidelines issues by govern-
ments because these normative, official AI ethics guidelines play prominent roles in
developing and implementing AI technologies. Moreover, we deliberately choose
guidelines from more economically developed countries [4] given their leading statues
in educational technology worldwide. Note that the length of these guidelines would be
comparable. Furthermore, we utilize text mining and data visualization techniques to
analyze the content. By adopting the more objective approach and by keeping in mind
that we do not aim at a full analysis of all AI ethics documents, the goal of this study is
to investigate the commonality and differences among these AI R&D guidelines.
Particularly, we raise the following research questions:
1. What is essential commonality across AI ethics guidelines in more economically
developed countries chosen in this study?
2. What are the differences among these guidelines and how do they potentially relate
to the developmental emphasis of different nations?
2 Research Method
2.1 Materials
AI R&D principles issued by the USA, EU, Japan, China, and Taiwan were selected as
target content for analysis. The first three, representing more economically developed
countries, together accounted for nearly half of all ethical AI principles, according to
Jobin et al. [4]. The later two, China and Taiwan, were selected based on our research
interest.
A Comparative Study on Ethics Guidelines for Artificial Intelligence 291
Below are brief sketches of these AI R&D principles, beginning from the latest one:
1. Guidance for Regulation of Artificial Intelligence Applications [7]: 10 principles
from the USA.
2. Guidelines for Artificial Intelligence Technology Research and Development [8]: 8
principles and 3 core values from Taiwan.
3. Guidance for Research and Development of Artificial Intelligence [9]: 7 principles
form Mainland China.
4. Ethical Principles and Democratic Prerequisites to form a responsible AI [10], 9
principles from EU.
5. The Japanese Society for Artificial Intelligence Ethical Guidelines [6]: 9 principles
from Japan.
2.2 Instruments
The Key Term Extraction [11], a multilingual keyword extraction system for sug-
gesting key terms from digital documents (PRC Patent No: ZL 00 1 22602.9.), was
adopted for our content analysis. This research tool features in automatic keyword
extraction, a fundamental technology in advance information retrieval system.
With a larger corpus, the precision rate of the Tseng’s [12] keyword extraction
algorithm is over 96% for news and over 90% for bibliographic materials, suggesting
that its system quality is reliable. Moreover, this system affords both quantitative and
graphical representations for the results. Resulting key terms would be ranked based on
their frequency (by token) in the document, while the semantic relationship between
these key terms would be shown by a key-term graph. This system is available via:
http://rsp.itc.ntnu.edu.tw/SAMtool/SegWord_CGI.html.
2.3 Procedure
The procedure consisted of three phases: (1) information retrieval, (2) key term
extraction, and (3) data visualization. In the phase one (information retrieval), for each
guideline, number of principles and total length of principles were retrieved for
examining whether they differ significantly across five guidelines. The Fisher’s exact
test was performed, respectively. Results showed that neither the length (p 0.05)
nor the number of principles (p 0.05) differ across guidelines, suggesting the five
guidelines were comparable. In the phase two (key term extraction), each guideline was
processed by the Key Term Extraction [12]. All automatically-generated key-term
graphs and the key terms were saved in a cloud drive (https://parg.co/bGGc). We
examined each term carefully and kept content words, excluding function words, for
further exploration. Finally, given that there were commonality and differences existed
in the key terms from five guidelines, data visualization technique was adopted in the
phase three.
292 T. S.-H. Lee et al.
We presented the commonality and differences of key terms across five guidelines by
word cloud, an intuitive visualization technique to give our readers a glance into the
most frequent words, and a color-coded table to show a more in-depth analysis on the
coverage of different guidelines on various key terms.
Fig. 1. Word cloud visualization of five guidelines on the topic “AI R&D”.
AI 18 10 16 19 26 89
Human 2 9 7 8 4 30
Development 4 2 6 2 3 17
Data 0 6 3 5 2 16
Safety 3 5 2 0 3 13
Systems 0 7 7 0 3 17
Society 9 0 2 4 0 15
Information 3 2 0 0 8 13
Autonomous 0 8 0 2 2 12
Decisions 0 2 0 9 0 11
Ensure 0 3 5 0 3 11
Impact 2 0 3 0 3 8
Privacy 0 2 0 2 4 8
Fair 2 0 0 2 2 6
Risks 0 0 4 0 10 14
Benefit 0 0 2 0 9 11
Potential 0 0 4 0 7 11
Application 0 2 0 0 8 10
Nature 0 0 3 0 5 8
Respect 4 3 0 0 0 7
Security 0 2 0 0 5 7
Considered 0 0 3 0 3 6
Protection 0 4 0 0 2 6
Processes 0 2 0 0 4 6
Research 3 0 2 0 0 5
Responsibility 2 3 0 0 0 5
Rights 0 0 3 2 0 5
Integrity 2 0 0 0 3 5
Humanity 3 0 2 0 0 5
Human dignity 0 2 0 2 0 4
Environment 0 2 2 0 0 4
Implementation 0 0 2 0 2 4
Fig. 2. The distribution of key terms retrieving from AI R&D guidelines across nations. (Color
figure online)
First, key terms were categorized into five colored sections to denote how common
they were across five guidelines; for instance, green denotes a key term that was
294 T. S.-H. Lee et al.
mentioned in five guidelines (green = 5, blue = 4, red = 3, and 2 = yellow; for a key
term that only appeared in one guideline, see cloud drive). Also, darker color denotes
more frequent that the key term was mentioned.
Second, within each colored section, key terms were sequenced based on their
cumulative frequency. For example, for three key terms in the green section, while they
were all mentioned across five guidelines, they were listed as follows based on weights:
AI(89), Human(30), and Development(17).
This study adopted content analysis and data visualization to investigate the com-
monality and differences among AI R&D guidelines across nations (i.e., the US, EU,
Japan, Mainland, and Taiwan). Three key terms, AI, human, and development, are
identified as essential commonality across guidelines. As for key terms that only
extracted from particular guidelines (e.g., risk, benefit, responsibility, rights and more),
they were weighted differently in the color-coding scheme. The findings echoed prior
research which suggested that AI ethics guidelines may vary across nations and cul-
tures [2, 4], with supportive evidence from a more objective, data-driven approach.
This approach could be applied to guidelines that released by other stakeholders (e.g.,
AI developers, key user groups or general users, educators and professionals), letting
the conversation [1] moves on.
Acknowledgements. This work was financially supported by the grant MOST- 109-2634-F-
003-008 from Ministry of Science and Technology of Taiwan.
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A Comparative Study on Ethics Guidelines for Artificial Intelligence 295
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(2020)
Analysis on the Application of AI Technology
in Online Education Under the Public
Epidemic Crisis
1 Introduction
With the outbreak of the epidemic, nearly 270 million students across the country need
to learn online at home. Online education plays an unprecedented role and shoulder the
responsibility of national students’ learning. Schools in various regions respond to the
call and organized online education. Multi-platform and multi type online education
become a learning way for students of all grades during the epidemic period. The
common platforms include Rain class, Tencent class, Massive Open Online Course
(MOOC), China education channel, etc.
dS
¼ bIS þ aR ð1Þ
dt
dE
¼ bIS ða þ c1 ÞE ð2Þ
dt
dI
¼ aE c2 I ð3Þ
dt
dR
¼ c1 E þ c2 I ð4Þ
dt
SðtÞ þ E ðtÞ þ I ðtÞ þ RðtÞ ¼ constant ð5Þ
The SEIR model with a total population of 20000 is established to compare the
epidemic situation after no measures and martial law control. The simulation results are
shown in Fig. 2. The right figure takes strict prevention measures on the 10th day. It
can be seen that compared with the figure above, the high incidence date of infectious
diseases in the figure below is delayed and the number of patients in the high incidence
period is greatly reduced.
Therefore, it can be find out that it is wise to continue to study and work at home
and isolate people. During the epidemic, the education of students can’t be separated
from the online education mode, but at the same time, the problem of online education
has also been magnified.
1. Network information security: The use of big data in online education makes the
data of online education users displayed in the background. Without protection, it is
easy to make users’ privacy leaked. Therefore, relevant laws should be formulated
to protect users’ privacy and rights [2].
2. The relationship between technology and teachers: AI helps teaching, but it should
also make teachers as the main teachers, learning knowledge and skills is very
important, but learning to be human and improving moral cultivation is more
important. AI can bring about the application of repetitive rules, but it can’t give
students creative aesthetic, emotional and ideological help. Compared with teaching
knowledge, education is more important. We need to distinguish the ethical rela-
tionship in education.
3. Cannot implement technology from top to bottom: AI helps education should be
promoted from the bottom up. The era of intelligence is coming. Students, teachers
and educational institutions need to be prepared. Teachers and students need to
adapt themselves to AI in order to play its effect. If top-down pressure is applied,
students and teachers cannot adapt to sudden changes, they can’t play their own
role, lead to half the effort.
4. Focus on the education of students in remote and poor areas: The family conditions
of students in most areas of our country can meet the network environment and
hardware conditions needed for online education, but the remote areas and some
poor families cannot meet the conditions for children’s online learning [3]. In order
to make these students receive equal treatment for teaching, we should speed up the
construction of network environment in the remote areas, help students in poor
areas to get a good learning environment, give them corresponding equipment
support, and promote the equality of teaching level.
With the advent of 5G (5th Generation mobile networks), online education has a
stronger foundation, so that teachers can conduct online tutoring in a more timely
manner. It can also gather high-quality teachers from all over the world, improve the
quality of teaching, and solve the problems of uneven online teaching level and hard to
find good courses.
302 S. Li et al.
With the rapid development of 5G technology, it has been widely used in business.
Its advantages of high transmission rate and low latency can make online education
under 5G network no longer suffer from problems such as high concurrent network
access and poor network quality. 5G’s ultra-high bandwidth will make 4K video, VR
and Augmented Reality technology (AR) better supported by network environment, a
better development environment provides favorable conditions for the future devel-
opment of AI [9]. At present, China’s educational resources are still very unbalanced,
the online education and teaching mode in 5g environment may be able to slightly
improve this situation [10]. 5G can make the live classroom highly similar to the offline
classroom. The immersive learning environment can not only give students real
experience in class, but also interact with teachers to improve teaching efficiency.
develop each person’s unique learning methods and contents, make learning person-
alized, and prevent learning blind and inefficient [15].
4 Summary
The outbreak of the epidemic gives online education an opportunity to show its own
role and the strengths of online education. In the era of AI big data and other tech-
nologies’ high-speed development, in order to help the development of education, at
the same time, promote the intelligent informatization of education, AI and education
are integrated, make contributions to the collaborative development, and inject fresh
blood into the education of the new era. All teaching participants should also actively
Analysis on the Application of AI Technology in Online Education 305
respond to the call of the Education Bureau, face the upgrading and reform of education
actively, build a flexible education system, and strengthen the integration of education
and AI. The development of education mode needs the joint efforts of students,
teachers, parents, schools, educational institutions and Education Bureau.
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41(4), 13–20 (2020)
Design Aspects of a Virtual Reality Learning
Environment to Assess Knowledge
Transfer in Science
1 Introduction
Educators need a way to determine if, and to what degree, a learner can transfer his or
her knowledge and skills learned in the science classroom to real-world situations.
Computer-generated simulation platforms can provide the complex contexts that
constitute realistic situations with authentic tasks. These simulations can be used to
create authentic virtual spaces that provide safe and effective environments where
situated learning, as well as assessment, can take place [29].
This paper focuses on the lessons learned during the development of a virtual
reality learning environment (VRLE) for authentic assessment of the transfer of skills
and knowledge in the secondary school science classroom. Existing guidelines for
developing a virtual reality learning environment assisted in the design of the VRLE.
The research question presented by this paper is as follows: What are the important
design aspects of a virtual reality environment for the assessment of knowledge transfer
in science education.
2 Background Literature
3 Research Methodology
Guided by pragmatism, this study followed the design science research (DSR) iterative
design-implement-evaluate process. The artefact development is divided into two
iterations, each starting with the planning of the environment and actions, moving to
308 J. Steynberg et al.
development, and finally, an evaluation. The evaluations will include the usability of
the artefact at the particular stage of development and the evaluation of the platform for
validity and reliability as an assessment tool. As a theoretical contribution of this study,
guidelines abstracted from literature will be updated and refined from the lessons
learned through the two iterations.
VRLEs have unique usability and complexity challenges as the increased immersion
can amplify the positive and negative aspects of the environment [8]. VRLE design
should combine three different areas – pedagogy, technology and content – into an
integrated environment [14], pointing to the need for VRLE development guidelines.
Fig. 1. Magnetic fields are visible when the magnets are picked up.
We use two virtual characters as pedagogical agents – a man and a woman. The
learner never sees them, but their voices guide the learner through the tasks. The man is
an announcer – to guide the learner into the environment and navigate from scene to
scene, and the woman guides the learner to complete the activities and explain the
results. We evaluated five different text-to-speech online tools: Natural Reader,
Amazon Polly, fromtexttospeech.com, text2speech.org and ttsreader. Amazon Polly
was found to sound the most natural, and we used it to implement the voices, adding
sound effects with Audacity to add texture and interest to the speech. A storyboard for
the design, implementation and evaluation of simulations has been used successfully in
education [9, 11]. The guideline for using a storyboard is that the simulation design
must include the learner, the environment, the interaction and triggers between a learner
and the environment, as well as the changes that take place in the environment [13].
We propose that in a VRLE, the learner is not a separate entity but part of the
simulation as he or she interacts with the environment. Two simulation environment
design approaches [9, 13] have been synthesized (Fig. 2) where the environment now
includes the details of a scene, the learner, the interactions and changes to the scenes.
Fig. 2. The combination of the approaches of Fara and Liu to design the content of a VRLE
can be expected, change of scene, or redirection away from the scene after a learner’s
action.
Level of Immersion and Realism. The levels of immersion and realism should be
specified for every objective identified in the previous step to define the environment
[6, 22, 27]. Passive participation is discouraged as merely watching a scene in VR does
not mean learning is effective. Designers should use real-world metaphors, for exam-
ple, a mailbox for leaving a message [15]. Visually realistic learning spaces help
learners understand their environment as they know what to expect based on their
existing mental models of the real world [18]. Learners expect real-world respect for
personal space within a VRLE. Without careful consideration, discomfort can be
created when another character stands too close to them or walks right through them, or
an object passes through them. Additionally, side effects unique to virtual reality, such
as eye strain, motion sickness, disorientation and headaches, have to be addressed and
mitigated as far as possible at each step of the development process [8, 24, 25].
The guideline for immersion and realism is to design realistic learning spaces with
real-world metaphors. The learner’s personal space has to be respected and side-effects
must be mitigated.
Our artefact is a VRLE of a deserted island in the year 2100. Earth has been
destroyed, except for this island that holds the portal to a new world (Fig. 3). The scene
starts with a short tutorial to familiarise the learner with the environment and the
navigation methods. The learner is then guided through different tasks involving
magnetism and on completion of the portal to the new world is opened, and the learner
is transported there.
Fig. 3. Two of the scenes from the artefact: an ice landscape and the portal.
We found that working in Unreal Engine, collision and collision spaces are hard to
control. In our prototype, a learner cannot walk into a table, but hands and arms can
reach into the table. Additionally, when attaching an object such as a nail to a magnet,
the nail seems to go through the magnet. We hope to clear up these issues in the second
iteration of the DSR cycle.
Design Aspects of a Virtual Reality Learning Environment 311
Hardware and Software Selection. Before development begins, the hardware and
software to be used should be specified [6, 27], as various factors influence this
selection. Firstly, the purpose and goal of the VRLE will determine which devices and
312 J. Steynberg et al.
software that will be acceptable. The choices of hardware and software will differ vastly
from the final-year surgical student trying to perfect a life-threatening procedure to an
elementary class experiencing a virtual field trip [16].
Secondly, hardware and software selection depends on properties that are unique to
VRLEs, such as the levels of realism, immersion and interaction. The higher these
levels, the more senses of the learner will be involved, and the devices and software to
implement the environment will become more complex [10, 13, 27].
Thirdly, the audience of the VRLE also influences hardware and software choices,
since different demographic groups will experience and use the devices differently. For
example, the Oculus Rift is not recommended for children under the age of 13, since
their eyesight is not fully developed yet; therefore, an alternative display should be
chosen. Learners wearing glasses should be given extra support when fitting and
adjusting headsets to allow them to see the environment clearly [19, 27].
Lastly, cost is often an overriding factor. The improvement of the teaching and
learning process must be worth the cost, and the high cost of VR hardware and
software has a negative influence on the adoption of VRLEs [12, 15, 27]. Costs may be
financial costs, overhead setup time costs, and training costs for teachers and learners.
The guideline for technology specifies that appropriate hardware and software
should be selected, considering the purpose, the level of immersion and realism, the
audience and the cost.
For our artefact, we decided to opt for a middle of the road approach. We are using
Unreal Engine 4.22 for the development – it is free for research use and has very good
graphic rendering capabilities. Focusing on systems with handheld controllers, we are
using Oculus Rift – a comfortable headset with integrated earphones and tracking to
determine the position of the learner’s head and two motion controllers with two
desktop sensors to translate movement into the VRLE.
Implementation: Using a Finite-State Machine. The execution flow in games can be
implemented through finite-state machines, which are abstract machines that can only
exist in a finite number of states at any given time and can be easily represented using a
graph. This allows for simplified design, implementing and testing as there is always
only a finite number of states to consider [3, 5]. The guideline for implementation is to
use a finite-state machine to implement interactive execution flow.
We added a short tutorial in the first scene of our environment to familiarise the learner
with the controls and environment. When implementing the tutorial, the need for a
better model for the algorithm was apparent – the usual if-then-else structure of a
sequential model was not sufficient – the code was clumsy, repetitive and error-prone.
Therefore, according to the suggestion of Seeman and Bourg [5], we used a finite-state
machine to implement each scene in our artefact. The finite-state machine of the first
action in our artefact is seen in Fig. 4.
Design Aspects of a Virtual Reality Learning Environment 313
Fig. 4. Finite state machine of the first action in the tutorial, scene 1.
Table 1. Guidelines for developing a VRLE with the lessons learned from this study.
Guidelines Lessons learned
Pedagogy Create an authentic environment [6, There are very few three-
18, dimensional science assets
22] available to create an authentic
environment
Learning material should be [20]
divided into chunks
Implement visualised content [22, Considerable time needed to
27] design novel visualisations
Pedagogical agents [6, 7, Voices using text to speech
23] can be added
Storyboards [9, The learner is not a separate
11, entity, but now becomes part
13] of the simulation as he or she
interacts with the environment
Content Realistic learning spaces with [22, Collision and collision spaces
real-world metaphors 27] are hard to control and needs
extra attention
Learner must engage with the [6]
problem manipulation space
Personal space has to be [8, Put restrictions into scenes to
respected 24, protect learner from harmful
25] areas
Side-effects must be mitigated [8, Movement that does not
24, originate from the learner can
25] cause vertigo and nausea
Use simple locomotion [8, Do not use hand controllers to
mechanics to move around 18] turn, only to move forward
and backward
Wayfinding via maps, paths or [17] Include visual clues such as
visual clues blinking shapes
(continued)
314 J. Steynberg et al.
Table 1. (continued)
Guidelines Lessons learned
Technology Consider purpose, level of [6, There is a significant trade-off
immersion and realism, the 10, between monetary and time
audience and the cost when 13, costs versus levels of
selecting hardware and software 16, immersion, realism and
27] interaction
Use a finite-state machine to [3, 5] The interactive nature of a
implement interactive content learning environment moves
away from sequential
programming
5 Conclusion
This paper reports on the lessons learned during the first iteration of the study to define
the key considerations and design aspects when building a VRLE for the assessment of
knowledge transfer. Table 1 summarizes the contribution of this study: VRLE design
guidelines, which were abstracted from literature, structured and implemented; and the
lessons learned while implementing the design. Future work will involve the evaluation
of iteration one and the development of iteration two. Considering the use of VRLEs to
assess knowledge transfer, several challenges remain to develop usable assessment
tools. However, in the light of the COVID-19 pandemic and the current world events,
education needs to evolve into a new paradigm that meets the challenges of the
complexity of learning in this new era. Online virtual reality classrooms, once con-
sidered an unaffordable luxury, may become a necessity as priorities adjust to the new
reality. Future additions to this study could be the diversification of the learning process
in the environment, based on specific learner’s abilities. Another pathway could also be
to explore science laboratories in a VRLE to bring knowledge and training to the parts
in the world where experiencing a real-life laboratory is not possible.
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2. Bailenson, J.: Experience on Demand: What Virtual Reality Is, How It Works, and What It
Can Do. WW Norton, New York (2019)
3. Bevilacque, F.: Finite-State Machines: Theory and Implementation. https://
gamedevelopment.tutsplus.com/tutorials/finite-state-machines-theory-and-implementation–
gamedev-11867. Accessed 27 Apr 2020
4. Boletsis, C., Cedergren, J.E.: VR locomotion in the new era of virtual reality: an empirical
comparison of prevalent techniques. Adv. Hum. Comput. Interact. 2019, 1–15 (2019)
5. Bourg, D.M., Seemann, G.: AI for Game Developers. O’Reilly Media, California (2004)
6. Chen, C.J., et al.: The theoretical framework for designing desktop virtual reality-based
learning environments. J. Interact. Learn. Res. 15(2), 147–167 (2004)
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Open Learning Environments. e-JIST 10(1), 1–15 (2007)
8. Desurvire, H., Kreminski, M.: Are game design and user research guidelines specific to
virtual reality effective in creating a more optimal player experience? yes, VR PLAY. In:
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using knowledge-engineering techniques. Eurasia J. Math. Sci. Technol. Educ. 13(2), 395–
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Research on Evaluation of Smart Learning
Environment in Universities Based
on AHP-FCE: A Case Study
of Central China Normal University
Abstract. With the rapid development of the Internet of Things (IoT), big data,
Artificial Intelligence (AI) and other emerging technologies, the Smart Learning
Environment (SLE) has emerged. This paper takes Central China Normal
University as an example to evaluate SLE in universities. Taking the physical,
resource and social of SLE as the first-level indexes of the evaluation index
system, an index system with 3 first-level indexes and 26 second-level indexes
was constructed by referring to relevant literature and the actual needs of
teachers and students. According to this evaluation index system, a question-
naire was designed to collect data. Analytic Hierarchy Process (AHP) and Fuzzy
Comprehensive Evaluation (FCE) were used to analyze the sample data and
evaluate SLE, which can provide reference for the subsequent improvement of
SLE.
1 Introduction
With the development of emerging technologies such as Internet of Things (IoT), big
data, Artificial Intelligence (AI) and other information technologies, the reform of
information-based teaching has been advanced, and the informatization in Chinese
universities has entered a new stage in the Smart Learning Environment (SLE). SLE is
a new Learning Environment that supports students’ effective learning in the infor-
mation age. It can help to promote student participation and improve effective learning
and change learning and teaching in a productive and desirable way [1]. Supported by
Wi-Fi, 3G and 4G network environment, SLE enables learners to learn online anytime
and anywhere [2].
Due to the limitation factors such as learners’ age and their learning ability, the
construction of SLE in primary and secondary schools is mainly based on the
improvement of physical environment, and the teaching mode is still dominated by
teachers. However, learners in universities have the ability of higher-order thinking,
tend to study independently, and have an urgent need for resources and personalized
learning. Besides, universities have the environment of independent innovation.
Therefore, SLE has more practical applications in universities. In recent years, Central
China Normal University has been actively promoting the integration of information
technology and education, reforming the learning environment, optimizing the
infrastructure, and strengthening the development of high-quality teaching resources.
This paper took SLE as the research object, constructed the evaluation index
system, and took Central China Normal University as the application case for evalu-
ation and analysis. The structure of the paper is as follows: Sect. 2 briefly introduces
the research object, the SLE of Central China Normal University; Sect. 3 contains
evaluation index, which combined the literature and the actual needs of teachers and
students; Sect. 4 describes the research methodology, the instruments, the participants,
and data collection; Sect. 5 analyses the questionnaire data and obtain the evaluation
results; and Sect. 6 concludes the research and suggests possible future the improving
direction according to the evaluation results.
2 Research Object
SLE can be divided into three sub-spaces, physical space, social space and resource
space [3]. Based on this learning space theory, Central China Normal University built
its SLE. The system architecture of the SLE is shown in Fig. 1.
We took the physical, resource and social of SLE as the first-level index.
Physical space, as a formal learning place, is mainly composed of teaching
infrastructure and educational equipment in the network environment. The second-level
320 Z. Dai et al.
indexes of physical space were constructed by referring to relevant research results [5]
of SLE application.
Resource space is an important guarantee to realize the integration of reality and
virtual in SLE. Referring to the relevant evaluation literature on the website [6], the
second-level indexes of the resource space were constructed.
Social space contains the interaction in student-student, teacher-student and human-
computer. Social space is learner-centered. Fully considering learners’ learning expe-
rience in SLE, the second-level indexes of the social space were constructed.
An evaluation index system with 3 first-level indexes and 26 second-level indexes
was constructed, as Table 1 shows.
4 Method
4.1 Instruments
In this research, a questionnaire was conducted as an instrument. The questionnaire
consisted of two parts: a demographic information questionnaire and an evaluation
questionnaire.
Demographic information questionnaire was gathered from participants, including
grade, major and gender.
A 5-point Likert scale (5 = strongly agree and 1 = strongly disagree) was used in
this evaluation questionnaire. It measured participants’ evaluation of SLE.
4.2 Participants
In this research, 336 students were selected as respondents. Eliminating the invalid
questionnaires with missing answers and the same choices, we received 300 valid
questionnaires. these samples involved 4 grades (freshman, 36.00%, sophomore,
33.67%, junior, 24.33%, senior, 6.00%), 2 majors (science and engineering, 54.67%,
liberal arts, 45.33%) and 2 genders (male, 31.33%, female, 68.67%).
Research on Evaluation of Smart Learning Environment 321
4.3 Procedure
Reliability. Reliability of this evaluation questionnaire was measured by Cronbach’s a.
The Cronbach’s a of physical (B1 ) was 0.829, resource’s (B2 ) was 0.871, social’s (B3 )
was 0.811, SLE’s (A) was 0.910.
The Cronbach’s a of the scale and subscales were all greater than 0.8. The results
indicated good reliability and high internal consistency.
Validity. Validity of this evaluation questionnaire was measured by through Confir-
matory Factor Analysis (CFA). Kaiser-Meyer-Olkin (KMO) was 0.898 (>0.700), the
Bartlett test was significant (P < 0.001). The data was suitable for factor analysis.
Using principal component analysis (PCA) and Varimax, 3 first-level indexes were
extracted from 26 second-level indexes. Their characteristic roots were greater than 1,
and their cumulative variance contribution rate was 62.070%. For each second-level
index in its first-level index, the value of factor loading was greater than 0.500, which
meant that the model had significant convergent validity. For each second-level index
in its different first-level index, the value of factor loading was close to 0, indicating
adequate discriminant validity.
AHP and FCE are commonly used traditional evaluation method [7, 8]. The evaluation
method of SLE is based on the quantitative scoring of FCE, and the weight of eval-
uation index is determined by AHP.
1. Normalized each column element of the judgment matrix A to get A;
aij
aij ¼ Pn i; j ¼ 1; 2; ; n ð1Þ
i¼1 aij
to get W;
2. Summed each row element of A
X
n
i ¼
w aij i ¼ 1; 2; ; n ð2Þ
j¼1
wi
wi ¼ Pn ; i ¼ 1; 2; ; n ð3Þ
i¼1 i
w
1X n
ðAW Þi
kmax ¼ ð4Þ
n i¼1 wi
kmax n
CI ¼ ð5Þ
n1
CI
CR ¼ ð6Þ
RI
When CR < 0.1, it is considered that the consistency of the judgment matrix is
acceptable, that is, it indicates that the weight coefficient is assigned properly; other-
wise, the judgment matrix needs to be adjusted until satisfactory consistency is
achieved. RI is called the average random consistency index of judgement matrix; its
value can be obtained in Table 2.
Evaluation Index Weights. W After consistency check, All the 4 judgment matrixes
have met the consistency requirement, CR < 0.1. The results were as follows:
Physical: W1 ¼ ½ 0:098 0:193 0:039 0:145 0:036 0:177 0:284 0:028 T
Resource: W2 ¼ ½ 0:065 0:131 0:215 0:032 0:048 0:123 0:230 0:111 0:029 0:016 T
Social: W3 ¼ ½ 0:047 0:195 0:062 0:109 0:269 0:097 0:187 0:034 T
SLE: W ¼ ½ 0:413 0:260 0:327 T
Constructing Evaluation Factor Sets. U The factor set is the set of evaluation
indexes of the evaluation object. Suppose that the evaluation object has m evaluation
324 Z. Dai et al.
indexes, U ¼ fu1 ,u2 , ,um g. For multi-level evaluation index system, multi-level
factor set is established hierarchically. According to the established evaluation index
system, the factor set U was established.
In this research, evaluation factor sets were as follows:
U ¼ fU1 ; U2 ; U3 g
U1 ¼ fC1 ; C2 ; C3 ; C4 ; C5 ; C6 ; C7 ; C8 g
U2 ¼ fC9 ; C10 ; C11 ; C12 ; C13 ; C14 ; C15 ; C16 ; C17 ; C18 g
B ¼ WT R ð7Þ
Index weight W has calculated in Sect. 5.1. In this research, result vectors were as
follows:
Calculating Score Values S. To calculate the exact score value of SLE, the evaluation
score is determined according to a certain value rule. The quantized evaluation set V
was defined as N.
S ¼ B NT ð8Þ
6 Conclusion
The evaluation results showed that the overall performance of SLE in Central China
Normal University was good (0.779). In the three sub-spaces of SLE, physical space
got the highest score value (0.801).
Through the analysis of the sample questionnaire, in the physical space, the two
indexes with the worst satisfaction were Smart C6 and Perceptive C7 , and the two
indexes with the best satisfaction were Designability C1 and Structural C2 , indicating
that students were satisfied with the infrastructure construction. Optimizing the IoT
system in the smart classrooms can help to improve Smart C6 and Perceptive C7 . The
equipment in the smart classrooms is connected to the central control host of IoT, so
that the teacher can control all kinds of teaching equipment through the teacher
326 Z. Dai et al.
assistant or the teacher computer embedded in the desk, adjust temperature and
humidity, etc., and improve the comfort level of the classroom.
In the resource space, the indexes with the worst satisfaction were Functional C10 ,
Stability C13 and Open C17 , and the indexes with the worst satisfaction were Massive
C15 and Well-formed C18 , which showed that the content of the resource had meet the
learning needs of students, but currently didn’t have a high level of shared resources,
information resources can only obtain some jurisdictions. The stability and function-
ality of the supporting platform can’t meet the requirements of students, so developers
should upgrade the supporting platform, improve its performance, optimize its response
efficiency, and add new functions according to the actual demand.
In the social space, it was found that students didn’t agree that the smart classrooms
had a significant role in promoting learning and improving the interaction. The purpose
of constructing smart classrooms is to improve the learning environment and enhance
the teaching effect. However, teachers’ nonproficiency in the use of equipment leads to
the continuation of the teaching form of multimedia classrooms in smart classrooms,
and the failure to develop diversified teaching modes has impeded improving class-
room interaction. Teacher training which is focused on the correct use of smart
classrooms and on the digital competence of teachers are critical to improve SLE [9].
Teachers should be guided to use the equipment in smart classrooms and develop
innovative teaching mode.
Acknowledgements. This research is financially supported by the National Key Research and
Development Program of China (Grant No. 2018YFB1004504) and Central China Normal
University (Grant No. CCNU20ZN009).
References
1. Spector, J.M.: Conceptualizing the emerging field of smart learning environments. Smart
Learn. Environ. 1(1), 1–10 (2014). https://doi.org/10.1186/s40561-014-0002-7
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Research on Evaluation of Smart Learning Environment 327
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The Development of Simulation Web-Based
Learning Environment to Enhance
Ill-Structured Problem Solving
for Engineering Students
Abstract. The ill-structured problem solving is the one important skill of the
Engineer in 21st century. Thus, the purposes of this research was to develop of
simulation learning environment to enhance ill-structured problem solving for
engineering students and examine learners’ ill-structured problem solving. The
participants of this study consisted of 3 experts to evaluate the model and 30
students of electronics and telecommunication engineering department. The
research instruments for data collection consisted of model evaluation form and
learner’s ill-structured problem solving interview form. The survey research was
employed to this study. Then, the model evaluation data were analyzed by using
summarization and interpretation description. Moreover, the learners’ ill-
structured problem solving were analyzed by using protocol analysis, summa-
rization and interpretation description. The results of study revealed that the
simulation learning environment model to enhance ill-structured problem
solving for engineering students consisted of designing framework and there
were 7 elements in this model as follows 1) simulation problem base, 2) resource
center, 3) cognitive tools center, 4) scaffolding center, 5) enhancing problem
solving center, 6) collaboration center, and 7) coaching center. The result of the
model assessment revealed that the elements and function of the model were
appropriate in 3 aspects follow as: con-tents, media, and designing. Thus,
simulation learning environment may help engineering students to construct the
knowledge and enhance ill-structured problem solving skill. Furthermore, the
protocol analysis revealed that the learners solved problem by using 7 processes
of ill-structured problems solving.
1 Introduction
Since 1st industrial evaluation in the 18th century until the present, the technology is
rapidly change and impact our life in many aspect, especially, in engineering education.
The engineering students cannot wait the knowledge from teacher because there are
new knowledge every day. Therefore, they have to construct knowledge by them-
selves. Moreover, the one important skill of the engineer in 21st century is problem
solving, especially, ill-structured problem [1]. Ill-structured problems are the kinds of
problems that are encountered in everyday practice [2]. However, current instructional
design focuses on transmitting and memorizing information. Furthermore, problems
that engineering students found in the classroom are different from the workplace
engineering problems. The workplace engineering problems possess conflicting goals,
multiple solution methods, and non-engineering success standards [2]. In addition,
learning to solve classroom problems does not necessarily prepare engineering students
to future jobs. Thus, engineering students are lacking of construct the knowledge and
ill-structured problems solving. Furthermore, engineering students need to prepare to
practice engineer. Thus, they need to practice and experiment to promote students’
understanding by using tools or equipment in laboratory. However, they are limited to
practice in laboratory, few hours per week or equipment. Moreover, they need some
laboratory assistance or teacher to help during practice [3].
For the above reasons, educator need to change strategies for the learning by apply
theories to design the instructional. The constructivist theory is an approach to learning
that people actively construct or make their own knowledge [4]. Moreover, simulation
is an efficient and effective tool for engineering education [5]. Engineering students can
learn anywhere and anytime. Furthermore, they can manipulate any parameters to test
their hypothesis without risk.
Hence, this research aimed to develop simulation learning environment to enhance
ill-structured problem solving for engineering students. The empirical findings are
based on analyzing the learner’s ill-structured problem solving process.
2 Purposes
3 Methodology
3.1 Participants
There were 3 experts for evaluation the quality of the simulation learning environment
in 3 domains, contents, media, and instructional design. There were 30 students of 4th
years in electronics and telecommunication engineering, who enrolled in the course of
Electronics Industrial in 1st semester, 2019 academic year, Rajamangala University of
technology Isan, Khon Kaen campus, Thailand, for examination ill-structured problem
solving.
330 T. Thammabut et al.
4 Results
4.1 Synthesis the Designing Framework
The first process for development is synthesis the designing framework of simulation
learning environment. The results revealed that the designing framework consist of 5
processes as follow:
Activating Cognitive Structure and Promoting Ill-structured Problems Solving.
The first process of designing framework was activating cognitive structure. The
Cognitive constructivism [6] was used to disequilibrium or cognitive conflict of the
learner. Then, the situated learning [7] were used to design the authentic problem in the
real world. Moreover, the ill-structured problem solving [1] were integrated with
decision making [8] and simulation [9] and above theories to design component called
“Simulation problem base” shown in Fig. 1.
Fig. 1. The designing framework: Activating cognitive structure and promoting ill-structured
problems solving.
The Development of Simulation Web-Based Learning Environment 331
Supporting for Enlarging Cognitive Structure. For supporting for enlarge cognitive
structure, social constructivism [15] used to design the component called “Collabo-
ration center” for sharing knowledge and multiple perspectives as shown in Fig. 3.
design the component called “Enhancing problem solving center”. The processes of
ill-structured problem solving skills were as follows: 1) learners identify problem space
and contextual constraints, 2) identifying the stakeholder and their opinion, 3) generate
possible problem solutions, 4) decision making of alternative solutions, 5) planning and
monitor the performances, 6) implement and monitor the solution, and 7) adapt the
solution as shown in Fig. 4.
Promote and Assist Knowledge Construction. However, some learner may not
construct the knowledge by themselves. Thus, for promote and assist knowledge
construction, social constructivist, zone of proximal development [15] and OLEs,
scaffolding [14] were used in design the component called “Scaffoldings center” to
provide 4 Scaffolding as follow: conceptual scaffolding, strategic scaffolding,
metacognition scaffolding, and procedural scaffolding. Furthermore, Cognitive
apprenticeship [16] was used to design the component called “Coaching center” as
shown in Fig. 5.
(A) (B)
(A) (B)
Fig. 7. (A) Simulation problem based (B) Task of Simulation problem based.
(A) (B)
(A) (B)
(A) (B)
According to Table 1, learning content aspect, experts agreed that the content is
appropriate for learners. For media aspect, experts agreed that the navigator icon,
composition art, images and animations are appropriate and stability. However, they
suggest about fonts and color, it should be easier to read. The last aspect, instructional
design, experts agreed that all components are appropriate and functional.
The Development of Simulation Web-Based Learning Environment 335
Adapt the Solution. The final process, the learner can tell the adapt solution if the
performance are not meet the criteria such the empirical evidence as “if the cost is
higher than the budget we will find the cheaper new temperature with meet our
requirements.” or “We can improve both cost and accuracy of temperature sensor by
finding the new temperature sensor which is better than current temperature sensor”.
5 Discussion
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10.1007/978-3-030-35343-8_13
The Study of Learner Context for the
Development of Constructivist Learning
Environment Model Combined with Mixed
Reality Flipped Classroom to Enhance
Creative Thinking in Product Design
for the High School Students
1 Introduction
To strengthen the social development including job making in all industries, knowl-
edge, innovative thinking, and creative thinking are important. They are the funda-
mental of such thinking and creativity in the 21st century [1, 2]. This is to focus on the
development of economy based on creative knowledge along with integration of
technology and innovation for the purpose of value-added business. Such creative
economy that leads changing of epistemology seems to affect the learning paradigm
shift. Since knowledge is dynamic and unlimited, learning in a classroom is not enough
[3]. As that so, the recent studies have shown that the most learners have inadequate of
creative thinking, discovery learning, and knowledge construction. The insufficiency of
those skills resulted from rote learning style or traditional learning style while a teacher
transmits knowledge and learner acts as passive one.
Learning style in these days should hence centered in creative thinking and con-
struction of knowledge. Flipped learning classroom is one of learning styles that
suggested to have well design in technology to enhance and give an opportunity to the
leaners to search, find, and discovery based on various learning resources. They can
have self- practice and construct their own knowledge from the knowledge in both
inside and outside classroom with the help of a teacher who performs as a coach [4].
As that so, Constructivist theory that believes on knowledge discovery and con-
struction as well as divergent thinking that is to invent and find a solution based on 1)
fluency 2) flexibility 3) originality 4) elaboration [5] are fundamentally to enhance
creative thinking based on the context of product design course that aims to have the
learners with creative thinking by designing a new and useful product.
Consequently, the development of constructivist learning environment model
combined with mixed reality flipped classroom to enhance creative thinking in product
design for the high school students can be beneficial to learner efficiency in inventing
and technology changing during the 21st century learning.
2 Literature Review
3 Purposes
To study the context of the learners to be used as the basis of the development of
constructivist learning environment model combined with mixed reality flipped
classroom to enhance creative thinking in product design for the high school students.
Table 1. (continued)
Learning experience Number Percent
(n) (%)
▪ Learning media
A learner has had experience in web-based learning 43 66.15
A learner has had experience in the textbook learning 65 100.00
A learner has had experience in video based learning 27 41.54
▪ Learning model
A learner has had experience in problem-based learning 32 49.23
A learner has had experience in collaborative learning 45 69.23
A learner has had experience in flipped classroom learning 14 21.54
According to Table 1, the results of learning experience were found that most
learners had the experience in lecturing, demonstration, and practicing as 65 learners or
100.00%, 65 learner or 100.00% has had experience in the textbook learning, while 45
learners or 69.23% had collaborative learning experience.
• Part 3 Technology experience: The study of learners’ technology experience
based on the survey form was explained by the following aspects as 1) Use of
technology device 2) Use of technology to support product design 3) Use of
technology to explore knowledge 4) Use of knowledge as learning context to
enhance action learning 5) Use of technology as social media for a conversation and
knowledge sharing 6) Use of technology to reflex thinking. The technology expe-
rience data was shown in the below Table 2.
Table 2. (continued)
Technology experience
x SD Performance
level
■ Use of technology to survey knowledge
Learner’s ability to use Google search engine for 4.85 0.56 High
knowledge survey
Learner’s ability to use Bing search engine for knowledge 3.78 0.70 Neutral
survey
Learner’s ability to use Yahoo search engine for knowledge 2.56 0.65 Low
survey
Total 3.73 0.62 Neutral
■ Use of technology as learning context to enhance action learning
Learner’s ability to use Mixed Reality view software for 3.59 0.64 Neutral
practicing and modeling a product design
Learner’s ability to use HP Reveal software for practicing 3.41 0.57 Neutral
and modeling a product design
Learner’s ability to use 3D Warehouse software for 4.24 0.69 High
practicing and modeling a product design
Total 3.74 0.63 Neutral
■ Use of technology to as social media for a conversation and knowledge sharing
Learner’s ability to use Facebook application for making a 4.87 0.69 High
conversation and knowledge sharing
Learner’s ability to use Line application for making a 4.27 0.71 High
conversation and knowledge sharing
Learner’s ability to use E-mail for making a conversation 3.70 0.74 Neutral
and knowledge sharing
Total 4.28 0.72 High
■ Use of Technology to reflex thinking
Learner’s ability to use Mind Map software for building 3.67 0.65 Neutral
mind mapping and presenting ideas
Learner’s ability to use Web Blogger for building mind 2.49 0.59 Low
mapping and presenting ideas
Total 3.08 0.62 Neutral
All Total 3.59 0.64 Neutral
According to Table 2, the results of technology experience were found that most
learners in overall had the neutral level of technology using x = 3.59, S.D = 0.64.
Specifically, they had the high level of performance to use a social media platform for a
conversation and knowledge sharing or x = 4.28, S.D = 0.72, neutral level of tech-
nology device or x = 3.84, S.D = 0.65 as well as the neutral level of technology use as
learning context to enhance action learning or x = 3.74, S.D = 0.63 respectively.
344 S. Wongchiranuwat et al.
According to Table 3, the results of creative thinking experience were found that
they had low performance in creative thinking experience or x = 2.98, S.D = 0.73.
Among those 4 creative thinking components, the highest number was shown in flu-
ency which in neutral level or x = 3.97, S.D = 0.79, flexibility presented
x = 3.21, S.
D = 0.52 in neutral level, while Originality shown x = 2.45, S.D = 0.71 and elabo-
ration was at x = 2.30, S.D = 0.64 in low level respectively.
• Part 5 Product design experience: The results of product design experience of the
learners based on the survey form was shown in Table 4 below.
Table 4. (continued)
Product design experience
x SD Experience
level
A learner has had the experience in selecting of materials for 2.98 0.61 Low
product design
A learner has had the experience in product presentation 2.65 0.74 Low
using an application software
A learner has had the experience in design product 3D 2.75 0.78 Low
models
All total 2.71 0.68 Low
According to Table 4, the results of product design experience were found that they
had low level or x = 2.71, S.D = 0.68 which they most had the experience in product
design such as furniture and life equipment or x = 3.08, S.D = 0.69 in neutral level.
Meanwhile, the other kinds of product design experience as in selecting of materials for
product design, product design 3D models, product presentation using an application
software, and product design to value adding were in low level as x = 2.98, S.
D = 0.61, x = 2.75, S.D = 0.78, x = 2.65, S.D = 0.74, and x = 2.10, S.D. 0.72
respectively.
Table 5. (continued)
Expectations of the learner towards learning
x SD Expectation
level
■ Learning style
4 A learner requires problem-based learning for 4.74 0.67 High
knowledge discovery and construction
5 A learner requires group-based learning for 4.79 0.77 High
knowledge sharing in both inside and outside
classroom
6 A learner requires the flexibility of learning 4.89 0.74 High
environment in form varieties based on each own
interest
7 A learner requires learning style enhancing creative 4.69 0.69 High
thinking
Total 4.77 0.68 High
■ Teacher
8 A teacher should design a lesson plan that compatible 4.49 0.70 High
with each learner’s ability in various styles
9 A teacher should support a learner to be an active 4.60 0.65 High
learner for the achievement of self-learning
10 A teacher should provide multiple courses based on 4.78 0.72 High
their interest for a selection of learners
Total 4.62 0.67 High
All total 4.60 0.74 High
• Part 6 Expectations of the learner towards learning: The study of the expec-
tations of the learner towards learning comprised 3 parts as 1) Content 2) Learning
style and 3) Teacher as shown in Table 5.
According to Table 5, the results of expectations of the learner towards learning
were found that in high level or x = 4.60, S.D = 0.74. Accordingly, they presented the
statistical data that x = 4.89, S.D = 0.74 x = 4.79, S.D = 0.77 x = 4.78, S.D = 0.72
for in topics that they required the flexibility of learning environment in various forms
based on their own interests, they expected to have group-based learning for knowledge
sharing in both inside and outside classroom, and they presented their expectation that a
teacher should provide multiple courses based on their interest for a selection of
learners respectively.
5 Conclusions
classroom to enhance creative thinking in product design for the high school students
were concluded that 1) Demographics: the majority was female and had GPA 3.00-3.50
or in high level 2) Learning experience: most of them had the experience in lecturing,
demonstrating, practice and textbook learning 3) Technology experience: the learners
were in neutral level 4) Creative thinking experience: they were in low performance
level 5) Product design experience: they had low level of experience 6) Expectations of
the learner towards learning: most learners expressed high expectation of learning. The
results hence were that the learning styles of learners were not consistent with dis-
covery learning and knowledge construction. Moreover, technology support was not
adequate in knowledge construction and creative thinking enhancing [12]. In conclu-
sion, the present learning styles should highlight knowledge construction and creative
thinking by several and flexible learning methods. The learners should be enhanced to
share and collaborate in both inside and outside classroom while the teachers act
differently by transforming from a teller to coach (Coaching). Moreover, the learning
style is suggested to focus on self-study with innovation improvement in order to foster
a learner to be able to discover knowledge by themselves that beneficial to live [13].
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Transparent Player Model:
Adaptive Visualization of Learner
Model in Educational Games
Abstract. Despite the success of Learning Analytics (LA), there are two
obstacles to its application in educational games, including transparency in
assessing educational outcomes in real-time gameplay, and clarity in repre-
senting those results to players. Open learner model (OLM) is a valuable
instrument with capability to improve learning that meets such challenges.
However, OLMs usually suffer issues concerning interactivity and transparency,
which mostly regard the assessment mechanism that is used to evaluate learners’
knowledge. Tackling down transparency issues would offer context for inter-
preting and comparing learner model information, as well as promoting inter-
activity. As there is lack of studies investigating the potential of OLMs in
educational games, we argue that this work can provide a valuable starting point
for applying OLMs or adaptive visualizations of players’ learner models within
gameplay sessions, which, in turn, can help to address both issues of application
of LA to game research and OLMs. As a case study, we introduce the proposed
approach into our adaptive computational thinking game.
1 Introduction
Games that are designed for a specific educational purpose, or with secondary edu-
cational values can be defined as educational games. Educational games have gained
the attention of researchers, governments, educators, as well as parents as they have
been shown to be effective learning tools that both potentially engage and motivate
students (e.g., [1, 2]). Findings from several studies suggest that educational games can
also improve students’ learning achievements (e.g., [2, 3]). For example, the study
conducted by Partovi and Razavi [3] showed that students who learned through
gameplay had significantly better academic achievement and motivation to learn
science than those who learned with traditional approaches. Several researchers have
addressed the key features of educational games stressing learner involvement through
experimentation, cooperation, exploration, and competition (e.g., [4, 5]). One challenge
for the successful deployment and adoption of educational games in formal education is
how to measure the learning progress and outcomes achieved through educational
games [1]. Since traditional educational measures are mostly highly invasive and
compromise the flow, they are not suitable for educational games [6]. Conversely, LA
has the capability to provide continuous non-invasive assessment for educational
games by extracting and interpreting pertinent information from the real-time game
data. Therefore, the application of LA to educational games can potentially improve the
assessment of performance, game quality, progress, user appreciation, and learning
outcomes [7, 8]. Despite the success of LA, there are two obstacles to its application in
educational games. Firstly, transparency in assessing educational outcomes in real-time
gameplay, and, secondly, clarity in representing those outcomes to the players.
According to Daniel [9], there exist three different models of LA: predictive,
descriptive, and prescriptive. OLMs fall into the last category. Not only do OLMs
provide educators with the chance to evaluate and monitor students’ learning, but also
provide opportunity for the students to monitor their learning by allowing them to
visualize information concerning their learning process. Therefore, the application of
OLMs to educational games can potentially help address the clarity issue that triggers
reflection from the learners’ side. Aside from the potential of OLMs in facilitating the
representation of LA results to players, however, OLMs usually suffer from assessment
transparency issues, as well as prompting users to actively engage with OLM [10, 11].
As the potentials of OLMs in educational games have been ignored, we argue that
by adaptively displaying to players both the methods used in the game to measure their
competencies and also the information on their acquired knowledge and skills (making
the learner model open), issues associated to application of LA to game research, as
well as assessment transparency and interactivity in OLMs, could potentially be solved.
In other words, this work can provide a valuable starting point for the application of
OLMs or adaptive visualization of players’ learner models in educational games within
gameplay sessions. As a case study, we introduce the proposed approach into our
adaptive computational thinking game, AutoThinking, through an in-game character
that adaptively prompts players to engage with real-time visualization of the game’s
Bayesian Belief Networks (the probabilistic method by which players’ skills are
assessed) and of metacognitive data on the player’s educational progress (e.g., hints,
warnings, suggestions, and feedback).
This paper is structured as follows. Section 2 reviews the related studies in the area
of LA in educational games and OLMs. Section 3 presents the transparent player
model (TPM) applied to our AutoThinking game. Section 4 concludes this paper and
presents its perspectives.
Transparent Player Model 351
2 Related Research
2.1 Learning Analytics in Educational Games
Most educational games record user (inter)actions, generating swathes of data useful
for LA. Indeed, digital games already have in place the mechanics to respond to users’
specific actions. What is missing from studies evaluating in-game performance, how-
ever, is how to apply this data educationally [8]. Some combination of visual, web, and
LA promises an answer.
LA in educational games fits into two categories: in-game analytics which take
place in real-time and post-game analytics which is offline [12]. The latter revolves
around summative measurement of learning outcomes or diagnosing general learning
patterns. Serrano-Laguna et al. [13, 14] put forward a two-step approach to any edu-
cational game with LA: first gathering game traces (start, end), phase changes or
chapters, user input traces, and variables such as scores or attempts; then generating
reports about student play. On the other hand, in-game LA is integrated within a game
for two reasons: to offer analytic results as a ground for subsequent pedagogic deci-
sions, or to adapt gameplay in real time. This embedded assessment is designed to be
continuous and inconspicuous [1]. Basically, such non-invasive assessment links game
activities that are observable to learning outcomes. Accordingly, it updates the learner
model, which, in turn, facilitates monitoring and advancing learning in different ways,
including reports on learners’ progress, or adaptivity [15]. Such assessment was
deployed in educational games brought about by the ELEKTRA and 80Days projects
[16], which evaluated real-time learner responses to challenging situations by looking
at skills, competence, and motivation. This input then triggered adaptations aimed at
supporting the individual’s needs and retaining motivation.
In short, LA shows great potential in enhancing educational games, but it still faces
the two difficulties that this project seeks to address: 1) Transparency in assessment;
and 2) the representation of the learning assessment to the user. The first difficulty
involves exposing learners to the process of learner model aimed at helping them better
understand and reflect on their own misconceptions, as they can compare and interpret
their learner model information. The second difficulty requires an approach that pre-
sents pedagogic information to players in a visual way conducive to exploration and
experimenting. These approaches must be empirically valid, user-friendly, and at the
same time offer meaningful analysis of real-time evaluations. As pointed out by several
researchers, e.g., [17, 18], using more visual LA tools enables instructors to provide
personalized feedback, thereby promoting students’ metacognitive skills development.
Additionally, visual analytics offers the advantage of dealing with heterogeneous data
sources, including demographic and historical data, which can help better understand
the learning process, as prior learner experiences might affect future learning events. In
combination, this approach promises to enhance LA’s educational value within and
beyond gaming.
352 D. Hooshyar et al.
the game from this data. These raw data are then employed in player-specific decision-
making using various techniques such as Bayesian Belief Network (BBN), clustering,
and classification algorithms.
In brief, the raw data are used to generate various types of analytics on players’
learning process, namely descriptive, predictive, and prescriptive analytics. Various
techniques can be used for this purpose, including clustering and classification meth-
ods. Results from these analytics are then visualized in various forms like hints
(adaptive learning path recommendation and visualization), suggestions about potential
strategic rules corresponding to the most recent move made by players, feedback,
warnings, and peer-based ranking tables—included in the TPM. More explicitly, such
visual analytics representing the players’ cognition and competency will be used to
communicate the information on skills acquired and learning progress to the players
(representing players’ learning model to them). Aside from this, visualization of the
BBN in real-time will be used in the TPM to expose players to the assessment
mechanism and reasoning used for evaluation of their competencies (when necessary).
The BBN from which player models are developed also mediates the TPM between
game elements, tutorials, and a Non-Player Characters (NPC), thereby adaptively
accessing the visualization features concerning player advancement and analytics in the
TPM. When compared with previous approaches, TPM aids players by providing
individually adapted visual analytics to explore, including metacognitive data on the
player’s educational progress (e.g., hints, warnings, suggestions, feedback), and the
Transparent Player Model 355
method by which their skills are assessed during gameplay. Finally, as shown in Fig. 2,
the NPC prompts player adaptively to engage the TPM. Even expressions and emotions
could be displayed by the NPC so players can reflect on and respond more productively
to the situation [27].
Acknowledgments. This research was supported by the University of Tartu ASTRA Project
PER ASPERA, financed by the European Regional Development Fund.
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Transparent Player Model 357
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27. Chen, Z.-H., Chou, C.-Y., Deng, Y.-C., Chan, T.-W.: Active open learner models as animal
companions: motivating children to learn through interacting with My-Pet and Our-Pet. Int.
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Online Course and Web-Based
Environment
A Study of Learner’s Mental Model
and Motivation Using Constructivism Online
Learning Environment to Promote
Programming in Rural School
1 Introduction
Programming is important to develop important skills and thinking for students. Pro-
gramming content are abstract, elaborate, and complex, so it is difficult for students to
understand. Mental model is understanding of learner to create mental representation in
media and symbol. Development of student’s mental model make students understand
and solve the complex problem. Moreover, programming content is bore because it has
no graphic and colorful, so students need more motivation to help them to learn
programming.
The reasons mentioned above, this study recognize the importance of computer
classroom constructivist learning environment design. The researcher applied the
mental model theory, motivation theory, constructivist theory, cognitive theory, the
media attribution and symbols system used, textbook design and the specific context
for the learning content synthesizing them as the framework for designing the con-
structivism online learning environment to enhance learner’s mental model and
motivation. Studies have reported increased student motivation, improved collabora-
tion, knowledge construction and mental model.
2 Literature Review
2.2 Motivation
Student behavior that shows during learning with gamification for constructivism
online Learning environment such as determination and effort to success. There are 2
types of motives: 1) Internal motivation 2) External motivation.
3 Methodology
4.3 Discussion
The learner’s mental model consists with 2 characteristic are 1) It was representation of
understanding different topics or events explaining as model 2) the understanding
explained the changes from the things one understood to other things by being able to
change rules and processes into problem solving. This result consistent with the
research of Kanjug [3], which study Learners’ Mental model learning with Learning
Environments Model enhancing Expert Mental Model. The learners’ motivation from
Constructivism online learning environment to promote programming was very
motivated. That was showing Constructivism online learning environment can promote
learners’ motivation by integrating between pedagogy, media symbol system and
online learning. That motivation results consistent with the research of Teeramongkoljit
(2015) and Tabpetch (2016) that describe the element of Constructivism online
learning environment can attract learners to change their behavior, interaction, par-
ticipation and promote motivation in learning.
References
1. Chaijaroen, S.: Theory to Practice, 2 edn. Pen printing (2016)
2. Kapp, K.M.: The gamification of learning and instruction: game-based methods and strategies
for training and education (2012)
3. Kanjug, I.: Development of Learning Environments Model Enhancing Expertise Mental
Model (2009)
4. Richey, R.C., Klein, J.: Design and Developmental Research. Lawrence, New Jersey (2007)
5. Hannafin, M.: Open Learning Environment: Foundation, Method, and Models. In Charles,
New Jersey (1999)
6. Vygotsky, L.S.: Mind in Society: The Development of Higher Psychological Processes.
Harvard University Press, Cambridge (1980)
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366 P. Attane and I. Kanjug
8. Piaget, J.: The Construction of Reality in the Child. Ballantine Books, New York (1975)
9. Jonassen, D.H.: Designing constructivist learning environments. In: Reigeluth, C.M. (ed.)
Instructional-Design Theories and Models: A New Paradigm of Instructional Theory, vol. II,
pp. 215–239. Lawrence Erlbaum Associates, New Jersey (1999)
Building an Online Learning Question Map
Through Mining Discussion Content
1 Introduction
With the rapid growth of information technology, our environment is always filled with
information products such as smartphones, laptops, desktops, tablets, and game con-
soles. As information products become increasingly more ubiquitous around the world,
various newly launched information products will break through the existing tech-
nologies and amaze the sensory experiences of human beings. In addition, the stunning
interfaces of these devices have expanded the sensory desires of society. The advances
in information technology have drastically shifted the channels people use to deliver
ideas and communicate with one another. As a result, the significance of having the
ability to grab people’s attention and transmit and deliver targeted information to
people in this digital age can never be overemphasized.
Thanks to the great assistance of information technology, currently, we no longer
have to learn things face-to-face in a physical space. In contrast, we are able to enjoy
the convenience of online learning spaces using networking, making it easier to learn at
any time and any place. Furthermore, online learning environments are updated with
the latest information in a much shorter time window, which definitely benefits us
vastly in this modernized community. In short, technology-assisted learning environ-
ments break through the limitations of time and space between people.
Although the assistance of teachers indeed benefits students a lot, it is still inevi-
table that discussions between teachers and students may experience some commu-
nicative misunderstandings from time to time. However, it can be quite time-
consuming and annoying to read carefully over every single word of the conversations
in a group chat. On occasion, wordy and complex comments may make it even harder
for students to solve their problems. Therefore, using text mining techniques to clarify
teachers’ main ideas from chat logs is a better method. By applying text mining
techniques to form topic distributions, conversations between teachers and students
become more efficient and effective [6].
Aiming to enhance the learning environment, the study offers an application
environment for teachers and students to discuss. After collecting their discussions, the
study will then analyze the chat logs between teachers and students using text mining
techniques [1]. With the goal to enhance the learning process efficiency between
teachers and students, the study conducts performance analysis of individual students’
strengths and weaknesses in making presentations. Using this method, the study forms
a better English presentation learning environment.
2 Research Methodology
By applying these four modules, this project hopes to improve the efficiency and
performance of the ICT learning environment and current teacher training. Although
some research [3, 10] has shown that the use of an online discussion board can improve
teaching, it still has shortcomings in reading and repeated problems. We hope to
establish a student problem classification, conduct subproblem grouping, and use the
results of the grouping to detect the direction of students’ problems and assist teaching
by enriching the teaching material. We collect the chat records between the teachers
and students of this course through a self-developed app, and then explain the NLP
preprocessing of text mining in order to process the external resources. Deep learning
algorithms have been found to be superb for classification [5, 8, 9]; therefore, we use a
convolutional neural network (CNN) for our classification. The short text classification
module uses a CNN based on theory-driven rubrics to classify the rich chat records into
learning problem types. Then, it generates several question subclusters to clarify the
details of each main category and let the teacher know the main question themes of the
students in each subcategory. It also introduces the selection of the grouping methods
and the final subject detection process. Finally, the resource-rich module is used to
assist teachers in comparing the most similar parts of the students’ subcategories with
Building an Online Learning Question Map 369
the textbook through their chat records after understanding the students’ problems. For
students, the method will provide information on some of the existing textbooks that
may assist the students’ understanding. The teacher’s support part finds relevant
resources on the Internet that can be used as a reference by the teacher. If the teacher
finds that many students do not easily understand the material and keep asking ques-
tions, the teacher can incorporate external resources to improve the current teaching
materials. The system architecture is shown in Fig. 1.
a set of documents and discovering what the topic might be based on the statistics of
the words in each document.
Based on the above concepts, many researchers have proposed different topic
models. Deerwester et al. [3] used Latent Semantic Analysis (LSA) to find the themes
in documents. LSA converts TF-IDF with singular value decomposition into a docu-
ment hidden topic and word hidden topic matrix. The document hidden topic matrix
represents the hidden topics in each document, and the topic matrix of the hidden
words represents the relationship between each word and the topic. Hofmann [4] later
proposed Probabilistic Latent Semantic Analysis (PLSA), which proposed the concept
of cooccurrence and the possibility that words and documents cooccur. Blei, Ng, and
Jordan [2] later used the concept of the Dirichlet distribution and proposed Latent
Dirichlet Allocation (LDA), which can obtain the distribution possibilities of each topic
in each article and the setting of each topic in the input document as an LDA model.
Saura et al. [11] and Yun [12] showed that both LSA and LDA perform quite well
in topic modeling, but LDA is more suitable for document clustering and word clas-
sification. The performance of LDA in document clustering and word classification is
the most relevant to this project, especially since outperforms LSA. Therefore, this
project chose LDA for topic modeling.
First, this project starts with data preprocessing, and methods applied to the
resulting documents include tokenization, stop word deletion, lemmatization, and
stemming. After that, the project built a Bag of Words model and TF-IDF using the
obtained clustered documents to explore the words that appear in specific topics and
their related weights. After obtaining the TF-IDF of each cluster document, the method
then inputs the TF-IDF of each cluster document into the LDA model. Therefore, it can
obtain the probability of the word distribution for each topic. In addition, it also obtains
the probability that each cluster document is assigned to each topic. Once the topics are
detected, an interface will be display to teacher. Two example interfaces are shown in
Fig. 3(a) and Fig. 3(b). Therefore, we can determine the subject content of each student
and understand the subjects of current students’ problems, which can help teachers to
improve the focus of their teaching materials.
Building an Online Learning Question Map 371
Fig. 3. Sample interface to show the problems of (a) all students and (b) a single student (Pete).
To allow teachers and students to better understand the viewpoints in an ICT education
environment, this project aims to analyze short collections of students’ discussion
content and teachers’ textbooks. First, this method defines the types of teaching topics.
In this project, we expect to use the English presentation teaching of the Department of
Foreign Languages as an example to demonstrate how the proposed app helps students
and teachers to use online discussion. We first define the five presentation problem
types {linguistic design, visual design, gestural design, auditory design, and spatial
design} and the other categories are classified into the other.
In the information collection part, in order to obtain the log content, we expect that
the data collection and preprocessing modules designed by us will collect and pre-
process the chat records between teachers and students and the course materials. The
short text classification module first embeds the chat content into the chat log matrix
and classifies the chat corpus of each student as the main specific learning problem of
the CNN. After establishing the short text clustering module, in addition to the original
data, we also designed a method to enrich the chat records of each student and the most
similar textbooks to improve the clustering performance. The short text clustering
method is designed to cluster the chat record corpus to discover problem subtopics via
topic detection. The subtopics can represent the current students’ problems, and the
topic modeling module can be used to detect the topics in the obtained cluster and
provide a user interface for teachers to better understand each student’s detailed
372 H. C. Wang and Y. L. Zhao
questions. Finally, through the rich textbook model, the system assists teachers by
suggesting supplementary textbooks for the questioner to enhance students’ learning
resources. Through the application of these modules, the project hopes to clarify the
main learning problems of students and inform teachers where the focus of their
teaching should be placed in the future.
References
1. Al-Samarraie, H., Teo, T., Abbas, M.: Can structured representation enhance students’
thinking skills for better understanding of e-learning content? Comput. Educ. 69, 463–473
(2013)
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(2003)
3. Deerwester, S., Dumais, S., Furnas, G., Landauer, T., Harshman, R.: Indexing by latent
semantic analysis. J. Am. Soc. Inf. Sci. 41(6), 391–407 (1990)
4. Hofmann, T.. Probabilistic latent semantic analysis. Paper presented at the Proceedings of
the Fifteenth conference on Uncertainty in artificial intelligence (1999)
5. Hou, W.F., Liu, Q., Cao, L.B.: Cognitive Aspects-Based Short Text Representation with
Named Entity, Concept and Knowledge. Appl. Sci. Basel 10(14) (2020)
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utility value toward technology integration. Comput. Educ. 117, 160–174 (2018)
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8. Njikam, A.N.S., Zhao, H.: CharTeC-Net: an efficient and lightweight character-based
convolutional network for text classification. J. Electr. Comput. Eng. (2020)
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networks for question classification. Appl. Sci. Basel 10(14) (2020)
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students’ online discussion posts. Comput. Educ. 157, 103982 (2020)
11. Saura, J.R., Reyes-Menendez, A., Bennett, D.R.: How to extract meaningful insights from
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Educ. 19(3), 388–400 (2020)
Creating Interactive Non-formal Learning
Opportunities in Resource-Deprived Distant
Learning Institutions
1 Introduction
The South African government has recognised that distance learning has a vital role to
play in the tertiary education sector and that it has huge potential to fill the skills gaps
suffered by the country. In recognition of distance learning’s importance, in 2012 the
Department of Higher Education and Training (DHET) developed the Draft Policy
Framework for the Provision of Distance Education in South African Universities. The
framework states that distance learning has “served the invaluable role of bringing
higher education within the reach of students who would not otherwise have been able
to study at this level” [1].
The concept of distance learning focuses on open access to teaching and learning to
free teachers and learners from distance, time, and space constraints to offer flexible
learning opportunities to individuals and groups of learners. With Open Distance e-
Learning (ODeL), it is assumed that every learner has access to and be able to make use
of electronic technologies to accommodate the learning process [2]. Despite the pro-
mise of ODeL success, many students who have taken courses at a distance-based
institution have been shown to face many challenges. However, there is a vast dif-
ference in the challenges experienced by developed countries and developing countries
[3]. Many developing countries realise that many challenges resulting from discord
between cultural, social, and geographical systems and the merging of ICT can be
attributed to the digital divide [4–6].
Although it is widely recognised that the digital divide has multiple interpretations,
technological inequity has been the dominant perspective in discourse relating to the
inequalities experienced. At its most basic, the digital divide refers to the inequality of
opportunities for a certain part of the population to benefit from the use of information
and communication technologies (ICT). However, there is a move to a wider per-
spective of digital inequalities [7, 8]. Recent attempts to define the digital divide
include, other than access and usage, the impact of ICTs on the individual and in
societies.
Access to ICT technologies is manifested in both access to computing devices and
the Internet. The main reason individuals and communities do not have access to a
digital device or an up-to-date Internet service is twofold; an affordability gap due to
low disposable income and a geographical gap, due to lack of infrastructure [9].
Although devices and the Internet provide a comparative model for the digital divide,
neither captures the essence of how to use digital technologies. An individual can make
use of this access to engage in meaningful social practices, specifically to communicate
with people, to access information, and to utilise information [10, 11]. Equality in
access and usage does not automatically lead to a more or less social equality. Some
groups of society still benefit more from these technologies than others. This implies
dominance and therefore an increasing social divide as the result of the social impact of
ICT. Therefore, social inclusion will contribute to narrowing the social divide [7, 12].
Access and usage still pose many challenges in ODeL in the South African context,
but there exists a body of knowledge on how to address it [13–15]. However, there is
little evidence of the educational use of technology in developing countries addresses
social equality. An investigation into and understanding of an individual’s experience
with educational technology is needed to understand how to address social inequalities.
There is ample evidence that social media addresses social inclusion as well as its
potential as an educational platform. Therefore, the possibility that social media can
offer a space for social inclusion as well as addressing the ODeL challenges needs to be
explored [13]. This paper presents a part of a larger, yet unpublished doctoral endeavor.
One objective is to investigate non-formal interactive learning opportunities in a
resource deprived distance-based education environment by looking into the experi-
ence of the participants of an interactive mobile tutoring application. Non-formal
learning is one of three forms of learning defined by the Organization for Economic
Co-operation and Development – OECD [16]. The other two are formal and informal
learning. Formal learning is always organised and structured and has learning
Creating Interactive Non-formal Learning 375
2 User Experience
and the application which are both influenced by the context. Each of these is then
further detailed through a set of sub-elements, e.g. the context is distinguished into
physical, social, situational, cultural, and temporal. In real life, however, it is difficult to
make a distinct separation of the constituent elements because user experience is
interconnected in principle.
Measuring the user experience with interactive systems is a complex task as an
experience is influenced not only by the characteristics of an interactive system (e.g.
complexity, usability, functionality, etc., but also by a user’s psychological state (such
as predispositions, expectations, needs, motivation, mood, etc.), and the context (or
environment) within which the interaction occurs (e.g. organisational or social setting,
the meaningfulness of the activity, voluntariness of use, etc.) [27]. This study set out to
draw a richer picture of the experiences of an e-tutor while using a tutoring application
in resource-deprived distance learning environment. Thus, evaluating the emotions
experienced during the tutoring and will allow for an in-depth understanding of the
social-emotional and functional needs in using interactive tutoring applications.
3 Emotions
learner). The behaviourist theory, associated with the work of the psychologist B.
F. Skinner, asserts that effective learning occurs when every correct answer is rewar-
ded. Gestalt theory asserts that learning occurs when the learner can locate an item in
an intellectual structure or field or relate an idea to a larger context.
5 Research Methodology
This section discusses the research design and methodology used in the empirical phase
of the research. It involved the researcher entering the field of the participant’s
involvement in online tutoring to answer the main research question: What are the key
social-emotional and functional needs of the online tutor for effective tutoring in a
resource deprived distance-learning environment? This qualitative, interpretive phe-
nomenological inquiry, as part of uncovering meaning, will articulate the user expe-
rience of participants. Using the lens of the tutor’s perspective, the focus will be on the
participants’ user experiences.
create an experience. The themes relate to the users (the tutor and tutee), the context,
and the application. The first theme, Tutor, explored the experience of the tutor. The
second theme comprises of the Tutee’s experiences in terms of participation, challenges
as well as positive and negative experiences. The third theme addresses the impact of
the application or Tutoring Environment and the final theme comprises the Tutoring
process and explores the importance of procedures and processes during the tuition.
6 Conclusions
The thematic content that emerged from this study of participants’ experiences provides
potentially important information about to the development of online tutoring appli-
cations that address both the social aspects of the participants and system functionality
needs. It can be concluded that the following attributes affect mobile tutoring in
resource deprived distance learning environments: first, the impact of the tutee’s
experience on the emotional state of the tutor; and second the suitability of social media
as an online tutoring platform for creating non-formal learning opportunities.
The evidence from this study suggests that tutor training must receive attention.
There is a need for improved preparation and training for candidate tutors in their role
as student and their transition to tutor. The finding also highlights the potentially
pivotal role of the training institution in delivery of such training.
All the participants in this study indicated that the experience is directly linked to
the experience of the tutee whilst engaging in the tutoring. Although operational issues
did play a role in the effectiveness of the tutoring sessions, if addressed, it is the tutee’s
willingness to engage and participate that contributes towards the perception of
success.
These findings agree with the theoretical underpinnings of Wenger’s community of
practice and Hassenzahl’s user experience models.
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Designing Framework of Constructivist
Web-Based Learning Environment Model
to Enhance Creative Thinking in Engineering
Design Process for Grade 8th
1 Introduction
The rapid change of society in the 21st century. New innovations occur all the time,
making it difficult to predict economic and social conditions. Innovation is therefore the
key to adaptation to survive safely. With awareness of these issues, countries focus on
the development of education to prepare and promote people’s skills in facing and
dealing with events in this field, using the 21st century skills development framework
[12] for thinking skills such a creative. The Basic Education Core Curriculum BE 2008
(Revised BE 2017) in technology in Thailand has focused on allowing students to
design innovations. By integrating knowledge in mathematics, science and others
through the engineering design process. In which the engineering design process still
lacks the effectiveness of creative promotion. Creative thinking is one of the most
important characteristics of a person that makes humans successful and influence
economic and social movements. For that reason, the researcher recognizes the
importance of synthesis of design frameworks by using theory as the basis to help
designers design their learning environment more efficiently, The purpose of this study
is to synthesize the design of the constructivist web-based learning environment [15,
16, 18] to enhance creativity [17] in the engineering design process by integrating
creative thinking.
2 Research Purpose
This study was aimed to synthesize the designing framework of the constructivist
learning environment model to enhance creative thinking in engineering design process
for grade 8th.
3 Research Methodology
This research employed by model research, phase 1 model development [1] via doc-
ument analysis and survey research.
4 Research Results
Fig. 1. Designing framework for Enhance Creative thinking in Engineering Design Process.
Designing Framework of Constructivist Web-Based Learning Environment Model 389
5 Conclusion
References
1. Richey, R.C., Klein, J.D.: Design and Development Research: Methods Strategies and
Issues. Lawrence Erlbaum Associates, Mahwah (2007)
2. Guilford, J.P.: The Nature of Human Intelligence. McGraw-Hill Book Company, New York
(1967)
3. Howard, T., Culley, S., Dekoninck, E.: Describing the creative design process by the
integration of engineering design and cognitive psychology literature. Des. Stud. 29, 160–
180 (2008)
4. Howard, T., Culley, S., Dekoninck, E.: Creativity in the engineering design process. In:
International Conference on Engineering Design, ICED 2007 (2007)
390 P. Puratep and S. Chaijaroen
5. Gero, J.S.: The situated function-behaviour-structure framework. Des. Stud. 25(4), 373–391
(2004)
6. The Partnership for 21st Century Learning: Framework for 21st Century Learning (Final
Report). The Partnership for 21st Century Learning, 2 (2015)
7. Piaget, J.: Cognitive development in children: piaget development and learning. J. Res. Sci.
Teach. 2(3), 176–186 (1964)
8. Vygotsky, L.S.: Mind in Society: The Development of Higher Psychological Processes.
Harvard University Press, Cambridge (1978)
9. Jonassen, D.: Designing constructivist learning environments. In: Instructional Design
Theories and Models: A New Paradigm of Instructional Theory, vol. 2, pp. 215–239.
Erlbaum, New Jersey (1999)
10. Hanafin, M., Land, S., Oliver, K.: Open learning environment: foundation, methods, and
models. In: Charles, M. (ed.) Instructional Design Theories and Model 2: A New Paradigm
of Instructional Theory. Lawrence Erlbaum Associates, Mahwah (1999)
11. Mayer, R.E.: Designing instruction for constructivist learning. In: Instructional-Design
Theories and Models: A New Paradigm of Instructional Theory. Lawrence Erlbaum
Associates, New York (1999)
12. Klausmeier, H.J.: Educational Phychology, Sth edn. Harper & Row, New York (1985)
13. Kozma, R.B.: Learning with media. Rev. Educ. Res. 61(2), 179–211 (1991)
14. Collins, A., Brown, J.S., Holum, A.: Cognitive apprenticeship: making thinking visible. Am.
Educ. 15(3), 6–11 (1991)
15. Chaijaroen, S.: Instructional design: principles and theories to practices. Department of
Educational Technology, Khon Kaen University (2015)
16. Kanjug, I.: Development of learning environments model enhancing expertise mental model.
Doctor of Philosophy thesis in Educational Technology, Graduate School, Khon Kaen
University (2009)
17. Samat, C.: The development of constructivist web-based learning environment model to
enhance creative thinking for higher education students. Doctor of Philosophy thesis in
Education Technology, Graduate School, Khon Kaen University (2009)
18. Wattanachai, S.: Development of constructivist web-based learning environment model to
foster problems solving and transfer of learning. Doctor of Philosophy thesis in Educational
Technology, Graduate School, Khon Kaen University (2010)
Designing Framework of Constructivist
Web-Based Learning Environments Model
to Enhance Scientific Thinking
for Secondary Students
1 Introduction
The rapid development of information technology today makes every country around
the world. There has been a change in the 21st-century world [19] such as digital
technology. Technology to change the world (Disruptive technology) social, the eco-
nomic, knowledge-based database has changed affecting education management.
Conduct business and the world economy. Therefore, it is necessary to prepare
resources for such changes, qualify in searching and knowledge creation to receive
knowledge throughout life. By using technology together with including current
© Springer Nature Switzerland AG 2020
T.-C. Huang et al. (Eds.): ICITL 2020, LNCS 12555, pp. 391–398, 2020.
https://doi.org/10.1007/978-3-030-63885-6_44
392 A. S. Maneeratana and S. Chaijaroen
information technology There are more information and knowledge. From the problem
of teaching and learning by teachers being the only educator is not enough to build
knowledge of learners. Educational management has changed from teaching or transfer
by teachers or teaching media. Came to be an emphasis on student learning. Through
action or real action that is related to the theory of Constructivist theory [14] focuses on
self-knowledge by action or action.
Above all these important reasons, the learning strategy needs to be adjusted to
reflect the characteristics of the 21st-century learner [19]. Thus, instructional design is
necessary to support scientific thinking and construct the knowledge, instead of
receiving knowledge from teachers. The instructional design theory [3] is applied in
this design. The main theories that are based on the theory are constructivist theory.
Cognitive theory: information processing and scientific thinking. These theories foster
knowledge to construct and scientific thinking, particularly in science courses. More-
over, the media theories, media attributes, and symbols system include hypertext,
hyperlink, and hypermedia [12] promote the knowledge construction and scientific
thinking.
Nowadays, learning science emphasizes students’ search for knowledge. The tea-
cher acts as a coach to help learners build knowledge and achieve goals on their own.
Which will result in the development of students’ scientific thinking process This may
help the student to expand their intellectual structure. Have scientific thinking and
create meaningful knowledge.
From this importance, this research aims to design a learning environment for
scientific thinking [5, 6] of secondary school students. Results in the development of
learning skills and scientific thinking [5, 6] of students.
Researchers are focus on the importance of the designing framework. The frame-
work can help designers to model. Also, it reaffirms its reliability and is a useful guide
for designers to model.
2 Research Purpose
3 Research Methodology
• Tools were used to synthesize the framework design concept model element design
assessment form to confirm the quality of the model. The details are as follows:
instructional management survey, theoretical conceptual framework synthesis
record form, the memorandum of concept synthesis of the model. Opinion survey
for learners about the context of learning management and survey for teachers on
learning management context.
• Tool used for quality verification of learning environment models. For experts, such
as the Learning Environment Model Evaluation Form, it is used for the quality
examination of the model. By means of expert evaluation of the model, Question
points consist of open-ended questions for the expert to assess on each issue. Along
with giving reasons and opinions, as well as suggestions.
4 Research Results
4.1 Theoretical Framework
The framework consisted of 6 elements: (1) Psychology based (2) Pedagogy based
(3) Scientific thinking based (4) Media theory and Technology based (5) Contextual
based and (6) Neuroscience based (see Fig. 1).
integrate information, and OLEs [8] consists of a learning resource that has a static
resource and a dynamic resource that is information that can help to create new
knowledge of learners (see Fig. 3).
Scaffolding [8] and Metacognition theory [7]. Cognitive apprenticeship [4] was
designed as the Coaching Center (see Fig. 5).
5 Conclusion
The theoretical framework of the model comprised of 6 elements: (1) Psychology based
(2) Pedagogy based (3) Scientific thinking based (4) Media Theory and Technology
based (5) Contextual based and (6) Neuroscience based, and designing framework
comprised of 4 stages of (1) The activation of cognitive structure and enhance scientific
thinking (2) The enhancement of cognitive equilibrium and expanding cognitive
structure (3) The support and enhancement of scientific thinking (4) The enhancement
and help of construct the knowledge including 6 elements as following: (1) Problem
base (2) Resources (3) Collaboration (4) Scientific thinking (5) Scaffolding and (6) and
Coaching. This research result consistent with the study of Chaijaroen [2, 3], Thitima,
G. [18], Saowakon, S. [16], Kanjug and Chaijaroen [10]. From the research results, it
was found that consisted of a learning environment that can support scientific thinking.
Fundamentals of theories of learning basis include: (1) psychology learning,
including constructivist theory and cognitive theory (2) teaching and learning science
designed together with constructivist theory, cognitive theory, and scientific thinking
theory (3) principle of media theory and technology-based on learning includes: media
symbol system and the media attribute (4) pedagogical of learning based on con-
structivist theories model consisted OELs [8], CLE [9], SOI [13], SLE [1], and Cog-
nitive apprenticeship [4] (5) principle into contexts such as learners based on guidelines
for teaching, course of education, and science course content, and (6) neuroscience-
based of the executive function is a measure of the nerves in the brain region while
performing scientific thinking tasks. Besides found that theoretical and designing
frameworks that the researcher has designed and developed. It has been verified for
quality by experts in content, media, and design to be correct and suitable for teaching
and learning in current situations.
Designing Framework of Constructivist Web-Based Learning Environments Model 397
From the above importance the researcher, therefore, takes it as a basis for
designing the model on the science courses. That enhances scientific thinking by
integrating teaching science and neuroscience by the principle of constructivist theo-
ries, cognitive theories, and scientific thinking. Including features media symbol sys-
tems, media attributes and web-based learning environments that help in promoting
student performance.
References
1. Brown, J., Collins, A., Duguid, P.: Situated cognition and the culture of learning. Educ. Res.
18(1), 32–42 (1989)
2. Chaijaroen, S.: Development of knowledge construction using information technology.
Department of Educational Technology, Khon Kaen University (2004)
3. Chaijaroen, S.: Instructional design: principles and theories to practices. Department of
Educational Technology, Khon Kaen University (2015)
4. Collins, A., Brown, J.S., Holum, A.: Cognitive apprenticeship: making thinking visible. Am.
Educ. 15(3), 6–11, 38–39 (1991)
5. Deanna, K.: Education for Thinking. Harvard University Press, Cambridge (2005). 218 p.
6. Deanna, K.: What is scientific thinking and how does it develop? In Goswami, U. (ed.)
Handbook of Childhood Cognitive Development (Blackwell), 2nd edn. (2010)
7. Flavell, J.: Metacognition and cognitive monitoring: a new area of cognitive-developmental
inquiry. Am. Psychol. 34, 906–911 (1979)
8. Hannafin, M.: Open learning environment: foundation, methods, and models. In: Charles, M.
(ed.) Instructional Designing Theories and Model: A New Paradigm of Instructional Theory,
vol. II. Lawrence Erlbaum Associates, Mahwah (1999)
9. Jonassen, D.: Designing constructivist learning environments. In: Instructional Design
Theories and Models: A New Paradigm of Instructional Theory, vol. II, pp. 215–239.
Erlbaum, Mahwah (1999)
10. Kanjug, I., Chaijaroen, S.: The design of web-based learning environments enhancing
mental model construction. Procedia Soc. Sci. 46, 3134–3140 (2012)
11. Klausmeier, H.J.: Educational Psychology, 5th edn. Harper & Row, New York (1985)
12. Kozma, R.B.: Learning with media. Rev. Educ. Res. 61(2), 179–211 (1991)
13. Mayer, R.E.: Designing instruction for constructivist learning. In: Instructional-Design
Theories and Models: A New Paradigm of Instructional Theory, vol. II (1999)
14. Piaget, J.: Cognitive development in children: piaget development and learning. J. Res. Sci.
Teach. 2(3), 176–186 (1964)
15. Richey, R.C., Klein, J.D.: Design and Development Research: Methods Strategies and
Issues. Lawrence Erlbaum Associates, Mahwah (2007)
16. Saowakon, S.: The development of rish chemistry learning environments model to foster
scientific thinking. Doctor of Philosophy thesis in Educational Technology, Graduate
School, Khon Kaen University (2012)
17. Sweller, J.: Cognitive load theory, learning difficulty, and instructional design. Learn. Instr.
4, 295–312 (1994)
398 A. S. Maneeratana and S. Chaijaroen
18. Thitima, G.: The development of knowledge construction model to support scientific
thinking for prathom suksa 6 learners. Doctor of Philosophy thesis in Educational
Technology, Graduate School, Khon Kaen University (2010)
19. The Partnership for 21st Century Learning. Framework for 21st Century Learning (Final
Report). The Partnership for 21st Century Learning, 2 (2015)
20. Vygotsky, L.S.: Mind in Society: The Development of Higher Psychological Processes.
Harvard University Press, Cambridge (1978)
Development of Constructivist Web-Based
Learning Environment Model to Enhance
Problem-Solving and Transfer of Learning
on Student in Industrial: Integration Between
Pedagogy and Neuroscience
Abstract. This study aimed to design and develop the Constructivist Web-
based Learning Environment Model to Enhance Problem-solving and Transfer
of learning on students in industrial. The methodology in this study uses
Developmental Research - Type I. That focusing on the principles of designing
and developing a model, the model is designed and developed according to the
following steps. (1) examine and analyze the principles theories, and research
(2) study learner context (3) synthesize the theoretical framework (4) to syn-
thesize the designing framework (5) developing the Constructivist Web-based
Learning Environment Model and (6) assessing the efficiency. The results of the
study found that: 1) The theoretical framework consists of 6 bases: (1) Learning
theory base, (2) pedagogical base, (3) Media theory base, (4) neurological base,
(5) Technological base, and (6) Context of instructional base 2) The designing
framework consisted of 5 stages and 9 elements, were as follows: (1) Activate
cognitive structure (2) Support for adjusting cognitive structure (3) Support for
enlarging cognitive structures (4) Foster for problem-solving and transfer
(5) promote and assist knowledge construction and 9 components were as fol-
lows: (1) Problem base (2) Resources (3) Cognitive tool (4) Collaboration for
problem-solving (5) Center for enhancing problem-solving (6) Center for
transfer of learning (7) Related cases (8) Scaffoldings, and (9) Coaching.
1 Introduction
problem solving of the learners. Thus, it needs to adjust the instructional management
to foster the learners to construct knowledge on their own, problem solving to solve
problems in other situations. In response to solving such problems, the teaching and
learning management should shift from teacher-centered content to learning manage-
ment focused on students seeking knowledge. Build your own knowledge and
problem-solving skills. A theoretical principle that is consistent with learning man-
agement that focuses on the students to seek and build knowledge on their own. Is the
constructivist theory Which is a theory that focuses on seeking and construct knowl-
edge by them self In addition, Problem Solving Principles [1] and principles of
Learning Transfer [2] are aligned with the practice of industrial mechanics that need to
solve the operational problems that face problems or new situation. So requires theo-
retical principles on media and network technology and media features Hyperlink
symbol system, hyper-tech, hypermedia to connect knowledge nodes. that as a basis for
understanding and expanding knowledge in each node and expanding knowledge by
linking the features of the Internet to construct a learning environment. For this reason,
the researcher recognizes the importance of designing and developing the Model based
on constructivist approaches that promote problem-solving and Transfer.
2 Research Purpose
3 Research Methodology
3.1 The Sample Group
Divide into 2 groups: 1) The experts for validating and evaluating models’ quality, 3
design professionals for examine the learning environment design, 3 media profes-
sionals for examine web-based media, and 3 professionals for examine the content of
electronics. 2) The students for context instructional study, 30 high vocational certs
industrial students, faculty of technical education Rajamangala University.
4 Data Collection
4.3 Development
After the designer design, the learning environment and then the developer developed
according to designer.
4.4 Evaluation
Model efficiency is assessed by experts to validate and adapt to feedback on content,
web media, learning environment, model design.
5 Data Analyses
6 Result
6.1 Theoretical Framework
The theoretical Framework comprise 6 crucial bases include of 1) Learning theory base
2) Pedagogical base 3) Context of instructional, graduate features, learning manage-
ment, main course 4) neurological base: Electroencephalography (EEG). 5) Techno-
logical base: 6) Media theory base. This study focuses on the identification of the
sources of media and symbolic systems that help strengthen knowledge and memo-
rization processes.
After reviewing the literature and all 6 bases researcher analyzed and synthesized
the relationship between each base, illustrated in Fig. 1.
the Solution that theories use to design a learning environment to promote problem-
solving. This theory may assist in stimulating cognitive structures and problem-solving
as shown in Fig. 2.
Fig. 2. The designing framework: activate cognitive structure and promote problem-solving and
transfer of learning
Support Cognitive Restructuring. The second very important base of the designing
framework was Support for adjusting cognitive structure, shows the underlying theory
used in designing components known as the “Resources” of the learning environments
to promote problem-solving and transfer. The underline theories used for Supporting
for adjusting of the cognitive structure were as follows: information processing theory
[7]: sensory register, working memory, long-term memory, Cognitive load theory [8]:
Chunking, Hierarchical network, and media attribute symbol. These theories are
transformed into designing framework as learning resources in order to provide
information for the learners to construct knowledge. This may help learners processing
information effectively and understand easily as shown in Fig. 3.
Foster for Problem-Solving and Transfer Practical Skills. The third base was
support for enhance problem-solving and transfer of learning, it illustrated the theories
used in designing the component called “Center for enhancing problem-solving” and
“Center for transfer of learning” of the learning environments for promoting problem-
solving and transfer. The theories used for Supporting for Foster for problem-solving
and transfer learning were as follows: ill-structure Problem [1]. Analogical transfer
(Transfer knowledge [9]: search a prior knowledge, mapping, and identical Structure,
process, relational aspects, Inference, inference solution for solving the current situa-
tion. These theories use to design a learning environment to provide information for the
learners to construct problem solving and transfer shown in Fig. 4.
Support for Enlarge Cognitive Equilibrium. The fourth important base was sup-
ported enlarge cognitive equilibrium, the theory used in the component design is called
404 C. Singkaew and S. Chaijaroen
“Collaboration for problem-solving” and “Cognitive tool”. The theories were as fol-
lows: Social constructivist theory [4]: Collaborative Activity Cognitive tool [5]:
Seeking tool, collecting tool, generating tool, organizing tool, and Integrating tool. The
theories transformed into learning resources in order to provide information for the
learners to construct knowledge. This principle may be to help learners enlarge cog-
nitive equilibrium as shown in Fig. 5.
Promote and Assist Knowledge Construction. The fifth base was support for pro-
moting and assist knowledge construction, the theories used in design the element
called “Scaffoldings” and “Coaching” for promoting and assist knowledge construc-
tion. The theories used for promotion and assist knowledge construction were as:
Scaffolding [5] Conceptual Scaffolding, Strategic Scaffolding, Metacognition Scaf-
folding, Cognitive apprenticeship and Coaching. They transformed in order to provide
information for the learners to construct knowledge. This may help promote and assist
learners as shown in Fig. 6.
Development of Constructivist Web-Based Learning Environment Model 405
6.3 Development
Result of design as present in the Figs. 7, 8, 9 and 10:
7 Discussion
The development and design achieved using the Model Development Type I (Model
Development). Model development process, study the context of the learners examine
and analyze the principles, theories, and research, synthesize the theoretical framework,
and synthesizing the designing framework, design and development of the model, and
evaluation of the model efficiency and improvement with the expert. The research
findings the theories and principles are 1) Learning theory base 2) Pedagogical base 3)
Context of instructional 4) neurological base 5) Technological base 6) Media theory
base. Model conceptual and components comprised (1) Problem base (2) Resources
(3) Cognitive tool (4) Collaboration for problem-solving (5) Center for enhancing
problem-solving (6) Center for transfer of learning (7) Related cases (8) Scaffoldings,
and (9) Coaching. This finding was consistent with previous research [10] has found
that students demonstrate problem-solving and transfer of learning and frameworks of
theoretical designing for models based on theories. For the findings of this study that
use theories especially the problem -solving theory [1] and transfer theory [9] as the
foundation of the design. This has been demonstrated in the design framework of the
constructivist web-based learning environment model to improve problem-solving and
learning transfer. This may help learners to promote problem-solving and learning
transfer. The theoretical validity of the design framework of the constructivist web-
based learning environment model was also found based on expert assessment. The
findings could support the design framework to improve problem-solving and Transfer
of learning on Students in industrial.
8 Recommendations
References
1. Jonassen, D.H.: Instructional design model for well-structured and ill-structured problem
solving learning outcomes. Education Tech. Research Dev. 45, 65–95 (1997)
2. Gentner, D., Holyoak, K.J., Kokinov, B.: The Analogical Mind: Perspectives from Cognitive
Science. MIT Press, Cambridge (2001)
3. Richey, R.C., Klein, J.D.: Design and Development Research. Lawrence Erlbaum
Associates, London (2007)
4. Piaget, J., Inhelder, B.: The Psychology of the Child. Basic Books, New York (1969)
5. Brown, J.S., Collins, A., Duguid, P.: Situated cognition and the culture of learning. Educ.
Res. 18(1), 32–42 (1989)
408 C. Singkaew and S. Chaijaroen
6. Klausmeier, H.J.: Educational Psychology, 5th edn. Harper & Row, New York (1985)
7. Sweller, J.: Cognitive load theory. In Mestre, J.P., Ross, B.H. (eds.) The Psychology of
Learning and Motivation: Vol. 55: Cognition in Education, pp. 37–76, Elsevier Academic
Press, San Diego (2011)
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Cambridge (2005)
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and models, instruction. In: Reigeluth, C.M. (ed.) Instructional-Design Theories and Models:
A New Paradigm of Instructional Theory, vol. II. Lawrence Erlbaum Associates, Mahwah
(1999)
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11937, pp. 663–671. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-35343-8_70
Digital Accessibility of Online Educational
Platforms: Identifying Barriers for Blind
Student’s Interaction
1 Introduction
Several factors make possible for teachers and students to find themselves in different
geographical locations as well as in different time zones and still interact through e-
Learning, opening up a new world of educational possibilities for students with dis-
abilities and/or special needs.
With the advent of the Internet, new opportunities are presented for distance
education and, according to [1], nowadays “this type of teaching-learning is an
important means of acquiring knowledge, with universities and companies seeking to
exploit the educational potential of the Internet to the maximum” [1]. Some examples
are the popularization of Open Universities, where students and teachers have flexi-
bility in terms of time and space [2].
The great diversity of cultural, socioeconomic, gender, ethnic and even people
abilities of has been changing the context of universities and stimulating research.
Furthermore, studying how these universities are dealing with this new reality, espe-
cially the treatment of people with disabilities is enhanced in several studies [3–7].
However, these studies showed a gap highlighting as essential more research to obtain
specific knowledge of the needs of blind student in distance learning, thus promoting
crucial changes and adaptations in the platforms.
In this paper, we aim at present a theoretical framework and validate a user
experience methodology on the thematic Digital accessibility of online educational
platforms: Brazilian blind student’s case study.
This article is structured as follow: first, it is presented a brief theoretical framework
based on: how technology can promote inclusion in education for students with diverse
abilities; then, analyzed accessibility on digital educational contexts; also, presented
assistive technologies to enhance digital access to Blind users, identifying Brazilian
tools developed; and, the research methodology proposal is revealed with the objective
of creating guidelines to maximize the blind student’s experience; finally, conclusions
and future work is highlighted.
The Brazilian Law of Directives and Bases of National Education (LDB), defines
Distance Education, or e-Learning as being: “educational modality in which didactic-
pedagogical mediation in teaching and learning processes occurs with the use of
information and communication means and technologies, with students and teachers
developing educational activities in different places or times” [8].
According to [9], e-Learning has the potential to improve the quality of learning,
the access to education, reduces costs and improves its cost-effectiveness. The authors
state that for the creation of quality experiences in e-Learning, one must consider:
technology, pedagogy and organizational context. The way in which this educational
environment is perceived by the student is still unclear, being necessary to focus on the
students’ experience in e-Learning and “listening to the students’ voice in the search for
the expansion of e-Learning knowledge, providing perspectives in the process of
learning and the criteria used by him in his evaluation of e-Learning” [9].
Boroson states that “learning about the evolution of the educational system, in
particular its treatment of students who are different in terms of ethnicity, gender and
skills, can guide us as educators to lead the way forward”. According to the author, the
stigmatization of disability has always resulted in the social and economic marginal-
ization of those with special needs, considering them incapable of contributing to
society and excluding them from the public educational system [10].
Education is a fundamental right for All, enshrined in the Universal Declaration of
Human Rights, and protected by several international conventions. This, in itself, was
not enough to end the differences in educational policies offered to people with
Digital Accessibility of Online Educational Platforms 411
disabilities, and it has not yet resulted in enacted policies or, at significant levels,
educational inclusion practices for people with disabilities. Peters points out that
despite the large number of documents and standards, inclusive education has not yet
“escalated” [11, 12].
Furthermore, [12] defines inclusive education as both a philosophy and a practice,
based on specific theories of teaching and learning. The philosophy of inclusive edu-
cation is based on the “right of all individuals to education with quality and with equal
opportunities - that develops potential and respects human dignity - going beyond
physical integration. Students with disabilities are entitled to adequate institutional
support systems, which may include flexible curriculum, trained teachers, technologies,
and acceptance” [12].
The author concludes that there is a political discourse between the different
agencies that links economic development to inclusive education. This fact reveals that
the growth in the number of people with disabilities and their exclusion from social
opportunities has drawn the attention of these agencies. His analysis discloses that if
the discourse in international policy documents continues to insist on an education that
is “appropriate to the condition of the person with a disability, rather than preparing
schools and educational institutions to reach these people and build an inclusive
society, inclusive education may not become a reality for most people with disabilities,
who are still excluded from education “, and quotes the [13] if people with disabilities
are denied educational opportunities, then it will be the lack of educational inclusion,
not disability, which limits their opportunities” [12, 13].
Despite the fact that some inclusive policies and practices are already present in
higher education, there is still a long way to go. Gairín and Suárez even claim that
inclusion is the hallmark for quality higher education [14].
Statistics confirm the growth in the number of students with disabilities seeking
university, which according to Morina is due to the approval of laws and statutes to
promote inclusion, namely the United Nations International Convention on the Rights
of Persons with Disabilities in 2006, which determines the guarantee to people with
disabilities, access, without discrimination and under the same conditions as other
people, to higher education, professional training, adult education and continuing
training. The United Nations created support plans and services to improve the access
and educational inclusion of so-called non-traditional students, in the European
strategic proposal - European Commission 2020. Similar actions have been taken by
other countries in the direction of inclusive education, with the creation, in some
universities, of departments that support the educational needs of students with dis-
abilities and, through the incorporation of new technologies and/or inclusive education
practices [15, 16]. However, the author does not mention which technologies.
Gibson and Thomas stress that ensuring access to higher education for people with
disabilities is not sufficient without providing appropriate support to ensure their
inclusion and permanence. It is necessary to incorporate the principles of inclusive
education and a universal design for learning in university policies and practices, based
on the social model of disability [17, 18].
Between 2004 and 2005, Morina conducted an analysis on the investigation of
students’ voices, with disabilities in higher education, regarding the barriers and sup-
ports of educational institutions. Regarding barriers, the biggest obstacle pointed out by
412 I. Lisboa et al.
the students was the negative attitude of the members of the institutions, namely,
doubts about the veracity of the disability, non-adaptation of the teaching projects,
questions about the ability to attend a university, architectural barriers, inaccessibility
to information and technology, teaching methodologies that do not facilitate inclusion
and the need for presence in the classroom - without flexibility for students with
difficulties resulting from their deficiencies [15].
Yet, the technological resources that were supposed to function as facilitators were
not used. Although, the students reported their performance was similar to the rest of
the class, they felt that they had to try harder than the others, since they had to deal with
their disability in addition to their studies. Morina concluded that students with dis-
abilities should be encouraged, despite the barriers, to continue their academic life as a
way to improve their quality of life, expand their work opportunities, contribute to
society and achieve independence [15].
Similarly, Garrison-Wade points out that some universities have been implement-
ing some interventions towards the inclusion of students with disabilities, such as, for
example, through the use and providing assistive technologies [19].
These studies showed as technology can promote inclusion in an education context,
especially for students with disabilities. Furthermore, e-Learning platforms can break
physical barriers, giving universal access to education programs and contexts, allowing
a truly accessible environment to promote apprenticeship for All students. However, as
literature sustains, other barriers are lifted - the digital ones, as the main educational
online platforms are developed with no accessibility or usability concerns.
for the assembly and sale of these machines”, laments Botelho who was forced to close
the sales [40, 41].
Other solutions are described in literature, for example, the combination of a
multisensory and interactive approach with the support of technological resources
allows users to access the same information thus ensuring the inclusion of those whom,
in the majority, can only have access to education in this way [43]. Particularly, in
2014, a group of students from the Federal Institute of Education, Science and Tech-
nology of Mato Grosso do Sul, Brazil, won the award for best prototype at the Science
and Technology Fair of Mato Grosso do Sul (Fecintec), with a stimulation plate tactile
aid to the visually impaired to learn the signature and the Roman alphabet. According
to the laureates, “…the project uses vibration to help the blind to feel the formation of
the letter” [41].
For students with different visual abilities, the promotion of accessibility and
usability must go beyond the use of the assistive technology used but also, in the
technological development stage of the educational platforms. Furthermore, it should
be encouraging the research and development of new ways, that could enhance the
multisensory and multimodal users’ interactions. To these users to be truly benefited, it
will be necessary for the systems response to transcend the screens and reach devices
that provoke tactile, auditory and even odors and flavors sensations.
Regarding the latter data, the importance of research on the profile of accessibility
to online educational content of Brazilian distance-learning universities remains
important and still justified.
For that, we intend to carry out research with two main objectives: (1) to assess the
conditions of accessibility of educational content online, in Brazilian public institu-
tions, from the perspective of the blind students’ experience; and, (2) propose guide-
lines to maximize their user experience; truly enhance digital inclusion for these group
of students. Furthermore, it is intended to identify distance learning as a form of
inclusion in education for people with special needs, and the needs of the blind user in
his/her interaction with the computer and online educational content, by assessing the
educational resources and tools.
For this propose, the methodology followed will be the Design Science Research -
DSR -which, according to Vaishnavi et al., is a lens or set of techniques and per-
spectives in conducting research and which typically involves the creation of an arti-
fact, knowledge, model or theory as a means to improve the current state. For this
purpose, design, analysis, reflection and abstraction are used. Still, according to the
authors, the areas of education, health, computer science and engineering make
extensive use of DSR, sharing the same concerns to develop problem solutions and
conduct evaluations [29].
The achievement of the proposed objectives implies conducting a research in two
phases: (1) comprising an exploratory phase to obtain the theoretical foundation on the
theme developed and to provide greater familiarity with the problem, followed by (2) a
descriptive phase - with survey, analysis and interpretation of data - consistent with
direct user interrogation through online qualitative and quantitative questionnaires.
According to Santoso et al., the methodology suggested for the analysis of the user
experience consists of a combination of qualitative and quantitative methods, such as
the use of interviews, questionnaires, behavioral analysis and expert evaluation.
Among the research frameworks currently on the market, the UEQ - user experience
questionnaire stands out for its exceptional advantages in providing a “comprehensive
impression of the user experience, ranging from classic aspects of usability to aspects
of the user experience. The questionnaire also features a tool for accurate interpretation,
easy to use and free of charge. Feedback collection can be done more efficiently with
questionnaires, especially if they are used with an online tool, such as UEQ” [30].
In the first quantitative phase, we will apply the UEQ, with a additional field for
users to add observations, difficulties or comments - as suggested by Nakamura et al.,
to measure the user experience, considering pragmatic and hedonic quality aspects, as
well as, through assessing the standard of the six quality measures, make assumptions
about the areas where improvements will have the greatest impact on the user expe-
rience [31].
In the second, qualitative phase, we will apply a questionnaire with open questions
to: diagnose the tasks and resources used by the user; evaluate the usability of the
interaction; confirm or refute the assumptions obtained in the first phase to prepare a list
of guidelines to be implemented in order to optimize the user experience.
The method of analysis for this phase will be the use of software for qualitative
analysis of data such as texts, interviews and transcripts such as MAXQDA [32].
416 I. Lisboa et al.
The proposed study, involving field research and intending to suggest paths based on
the results obtained, needs a physical spatial delimitation. In addition, the study of
accessibility necessarily involves examining the legal norms about it, as this is where
the requirements for equality to occur are fixed. And, even though it originated from
international agreements and treaties, this standardization gains its own and unique
state treatment for validity within the limits of each State, multiplying, in the Brazilian
case, in rules edited not only by the Legislative authority, but also by the government
agencies in charge of public policies, in the specific case of this investigation, the
Ministry of Education [33].
In this way and with the proposed cut, the scientific importance and the social and
political relevance of the present study on the profile of accessibility to online edu-
cational content of Brazilian distance-education universities by blind student is justi-
fied. We intend to identify and list difficulties experienced by the blind student in their
interaction and propose ways to provide a positive and quality user experience.
As future work, we intend to present and implement the list of guidelines generated
after the analysis of the data from the research two phases on at least one institution for
its validation. The next phase is a repetition of the research first phase, but with the
objective of assessing whether the implementation of the guidelines has had a positive
effect on the user experience.
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Effect Analysis and Method Suggestions
of Online Learning Under the Public
Epidemic Crisis
1 Introduction
The epidemic began to break out during the Chinese Spring Festival. The government
took a series of strict travel restrictions to curb the spread of the epidemic, which not
only restricted people’s freedom of travel, but also had a huge impact on various
industries and even the national economic development [1]. The traditional education
mode requires students to have class together in the school and teachers to explain and
guide on the spot. For some boarding schools and colleges, it also involves the dining
hall, dormitory life, collective bathhouse and other inevitable collective life. In this
complex environment, the contact distance between people is less than one meter, and
the number of people in contact is too large. Once there are cases of epidemic infection,
it will spread rapidly [2]. Considering many factors [3], all kinds of schools across the
country choose to postpone the start of school to avoid the risk of epidemic infection
caused by a large number of student flows. In order not to delay students’ learning
progress, the Ministry of Education advocates “no suspension of classes” and adopts
holiday at home, and the phenomenon of online class perfunctory is more obvious. The
main reasons that affect their online learning effect are: lack of self-awareness of
learning, lack of serious attitude towards online classes, difficulty in resisting the
temptation of online games and electronic products, and inadequate teacher discipline.
In view of the three special cases mentioned above, we put forward corresponding
countermeasures and suggestions. Details as shown in the Fig. 1.
422 H. Yuan et al.
audio and video resources, text resources, picture display, physical display (such as
experimental operation steps, manual lessons, etc.), preview before class, classroom
practice, after class work, and questionnaire feedback. And the teaching resources
should be as simple, clear and prominent as possible, so as to avoid the influence of
tedious teaching resources on students’ class efficiency.
Third, students’ participation in teaching needs to be strengthened. Teachers can
arrange preview activities before class. For example, teachers can release syllabus in
class in advance, and issue targeted preview tasks for each teaching content to attract
students’ attention. In the process of live broadcast, teachers need to avoid the students’
learning weariness caused by the too fast pace of information transmission. For
example, strategies such as retelling, content structuring, review and summary can be
used to regulate the pace of information transmission. Teachers should assign home-
work to the students after class. If live class can be recorded and replayed, it’s con-
venient for students who haven’t heard to check and fill in the gaps and make a
summary.
Fourth, the content of the class should be more abundant and the teaching form
should be diversified. In the course of lectures, teachers should carry out various
interactive activities. For example, online discussion, interactive survey, students’
mutual evaluation, view sharing, online question answering and interactive whiteboard
are carried out to enhance the attraction of online teaching. Teachers also need to pay
attention to the principles and Strategies of game-based teaching design. If teachers are
more able to apply the elements and mechanisms of games or games to online teaching,
students may be able to improve the quality of online education.
From the line chart in Fig. 2, it can be intuitively found that students are enthu-
siastic about online learning at the beginning, attendance and homework are good, and
teachers’ teaching completion is only about half. With the increase of online learning
time, the students’ attendance and homework situation show a slow downward trend,
and the teachers’ teaching completion grows slowly.
It can be seen from Fig. 3 that after the improvement of online learning, students’
attendance, homework and teachers’ teaching completion will be gradually improved,
showing a slow growth trend.
Figure 4 shows that 51% of the students scored higher than 60 on the above
suggestions for improving students’ online learning, which shows that more than half
of them think that these measures have certain effect and can be implemented.
5 Conclusion
Based on the impact of public epidemic on students’ education in China, this paper
analyzes the effect of online learning, and puts forward effective suggestions and
solutions to improve the effect of online learning. This paper analyzes the problems
existing in the online learning effect of the more common students and puts forward
targeted improvement measures, including more general countermeasures and sug-
gestions. This paper also uses the methods of questionnaire survey, prediction analysis
and so on, through the investigation and Research on the students of primary and
secondary schools and colleges in Hubei Province, it shows that the poor online
learning effect of students is the prominent problem in the current online education. It
also forecasts and compares the online learning efficiency of the students before and
after taking the suggestions in the paper, and verifies the recognition and feasibility of
the suggestions in the paper. This paper hopes to help improve the online learning
effect of students.
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Effective Blended Learning – A Taxonomy
of Key Factors Impacting Design Decisions
1 Introduction
learning and to design learning experiences that take full advantage of these digital
platforms [8].
However, there is evidence in the literature that there is a lack of research inves-
tigating the effectiveness of computer-based instruction [10]. Some issues highlighted
include lack of knowledge of the environment of computer-based instruction and
virtual learning, and lack of knowledge and understanding regarding pedagogical
issues and challenges in the context of computer-based instruction [11]. Furthermore,
some educators are unable to use technology tools effectively to create a blended
teaching- and learning environment without a clear understanding of the relationship
between pedagogical knowledge and the role e-learning tools play as a medium for
teaching and learning [12].
This study aims to consider the key factors impacting blended learning design. The
primary research question that this study aims to address is: “What are the key factors
impacting effective blended learning design for education?”. This was achieved
through a review of the literature focusing on educational technology (Ed-Tech) and
blended learning, and we used Nickerson et al.’s classification method for developing a
taxonomy [15]. By applying the taxonomy of the key factors impacting blended
learning design, educators will be able to increase efficacy of teaching- and learning
design, as well as understand where they need to focus their own skills improvement.
Section 2 of this paper provides the background to the study and the approach to
this study is discussed in Sect. 3. Section 4 provides an overview of the taxonomy
development process, as well as the taxonomy of the key factors impacting blended
learning design. Section 5 illustrates application of the taxonomy and Sect. 6 concludes
the paper.
2 Background
can greatly benefit students seeing as it combines online teaching and learning with in-
class teaching and classroom time [18], allowing students to interact with the material
comfortably at home, while more conventional content can be focused on in the
classroom [16, 19].
One of the keys to effective 21st century teaching is to balance traditional peda-
gogical methods with the effective use of technology to foster learning [20]. Learning
solutions are designed and deployed using increasingly sophisticated technology,
creating a need for educators to gain new skills to meaningfully engage with those tools
[20]. Therefore, professional development supporting the use of digital tools has
evolved into collaborations with instructional design teams and other professionals in
the learning science field, accelerating the application of new teaching practices [8].
The teaching practice impact on students entails increased collaboration, 24/7 access to
learning, “flipping” the classroom (move direct instruction from the group learning
space to the individual learning space), personalized educational experiences, attention-
grabbing lessons, etc. [21]. For educators, impact lies in automated grading, classroom
management tools, and paperless classrooms [22].
Acceptance Model (TAM2) [30] and the Unified Theory of Acceptance and Use of
Technology (UTAUT) [31]. Although these frameworks deal with a number of vari-
ables like perceived usefulness, perceived ease of use, performance expectancy,
facilitating conditions, social influence, etc., they do not consider pedagogical attri-
butes. The SAMR model uses 4 classifications: substitution (technology provides a
substitute for other learning activities without functional change), augmentation
(technology provides a substitute for other learning activities but with functional
improvements), modification (technology allows the learning activity to be redesigned)
and redefinition (allows for the creation of tasks that could not have been done without
the use of the technology). Learning activities that fall within the substitution and
augmentation classifications are said to enhance learning, while learning activities that
fall within the modification and redefinition classifications are said to transform
learning [32].
Mishra and Koehler [28] conducted a design experiment aimed at understanding
educators’ development toward enhanced uses of technology, while developing
teaching with technology. The Technological Pedagogical Content Knowledge model
(TPACK), is a concept created to assist in explaining sets of knowledge that educators
need in order to teach to their students and effectively use technology in their teaching
[28]. TPACK is a technology integration framework that identifies three types of
knowledge which educators need to combine for successful Ed-Tech integration,
namely; technological, pedagogical, and content knowledge [28].
Before the taxonomy of the key factors impacting blended learning design is
presented, the research approach is discussed.
3 Research Approach
The objective of this paper was to design a taxonomy of the key factors impacting
blended learning design. Firstly, we present an overview of the taxonomy development
approach where after we share the taxonomy development process.
themes, emphasizing both organization and rich description of the data set and theo-
retically inform interpretation of meaning [36, 37]. We followed an iterative approach
identifying patterns of themes until all characteristics in a particular taxonomy
dimension were classified (Appendix 2).
In the next section, the design of the taxonomy of the key factors impacting
educational technology decisions related to designing blended learning, is discussed.
The purpose of this study is to present a taxonomy of the key factors impacting blended
learning design. In Fig. 1 the taxonomy of key factors impacting blended learning
design is depicted consisting of eight dimensions, and each dimension with two to six
distinct characteristics.
critique and these concepts must be considered when content knowledge is applied for
blended learning design.
For an educator to effectively convey their content knowledge, they also need to be
in the possession of the appropriate pedagogical knowledge. Pedagogical knowledge
points to the how of teaching, in other words what, the best methods of teaching
content knowledge are that ensures that learning takes place and answers the question:
what are the best methods for enriching he learning experience and assessing whether
the content knowledge had been effectively taught? Learning objectives focus attention
on, and awareness of the importance of what is to be learned. Learning approach
entails the combination of different kinds of teaching materials (auditory, visual and
kinesthetic materials) enabling the improvement and enhancement of the learning
process. To be remembered, new information must be enriched and meaningfully
connected to prior knowledge, and it must first be remembered in order to be learned.
Assessment comprises of the ways in which students are assessed and evaluated,
aligned to the learning outcomes. This is a powerful characteristic as it affects the ways
students study and learn. Interaction promotes learning as it encourages communica-
tion and engagement among faculty, educators and students and is a means to provide
feedback to students on their learning.
Seeing as blended-learning constitutes the effective incorporation of Ed-Tech tools
into the teaching- and learning process, the educator needs to be familiar with- and be
well acquainted with technical knowledge regarding the usage of Ed-Tech tools.
Technology knowledge denotes the knowledge and ability to use Ed-Tech in combi-
nation with the relevant content- and pedagogical knowledge to create a blended-
learning environment and answers the question: how to access and use these Ed-Tech
tools and which skills or knowledge are needed to do so? The knowledge and skill
characteristic refers to the skills and technology resources required to effectively
integrate Ed-Tech into blended learning design. Mobile technologies enable mobility
and has reduced the dependence on fixed locations for work and study, as well as
accommodated synchronous and/or asynchronous communication. The proliferation of
digital technologies enable multiple usage options such as immersive experiences,
virtual reality, natural language processing, automatic speech recognition, etc. Irre-
spective of the usage options chosen, the ability to save and recycle materials previ-
ously created or annotated reinforces and extends the learning over a sequence of
lessons. Having access to prior lessons may help students build on prior knowledge and
educators locate and diagnose misconceptions. The access characteristic considers
accessibility to material that students may require e.g. internet, web, internet sources
etc. Additionally, the educator must also have sufficient knowledge on how certain
tools operate and how to gain access thereto in order to guide students to be able to do
the same. Furthermore, learning should not be impaired by malfunction of learning
tools or information sources.
In order for learning objectives to be met, educators need to be familiar with how
students learn. The how student learning takes place dimension focuses on creating
meaningful learning experiences for students, and addresses the question: how to teach
for effective learning to take place? The meaningfulness characteristic refers to the
notion that learning is more effective and efficient when students have explicit, rea-
sonable, positive goals, and when their goals fit well with the educator’s goals. Apart
Effective Blended Learning 435
The aim of this study was to present a taxonomy of the key factors impacting blended
learning design. The taxonomy presented in the previous section could be applied as a
professional development tool to guide new blended learning design, or to evaluate an
existing design and close potential gaps. Figure 2 and 3 show how an exemplary
module design was mapped as application of the proposed taxonomy. A practicing
Further Education and Training (FET) teacher was supplied with the taxonomy and
Effective Blended Learning 437
asked to map out her blended learning application. She utilised a typical red-amber-
green (RAG) notation and assessed her module pre-COVID lockdown (Fig. 2) and the
same module during COVID lockdown (Fig. 3) as adjustments were required as no
face-to-face contact was possible. The characteristics that were able to be executed
effectively and occurred often, were indicated alongside those who were less effective
followed by identifying problem areas or characteristics which are lacking. Those
aspects that were executed well and which the teacher managed were indicated as green
whereas those that needed improvement and/or refinement were indicated amber.
Aspects that were absent, or severely lacking were labelled red seeing as they were
identified as being areas not supported in her blended learning design.
Fig. 2. Exemplary study mapped with the Fig. 3. Exemplary study mapped with the
proposed taxonomy using heat map notation proposed taxonomy using heat map notation
– before COVID-19 pandemic lockdown. – during COVID-19 pandemic lockdown.
Seeing as the learners were unable to attend school, their most immediate need was
to continue to receive schooling without physically attending classes. The impact on
blended learning design is illustrated above where that which was effective versus areas
that are problematic could be identified such as in the case of variety (changed from
green to red). Due to the COVID lockdown circumstance, certain choices had to be
made regarding the curriculum and what is teachable. Some topic areas needed to be
removed to accommodate the new learning circumstances. This also impacted
assessment seeing as all examinations were cancelled and assessment needed to be
completed in a simpler manner by using a single summative tool.
When schooling returns to normal, this assessment against the taxonomy may be
revisited and adapted to another change in circumstance.
6 Conclusion
In this study we presented a taxonomy of the key factors impacting blended learning
design. The taxonomy was developed by applying Nickerson et. al’s [15] taxonomy
development process.
438 H. Smuts and C. Smuts
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Effective Utilization of the Constructivist
Web-Based Learning Environment Model
to Enhance Human Learning Efficiency
Based on Brain-Based Learning
Abstract. This presents the effective utilization and procedures for model use
of the constructivist web-based learning environment model to enhance human
learning efficiency based on brain-based learning. The Model Research Type II
[1] phrase 3 Model Use was explored by Survey Research and Case Study in
topics of 1) model use procedures 2) factors achieving model use and 3) model
use achievements which illustrated as brain- based learning (BBL), learner’s
multiple intelligence (ML), relationship between ML and learning achievement,
and learner opinion. The procedures, BBL, and opinion were examined by an in-
depth interview while self-assessment was for ML and tests for achievements.
The results showed procedures as 1) introducing learners to connect prior and
new knowledge; 2) grouping them to share and elaborate thoughts; 3) learning
with designed components as (1) Problem base (2) Resources (3) Meaningful
experiences base (4) Collaboration base (5) Relaxing Room (6) Entertainment
Corner (7) Brain Gym (8) Multiple Intelligences Room and (9) Scaffolding
bases; and 4) reflexing knowledge to adjust conceptual thinking. The factors
achieving model use resulted from context of designer, developer, learners, and
teacher. The achievements illustrated by learner’s 12 BBL principles; ML
highest value was in language or x = 5.11; while relationship between ML and
achievement showed Positive Correlations at 0.88 level or 0.88 statistical sig-
nificance. They satisfied with clear, direct, reachable, discoverable learning
content, web-based learning, and model designed by pictures, animations,
videos, graphs, navigators with icons and links.
1 Introduction
The knowledge society is becoming complex. As well, the technology has been de-
veloping in various ways which affects people’s life that requires an ability to collab-
orate and compete. A language barrier is one of the important factors that most learners
have faced with. English language should be used as a medium in academic com-
munication [2]. Although English is needed, many learners cannot produce or use it
well. The learning style could be a reason for that challenge that must be improved and
updated. A learner must be able to be adaptive to the changing of the world. They
cannot be just a passive one, but an active and skilled. Constructivism is the learning
theory that mainly on knowledge construction made by the active learners through
connecting the prior knowledge and new experiences. The knowledge construction
made by the active learners is from the way of discovery, study, experiment, and
inspection among their learner groups [3]. Likewise, Brain-Based Learning with 12
principles is learning design based on brain processes [4]. This compatible with media
symbol system and attributions that emphasizing mental model construction [5].
Hence, the results of this study could be the evidence of effective utilization and
procedures for model use of the constructivist web-based learning environment mod-el
to enhance human learning efficiency based on brain-based learning that important to
the complexity of the current world. The research was then aimed to study the effective
utilization and procedures for model use of the constructivist web-based learning
environment model to enhance human learning efficiency based on brain-based
learning.
2 Literature Review
2.1 Constructivism
Constructivism is the learning theory that believes in the cognitive process that learners
construct their own knowledge through experience meaningfully [6]. Also, Construc-
tivism is defined as the method of learning that the learners actively construct their own
learning experience or as their new knowledge [7]. This consistent with the belief that
Constructivism encourages the learners to construct the knowledge and through cog-
nitive processes where highlighting on the active learners by connecting the prior
knowledge with the new knowledge and elaborate the schema [3]. So, Constructivism
is the learning theory which mainly focuses on knowledge construction made by the
active learners through connecting the prior knowledge and new experiences. The
knowledge construction made by the active learners is from the way of discovery,
study, experiment, and inspect among their learner groups. It encourages the learners to
construct the knowledge and through cognitive processes where highlights on the
active learners by connecting the prior knowledge with the new knowledge and
elaborate the schema.
444 W. Wannapipat and S. Chaijaroen
3 Purposes
The research was aimed to study the effective utilization and procedures for model use
of the constructivist web-based learning environment model to enhance human learning
efficiency based on brain-based learning.
4 Research Methodology
4.1 Research Scope
The Model Research Type II consisting 3 phrases as Phrase 1 Model Development
Phrase 2 Model Validation and Phrase 3 Model Use. However, this study, Phrase 3
Model Use was explored by Survey Research and Case Study in topics of 1) model use
procedures 2) factors achieving model use and 3) achievements of model use which
defined as (1) brain- based learning (BBL), (2) learner’s multiple intelligence (ML),
(3) relationship between ML and learning achievement, and (4) learner opinion. In
addition, in phrase 1 Model Development, the survey of learners’ context, analysis and
synthesis of theoretical and designing frameworks as well as developing of the model
(web-based learning environment) were conducted; while in phrase 2 Model Validation
in terms of internal and external validation was examined.
Effective Utilization of the Constructivist Web-Based Learning Environment Model 445
5 Results
The achievements of model use in terms of brain- based learning (BBL), learner’s
multiple intelligence (ML), relationship between ML and learning achievement, and
learner opinion as that: 1) Brain- based learning (BBL). The learners were interviewed
to have their protocol which found that they had learned through the model by 12 BBL
principle. For example, they could function better after moving bodies, playing
physical games, exercising to reduce stress via brain functions that adrenaline and
cortisol hormone reducing affected the brain capability to input energy as oxygen and
sugar; based on [4]. The situations also made meaning that enhance learning based on
the principle that brain is social interaction and 2) Learner’s multiple intelligence (ML).
They took MI Self- assessment learned with the model. The results were presented in
Fig. 1.
6 5.11
4.26 4.63
5 3.95
3.66 3.6 3.6
4
3
1.77
2
1
0
The multiple intelligences of learners are illustrated in this table that their
verbal/linguistic intelligence was the highest or x = 5. 11. 3) Relationship between
learner’s multiple intelligences and learning achievement. The data from the target was
analyzed by Pearson product moment correlation coefficient as shown in Table 2.
The results found relationship between learner’s multiple intelligences and learning
achievement that Positive Correlations at 0.88 level or 0.88 statistical significance. The
Correlation Coefficient was at 0.77 level (r2= 0.77) that means the ML value and
achievement score had 77 percent of Covariance. 4) Learner opinion. The interview
was implemented with the learners to have in-depth information based on 3 research
opinion topics as content, web-based learning, and model design. Aspect 1 Content:
they satisfied with the learning situations content which was related to real life. The
content was categorized and inserted hyperlinks to multiple learning resources. It was
also interesting by cartoons, animations, pictures, graphs, VDO. Aspect 2 web-based
learning: the information was presented with architect design with categories. The
icons, navigators, hypertext, hyperlinks, and hypermedia helped them to learn with ease
while able to have discussion through Facebook and LINE. Aspect 3 model design: all
components as Problem base, Resources, Meaningful experiences base, Collaboration
base, Relaxing Room, Entertainment Corner, Brain Gym, Multiple Intelligences Room
and Scaffolding bases could enhance them with ill-structure problem while able to
discover and learn by learning resources. They could construct and related with the
situation VDO in meaningful experience base. The relaxing room, brain gym, and
entertainment corner provided physical activities that release stress and improve pos-
itive feelings. In addition, their MLs were enhanced through ML room where they
could have collaboration with peers and a coach via chatroom and forum anytime.
The effective utilization of the design and development of the constructivist web-based
learning environment model to enhance human learning efficiency based on brain-
based learning was examined by 1) model use procedures 2) factors achieving model
use and 3) model use achievements which illustrated as brain- based learning (BBL),
learner’s multiple intelligence (ML), and learner opinions. The results showed proce-
dures that are as 1) introducing learners to connect prior and new knowledge; 2)
grouping them to share and elaborate thoughts; 3) learning with designed components
and 4) reflexing knowledge. The model components as (1) Problem base (2) Resources
(3) Meaningful experiences base (4) Collaboration base (5) Relaxing Room
(6) Entertainment Corner (7) Brain Gym (8) Multiple Intelligences Room and
(9) Scaffolding bases were designed which consistent with the study of [9]; and
examined the internal and external validations [10, 11]. They were fundamental from
psychological base, pedagogies base, learning base, media and technologies base, and
contextual base [12] along with the context study in phrase 1 that found they experi-
enced in lecturing and devices while requiring learning with technology enhance
efficiency. The 12 BBL principles were enhanced to learners they could learn effec-
tively based on brain processes. Linguistic intelligence showed the highest number
among 8 ML, it seems they had improved language skills through the model. Fur-
thermore, relationship between ML and achievement showed Positive Correlations
which the ML affected achievement. Once the ML increased, the achievement con-
sistently raised. For instance, the Cortex controls body movement while the model
provides environments that they could exercise, the Occipital in Cerebral Cortex
Effective Utilization of the Constructivist Web-Based Learning Environment Model 451
functions on visual processing and spatial circumstances. Finally, they satisfied with
clear, direct, reachable, discoverable learning content, web-based learning, and model
designed by pictures, animations, videos, graphs, navigators with icons and links. The
designed and developed model could enhance their efficiency. It is recommended that
other multiple intelligences should be fundamentally designed in the future study
(Figs. 2 and 3).
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Effects of AI Scaffolding on ZPD
in MOOC Instructional RPGs
1 Introduction
2 Literature Review
Administrators and instructors are confronted with the question of how much
instructional scaffolding material to move online [4] as well as the differences in
demands between blended and fully online modes [5, 6]. With decreasing face-to-face
contact time and rising electronic mediation, instructors, and increasingly institutions,
must consider the investments of time and money [7, 8]. Ever-increasing levels of
support, both instructional and technical, need to be balanced against finite instructor
and institutional time and resources [9, 10].
research and is commonly combined with other research methods in studying net-
worked and collaborative learning [19]. Although not yet widely used in educational
research, this method is perfectly suited to analyzing group collaborative behaviors
online, as in the current study.
3 Method
and paper RPG by Mike Pondsmith and starring Keanu Reeves—RPG video game
production regularly cost as much as major Hollywood films to produce and generate
similar profits for their game studios.
Role-playing games traditionally include the stages of genesis, i.e., character cre-
ation, (parallel to self-regulated learning’s preparation), game world interaction and
elaboration (matching self-regulated learning’s interaction), and character realization,
i.e., actualization, (analogous to self-regulated learning’s reflection) [27]. The RPG
gamemaster (GM), resembles an instructor, preparing fictional circumstances where
players (learners) are free to interact and construct their own space [28, 29] and the
gamemaster is the ultimate arbitrator of any disputes. Both blended and fully online
learners, in groups simulating negotiation teams of virtual companies, interact with
counterpart teams through the RPG, described next.
of teaching assistants responds to any support request over email and the instant
messaging platform Line.
4 Measures
The current study relies on digital trace data from the online RPG [33, 34], an approach
that is more accurate than self-reported behaviors [35, 36], generating learning ana-
lytics of actual behaviors and more actionable results [37, 38]. We collect six main
variables of trace data across the three main phases of self-regulated learning (see
Table 1).
5 Results
Data from the six trace data variables are collected over eight iterations with 26 groups
in the fully online mode (n = 128) and 12 groups in the blended mode (n = 57). In
total, the groups completed 1,115 simulated business trades (587 fully online and 528
blended negotiation deals). Female learners account for 82% in the fully online mode
and 59% in the blended mode all drawn from across a range of majors and grade levels.
Crucial to the experiment is that the MES manipulation is received by test subjects, but
not control, and test subjects do not communicate the MES content to control subjects,
which we report next.
Fig. 1. Blended mode representative social network map (RPG round 7).
We next quantify levels of connectivity with the social network measures of edge
density and mean distance. Edge density measures the percentage of total possible links
made among vertices (groups), while mean distance is the average of the shortest
number of vertices needed to pass through to reach any two vertices. The blended
delivery mode groups end RPG 1 by making roughly the same proportion of con-
nections (16%) as the fully online mode (14%). Afterwards, however, the blended
mode groups make connections at two to three times higher a proportion than the fully
online mode groups. Fully online groups appear to restrict interactions to a few
counterparts, occasionally just one. This can be seen in Fig. 4’s online mode with
groups 19, 21, and 6. Although the fully online mode groups are making deals with
fewer counterparts during any single RPG round, the question remains as to whether
these groups are often the same, i.e., forming small subgroups or cliques. If so, the
online mode is detrimental to the self-regulated learning goal of the RPG. Thus, we
next test if the online mode groups are restricting interaction to small subgroups.
Fig. 2. Fully online mode representative social network map (RPG round 7).
bottom line). This global result shows while the fully online groups make less con-
nections during each round, ranging from 10–18%, they do not restrict their interac-
tions to the same counterparts across every RPG round. Rather, fully online groups
consider a range of participating groups as candidates for a transaction, although a
narrower range compared to the blended mode groups.
Blended learners use the classroom to ease discovery when looking for counter-
parts. In contrast, fully online learners face one of the main challenges of online
education—overcoming the distance between learners. Results show fully online mode
group members use a range of online communication channels: Line (87%), email
(51%), face-to-face (30%), Facebook messaging (20%), and the class supplied posting
board (14%).
For the fully online mode, two of the six variables are statistically significantly
different, assemble (F = 10.86; p = .004) and refresh (F = 8.2; p = .02), as detailed in
Table 3, while the remaining measures exhibit no impact from MES: transact
(F = 3.92; p = .14), engage (F = 1.32; p = .52), adjust (F = 1.97; p = .37), and parlay
(F = 3.53; p = .17).
Learners in both the blended and fully online modalities accurately recall MES. Not
only do learners recall seeing the MES, over the eight RPG rounds, they also accurately
recall the main pedagogical message contained in the MES. Learners receiving MES in
an online mode demonstrate more behaviors associating with the core pedagogical
MES message content comparing to those in a blended mode. Fully online learners
more frequently check their group’s online RPG statistics and status information while
also taking more time to prepare group attributes for a new RPG round. Both behaviors
relate to the planning stage for the RPG. This result aligns with reports on mere
exposure. While blended-mode learners did accurately recall the MES content, their
group behaviors did not reflect any modification, which we examine next.
462 C. A. Warden and J. F. Chen
6 Conclusion
Teachers, administrators, and learners all face challenges from the unique aspects of the
blended and fully online modalities—requiring careful scaffolding for self-regulated
learning. Moving fully online presents a challenge to social capital [41] such that
constructing learning spaces through peer support is problematic. We examine how the
well-established mere exposure effect can be applied as educational scaffolding. While
the MES affects learner behavior within the online mode, it does not show the same
effect within the blended class. Within the online mode, exposure, to a fundamental
pedagogical message results in learners exhibiting congruent behavior patterns.
The current study has numerous limitations. The current sample frame focuses on
group work within an RPG. While role-playing is a common teaching practice, as is
group work, it is not suitable for all instructional topics and MES may differ in its
impact on other instructional approaches. Next, behavioral variables, in this study, are
limited to the six collected through the group RPG interface Webpages. Other
behaviors may be influenced by MES but are not currently measured.
Acknowledgment. The authors are grateful to the Ministry of Science and Technology of the
Republic of China, Taiwan, for financially supporting this research under Contract No. MOST
108-2511-H-240-001 -.
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Survey Results of Learner Context
in the Development of Constructivist Learning
Environment Model to Enhance Creative
Thinking with Massive Open Online Course
(MOOCS) for Higher Education
Abstract. One of the essential skills for learners in the 21st century learning era
is creative thinking that can help them to be productive in innovations. This
study aimed to study the context of learners in terms of learner characteristics,
learning design, and factors influence their learning. The data can be funda-
mentally used in the model design and development process. Survey research
was employed by using a survey form in Open-ended question with 5 Likert
rating scales. The consistency in between theoretical framework and survey
results was examined by the experts. The results were found in 6 aspects as 1)
Demographics: 18 females and 12 males or 60 and 40% respectively 2) Learning
experience: every learners or 100% had the experience in lecturing, demon-
strating, and practice 3) Technology experience: the learners were in moderate
level or as x = 3.01, S.D = 0.64 4) Creative thinking experience: the learners
was in low level shown as x = 2.41, S.D = 0.56 5) Website design experience:
presented value as x = 2.18, S.D = 0.55 and 6) Learning expectation of learners:
it was in very high level or x = 4.29, S.D = 0.58. It thus revealed that they only
had experience in traditional style while requiring to learn with media and
technology as an active learner for knowledge construction and creative thinking
developing.
1 Introduction
The 21st century learning skills are fundamental for the learners in this technology-
based era which the skills of creativity and innovation are particularly emphasized.
Since the ability to think creatively is one of the underlying patterns of invention which
2 Literature Review
2.1 Constructivist Learning Theory
Learning is the way the learners construct knowledge, think, and learn through expe-
rience [7]. In addition, Constructivist learning is to construct knowledge for each
individual appropriateness more than to perceive it. Learning environment is essential
to make the knowledge meaningful as well as being an active learner [8].
2.2 MOOCs
Massive Open Online Courses or MOOCs is defined as the open learning system which
widely provided and accessed to unlimited learner amount to enroll in a class and learn
through online platform with time and place flexibility [5]. The learners can learn by
video lectures or video-based instructional content, classroom note, discussion forum
and finally be graded by a computer-based.
Fluency, Flexibility, Originality, and Elaboration [2, 9]. Creative thinking can promote
a learner innovation and creativity in the 21st century [10].
3 Purposes
This study aimed to study the context of learners defined to characteristics and learning
design of the learners as well as factors influenced their learning. Their results could be
used in the design and development of constructivist learning environment model to
enhance creative thinking with massive open online course (MOOCs) for higher
education.
5 Research Results
The results revealed the learning context, learner characteristics and factors influenced
learning in aspects of 1) Demographics 2) Learning experience 3) Technology expe-
rience 4) Creative experience 5) Website design experience and 6) Learner’s expec-
tation towards learning as the following.
• Aspect 1 Demographics
They were 18 males and 12 females or 60 and 40%, respectively.
• Aspect 2 Learning experience (Table 1)
The data in Table 2 presented that all 30 learners or 100% had experience in
lecturing demonstration, and practicing while 25 learners or 83.33% experienced in
design thinking, decision making, and meaning making based on multiple situations
and 66.67% or 20 learners used to have discovery learning and self-knowledge
construction.
• Aspect 3 Technology experience
Table 2. (continued)
Technology experience x S.D Performance
level
Use of technology to reflex thinking
Ability to create Vlog to present ideas 2.33 0.66 Poor
Ability to create Web Blogger to create a mind map and 2.03 0.56 Poor
present ideas
Total 2.18 0.61 Poor
All total 3.01 0.64 Moderate
The results of learner context in technology experience were found that in moderate
level or x = 3.01, S.D = 0.64 which the highest value of performance level in use of
technology device is x = 3.95, S.D = 0.62, use of technology to as social media for a
conversation and knowledge sharing is x = 3.86, S.D = 0.51, and use of technology to
explore knowledge is x = 3.44, S.D = 0.69 respectively.
• Aspect 4 Creative thinking experience
Table 5. (continued)
Learners expectations of learning x S.D Expectation
level
Evaluation
Expectations to have an evaluation based on learning 4.23 0.57 Very high
activities and learner’s development
Expectations to have a guideline for learning outcomes 4.17 0.59 High
Expectations to have the clear and precise evaluation 4.13 0.63 High
Expectations to have feedback for self-improvement 4.30 0.60 Very high
Expectations to have different evaluation methods 4.37 0.49 Very high
Total 4.24 0.58 Very high
Teacher
A teacher is expected to design learning based on curriculum 4.33 0.61 Very high
in a variety that consistent with each learner’s difference
A teacher is expected to promote learning by doing for 4.43 0.57 Very high
knowledge construction
A teacher is expected to provide numerous and closeable 4.40 0.56 Very high
courses based on their interest
Total 4.39 0.58 Very high
All 4.29 0.58 Very high
=
The overall of learner expectation of learning is in very high level which is as x
4.29, S.D = 0.58. In addition, the expectations in teacher and content was found in
same very high level or as x = 4.39, S.D = 0.58.
Regarding the results, they were found that in Aspect 1 Demographics that most of the
learners was male or 60% out of all 30 learners. To deeply consider in each aspect,
Aspect 2 Learning experience which examine 1) Learning theories 2) Learning media
and 3) Learning model, it was found that every learner had the experience in lecturing
based learning which possibly that they were familiar with the traditional learning style.
This can be the passive class that does not enrich them to be an active learning in
discovery learning and hence construct their knowledge. In contrast, not a vast number
of them experienced in Constructivist learning, web-based learning, learning envi-
ronment enhancing creative thinking, MOOCs enhancing creative thinking, and
MOOCs. This obvious difference could be used in the design and development of this
study since the attributions of MOOCS that provides video lectures and class note
could be an familiarity for them while experience in such collaborative-based learning
could be fundamental to enhance them to learn collaboratively. As well, the principles
of active learning would be emphasized to foster them to learn among Constructivist
learning environments. Aspect 3) Technology experience, their experience level was in
the moderate level which they could use a personal computer and notebook, tablet, and
Survey Results of Learner Context 473
smart phone to learn through Facebook, LINE, and email as well as to discover
learning by search engine as Google; however; Wordpress, Wix, Dreamweaver were
not the programs for website design that they were familiar with. Hence, to design the
learning environment model should base on media attributions of such Facebook,
LINE, email that allow them to share and assimilate prior and new knowledge through
collaboration as discussion. Technology can foster learner’s creative thinking for
meaning making [11]. Aspect 4 Creative experience, the outstanding data showed that
they had low performance level of all 4 creative thinking characteristics as 1) Fluency
2) Flexibility 3) Originality and 4) Elaboration based on Guilford [10]. Similarly, the
number of the results presented the low level of their experience Website design
experience or Aspect 5. This supported the importance of the learning environment
model development to enhance learner’s creative thinking. In the final part, Aspect 6
Learner’s Expectation towards Learning, they desired to have learning environment in
terms of Content, Learning Style, Media and Technology, Assessment, and Teachers
that the content needs to be various, adaptive and updated, categorized and consistent.
Furthermore, it should provide problem based and group activity that allows them to
discover and construct knowledge among cognitive friends. As well, the flexible and
ubiquitous learning was required since they could learn by their comfortable time and
place along with coaching. They strongly expected to be enhanced by creative thinking
learning. Moreover, web-based learning, e-book, and learning applications were the
suggested platforms to develop and assess learning performance. Hence, Massive open
online course (MOOCs) can be used to promote the creative thinking of learners by
interacting with the learning environment [12].
References
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The Development of Constructivist Web-Based
Learning Environments to Enhance Learner’s
Information Processing and Reduce Cognitive
Load
1 Introduction
The changed the society world and the advanced technology entering the Information
and Knowledge Society affect the globalization society. Access to information is an
important factor that differentiates the status and quality of education. Which changed
the humans need to learn for life-long learning, especially 21st century. The role and
importance of technology will increase. The new generation will grow with technology.
Thailand today, enters the Thailand 4.0 era, Thailand has driven by intensive digital
technology and innovation to enhance the country’s economic development, so
therefore education is necessary. Developing human potential to enter the learning
society is therefore a tool used to capture the enormous amount of information and
knowledge that comes with today’s technology.
According to the current problem situation, the quality of education and learning of
Thai humans is still quite low. Although, now these people have higher educational
opportunities, which the average number of academic years in the labor age population
aged 15–59 years continuously increasing 9.3% in 2015. Learning problem in Thailand
shows average English score of Grade 6 student of the O-Net test in 2016 at 34.59
scores [2]. The 2017 survey of English language proficiency index of Thai humans by
Education First (EF) in the world was ranked the 56th [3]. Also, the placement test of
English was revealed very low proficiency level [4]. From the above described, it
showed that Thai humans must improve English skill. An important way to help solve
this problem is student-centered learning. The development of learners with this rapid
social change include the method related pedagogical theories and principles such as
Constructivism theory which encourage students to create self-knowledge and the
information processing which help the student to record and retrieve in long term
memory, especially English vocabulary. The English vocabulary is not native language
for Thai human, and it is the important foundations in the create sentence. So, if Thai
humans cannot record recall vocabulary, they cannot be able to learn English
efficiency.
Cognitive load theory [5] is mainly about decreased internal while information
processing in working memory (exceed limit or 7 ± 2). Including media featured and
symbol systems, which showed in hypertext, hyperlink, and hypermedia help to
enhance information processing that focus on cognitive process and reduce cognitive
load.
All the above reasons, the researcher is interested to study for synthesizing the
theoretical framework, especially in learning that required memory such as English
vocabulary, which results in the learners developing language as well.
2 Research Methodology
The Model research phase I: Model development was employed in this study.
1. 9 experts for evaluation of model quality consists 3 experts for evaluation of the
model content, 3 experts for evaluation of the media quality, and 3 experts for
model designing by used ID theory.
2. 3 experts for evaluation of instrument
3. 30 students from grade 11 of Demonstration school, Khon Kaen University
4. 1 model designer for evaluation of model designer characters
5. 1 model developer for evaluation of model developer characters
6. 1 English teacher for evaluation of his characters
3 Research Result
SOI model and Schema were used to design information into component Vocabulary
bank (see Fig. 3).
Enhancing Knowledge Construction and Enhancing Information Processing with
Reducing Cognitive Load. Theory of social constructivism works collaboratively via
sharing their multi-experiences and change their misconception including improve
cognition. All mentioned, Brainstorming center was designed. Cognitive Theory [5]
and SOI model enhance learners to store memory. OLEs [8] is a form of learning
management together with technology that focus on student-center who promote
knowledge building. The component was Cognitive tool center (see Fig. 4).
Supporting and Fostering Knowledge Construction. However, some learners may
not construct knowledge by themselves or under the zone proximal development. The
social constructivism theory [10] and principle of Open Learning Environments
(OLE) [9] including 4 scaffolding were used to design the “Scaffolding center”.
Cognitive Apprenticeship [11] is a theory process that an expert of teaching skills to an
apprentice. It was to use to design the “Coaching center” (see Fig. 5).
The theoretical framework of web-based learning environment model as following
bases: 1) Psychological base 2) Pedagogical base 3) Information processing and cog-
nitive load 4) Media theory and technology 5) Instructional Context The bases were
used to design the model 7 components which comprised (1) Problem bases
(2) Vocabulary bank (3) Collaboration center (4) Cognitive tools center (5) Center
480 N. Chaijaroen et al.
Fig. 4. The cognitive tools, enhance information processing, and collaboration center.
information processing enhancing and cognitive load reducing (6) Scaffolding center
and (7) Coaching center.
The Development of Constructivist Web-Based Learning Environments 481
The result of synthesis and development the theoretical framework to enhance learner’s
information processing and reduce cognitive load such as English vocabulary com-
prised 4 processes and 7 components as above described.
This research results congruent with [12], [13], and [14], was shown that theoretical
and Designing framework to enhance learner’s information processing reduce cogni-
tive load which may help learners to remember English vocabulary and to be able to
use.
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Theoretical and Designing Framework
of Constructivist Web-Based Learning
Environment Model to Problem Solving
1 Introduction
are different from what teachers assign and can not solve problems that occur beyond
the classroom. But because of the current information and the learning environment has
happened a lot and has changed over time students must therefore develop knowledge
to make changes. The important thing that students lack is problem solving and
experience for solving problems in various situations that occurred beyond the teacher
to memorize and follow the process.
Special education centers therefore must develop teaching and learning to be
modern and appropriate for the learners to learn and develop aiming to engage students
in the learning process by using various techniques and activities to stimulate learning
and develop ideas to solve problems in students. Changes in classroom teaching and
learning into learning information and communication technology therefore being used
to increase the learning efficiency of the learners in accordance with such concepts the
design of teaching and learning by using information technology with the character-
istics of the media to support the creation of knowledge of learners according to
constructivist theory.
For the above reasons, researchers realize the importance of synthesizing the the-
oretical and designing framework of constructivist web-based learning environment
model to problem solving.
This framework may help designer to effectively design the constructivist web
based learning environment model. In addition, it will help to confirm the credibility
and provide beneficial guideline for the designer to design the constructivist web based
learning environment model.
2 Research Methodology
3 Research Results
4 Conclusion
The results of this theoretical framework synthesis found that there is a clear theory of
the principles outlined above. May be due to there are research documents that are
reviewed documents. Study the relevant context and receive quality checks by experts
which the results of the examination there is a consistency between principles clear
theories which consists of 5 basic aspects. 1. The basis of learning psychology consists
of a group of constructivist theory and cognitive theory groups which results in the
synthesis of theoretical concepts in line with the research of Pina Sukcharoen and
Sumalee Chaicharoen (2016), which uses the foundation of constructivist learning
theory that focuses on creating knowledge of learners 2. The basis of teaching science
488 P. Pimsook and S. Chaijaroen
consists of the OLE model, CLE model, SOI and similar learning model, which results
in the synthesis of theoretical frameworks in line with Seksan Yampinin (2011)
research that uses the teaching model as the basis for the design of learning environ-
ment elements that promote fix the problem. 3. The basic problem solving structure
with complex structure consists of solving complex problems with Jonassen (1997),
which is consistent with Suchart Wattanachai (2010) that has adopted this solution
basis to encourage learners to develop solve problems with complex structures. 4. The
basis of the theory of media and technology consists of the symbol system of the
media. Multimedia learning and network technology which corresponds to Pina Suk-
charoen and Sumalee Chaicharoen (2016) who have used technology on networks that
can offer multimedia together with the use of the media symbol system to emphasize
the creation of knowledge of learners. 5. Contextual basis consists of context related to
regional special education center 9, Khon Kaen in a course of intellectual disability
unit. Focused on problem solving skills.
Based on the results of this theoretical framework synthesis found that the
inspection results there is a consistency between principles clear theories resulting in
the synthesis of theoretical frameworks, network learning models based on construc-
tivist concepts that promote problem solving effective can lead to further design and
development of learning environment. Which is consistent with the research of
Watcharaphon Tham Klang and Sumalee Chaicharoen (2017), which studied the the-
oretical conceptual framework of the constructivist learning environment that promotes
problem solving processes which results in this may encourage learners to solve
complex problems that which is necessary for intellectual disability students who need
to continue to work in which the researcher will develop into a learning environment
and continue to use.
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Technology-Enhanced Learning
A Study of Students’ Context-Aware to Be
Used as a Basis for Designing and Developing
a Model of Mobile-Based Learning
Environment to Enhance Computational
Problem Solving in Programming for the High
School Students
1 Introduction
Computational Thinking (CT) is a type of skill that is necessary to students of the 21st
century, to develop human resources by the Thailand 4.0 policy on the driving of the
Thai economy through innovation. One of the innovations that appear in digital content
or digital media. With both basic learning materials such as teaching and learning
applications, e-book. Cheng [1] said that Computational Thinking (CT) skills should be
added to every child’s analytical ability to be an important component of learning. The
teaching and learning process must encourage students to develop to their full potential.
Teacher must provide a variety of content and teaching activities following the inter-
ests, aptitudes, and differences of students Practice thinking processes, management,
coping situations, and applying knowledge to solve problems, organize activities for
students to learn from real experiences. Emphasize the idea of making and solving
problems as Including promoting the environment, atmosphere, equipment or learning
materials to be able to facilitate learning at all places and all times.
Satyanarayanan proposed mobile devices [2] can (a) engage students in experiential
and situated learning without limitation (place, time and device) (b) enable students to
continue learning activities, inside the classroom, outside the classroom through their
constant and contextual interaction and communication with their classmates and their
teachers (c) support on-demand access to educational resources (d) allow for new skills
or knowledge to be immediately applied. And (e) encourage learners to participate
more actively in the learning process by engaging them to authentic and situated
learning embedded in real-life context.
Mobile-based learning is the concept of using wireless technology devices such as
mobile phones, smartphones, tablets, iPads, the teaching and learning model can be
managed both in support of students to learn on their own. And learning to promote
collaboration among students. Mobile-based learning makes teaching and learning
happen anywhere, anytime, without limits, only in the classroom Students can access
various information including slide data, audio, video, easy to find information. There
is an interaction between students and instructors or students themselves immediately
[3].
Programming is more than just coding. During programming, students are exposed
to computational thinking, it exposes students to computational thinking which
involves problem-solving [4] using computer science concepts like abstraction and
decomposition. Even for non-computing majors, computational thinking is applicable
and useful in their daily lives. The three dimensions of computational thinking are
computational concepts, computational practices, and computational perspectives [5].
Programming through mobile that we carry around with us at all times means instant
gratification for students, as they can show their games and applications to their friends,
and it means that students can do their homework or additional practicing at all times.
A Study of Students’ Context-Aware to Be Used as a Basis for Designing 495
2 Literature Review
2.1 Computational Thinking in Programming
Computational Thinking (CT) in relation to programming is an emerging field in K-12
education,Brennan and Resnick conceptualized CT in a programming context as
comprising three key components: (1) CT concepts, such as sequences, loops, and
conditionals; (2) CT practices, such as testing, debugging, abstraction, and modular-
ization in programming; and (3) CT perspectives, such as students’ views on con-
necting with the digital world. These components, taught while introducing the
fundamentals of programming in K-12 education, enable students to develop CT-based
problem-solving skills as they produce artifacts and become digital producers.
Tracks Learning Progress. The educational apps are helping students improve their
skills such as reading, learning new languages, math, and much more. Teacher can
Tracks student’s learning Progress.
E-books and Online Study Materials. The educational apps come with many ben-
efits for students, as it saves a lot of money for buying study material from shops and
libraries. Learning apps allow students to read the study material from the education
app with a few simple clicks. Students can also discover miscellaneous study material
by using education apps.
Anytime/Anywhere. The educational apps are available for students and they can
learn at a convenient time.
Promotes Self-learning. The educational apps come with numerous material resour-
ces so that students can enjoyably interact with them.
Mobile-based Learning provide smooth peer-to-peer interactions along with a better
learning experience. The mix of education and technology creates a positive step
toward better learning experience and student engagement.
3 Purposes
The results were found that most of the Respondents were males or in amount of 25
learners or 55%; the data also revealed that 31 of them or 68.88% was in very good
level of GPA or 3.00–3.50.
498 K. Sirimathep et al.
Learning Experience. The data of learning experience of the learners was found in 3
subtitles as 1) Learning theory 2) Learning media and 3) Learning model. The outputs
are tabulated as seen in Table 2.
The results of the study of learning experience were found that most learners have
the experience in lecturing, demonstration, and practicing as 43 students or 95.55%, 41
students or 91.11% have experience in learning with mobile, and 39 students or
86.66% have collaborative learning experience.
Technology Experience. The study of learners’ Technology experience based on the
survey form was explained by the following aspects as 1) use of technology device 2)
use of technology to support knowledge construction 3) use of technology to explore
knowledge 4) use of knowledge as learning context to enhance action learning 5) use of
technology as social media for a conversation and knowledge sharing 6) use of tech-
nology to reflex thinking. The outputs are tabulated as seen in Table 3.
A Study of Students’ Context-Aware to Be Used as a Basis for Designing 499
The results of the study of Technology experience were found that most student in
overall had the high level of technology using Specifically, they had the good level of
performance to use a social media platform for a conversation and knowledge sharing
or x = 4.28, S.D. = 0.71, High level of technology device or
x = 3.89, S.D. = 0.56 as
well as the high level of Use of Technology to Survey Knowledge x = 3.61,
S.D. = 0.62.
Computational Problem Solving Experience. The study of learners’ Computational
Problem Solving Experience based on the survey form was presented in the following
parts 1) decomposition problem 2) pattern recognition 3) abstraction 4) Algorithm and
5) Evaluating solutions. The outputs are tabulated as seen in Table 4.
The results disclosed that they had low level in Computational Problem Solving
Experience or x = 2.77, S.D. = 0.73. Among those 5 Computational Problem Solving
Experience, the highest number was shown in Decomposition problem which in High
level or x = 3.59, S.D. = 0.79, Pattern recognition presented
x = 3.21, S.D. = 0.52 in
low level, Abstraction shown x = 2.45, S.D. = 0.71, while Algorithm shown x = 2.30,
S.D. = 0.73 in low level, and Evaluating solutions shown in low level x = 2.30,
S.D. = 0.73.
Programming Experience. The study of learners’ Programming Experience based on
the survey form. The outputs are tabulated as seen in Table 5.
A Study of Students’ Context-Aware to Be Used as a Basis for Designing 501
Table 6. (continued)
Student’s Expectation towards learning x S.D. Level
Teacher
8 A teacher should design a lesson plan that are 4.49 0.74 High
consistent with the curriculum and able to organize a
variety of learning experiences with individual
differences
9 A teacher should support a learner to be an active 4.60 0.65 Very High
learner for the achievement of self-learning
10 A teacher should arrange a variety of courses for 4.78 0.72 Very High
students to choose according to student needs,
interests and ability
Total 4.62 0.67 Very High
All total 4.60 0.74 Very High
The results revealed the student’s expectation in learning that in very high level or
x = 4.60, S.D. = 0.74. Accordingly, they presented the statistical data for in topics that
they required the Flexible learning environment with a diverse learning and person-
alization based on students’ interests x = 4.89, S.D. = 0.74, they expected to have
group-based learning for knowledge sharing in both inside and outside classroom
x = 4.79, S.D. = 0.77, and they presented their expectation that a teacher should
arrange a variety of courses for students to choose according to student needs, interests
and ability x = 4.78, S.D. = 0.72.
5 Conclusions
The present learning styles should highlight knowledge computational problem solving
by several and flexible learning methods. The learners should be enhanced to share and
collaborate in both inside and outside classroom while the teachers act differently by
transforming from a teller to coach (Coaching). Moreover, the learning style is sug-
gested to focus on self- study with innovation improvement in order to enhance a
learner to be able to discover knowledge by themselves.
References
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problem solving. Comput. Educ. 57(3), 1907–1918 (2008)
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366, 3717–3725 (2008)
5. Brennan, K., Resnick, M.: New frameworks for studying and assessing the development of
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Educational Research Association, pp. 1–25. Vancouver, Canada (2012)
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(1932)
Assistive Technologies for Students
with Dyslexia: A Systematic Literature Review
1 Introduction
Dyslexia is a neurobehavioral disorder that very commonly affects children with rates
up to 17.5% [1]. More research and observations made from The National Institute of
Child Health and Human Development (NICHD), indicates that 17% to 20% of the
United States population has some form of a reading disability, which means that one
out of five children in the United States struggles with this problem and will most likely
keep struggling with it through their teenage and young adult lives [2]. Dyslexia is a
disorder where the person affected struggles with seemingly normal actions like word
recognition, spelling and formulating sentences [3]. Since dyslexia is a problem that
individuals have with language and phonological processing [1, 4] students really
struggled in the past without technology to help them to overcome their disabilities and
learn to move past it. With the world becoming more technological each day, people
with learning disabilities have gotten the chance to utilize these new emerging tech-
nologies to help and assist them with their studying and progression in the academic
system [5]. Diagnosis of the condition is happening more frequently, since new
technology becomes available that helps to identify students with dyslexia traits and
tendencies, like the use of EEG signal patterns [6]. The technological aids that these
students require can get complex and can include different special hardware and
software assistance [7]. Students with learning disabilities have always struggled to
obtain access to the needed aids and technology, and even with institutions providing
© Springer Nature Switzerland AG 2020
T.-C. Huang et al. (Eds.): ICITL 2020, LNCS 12555, pp. 504–513, 2020.
https://doi.org/10.1007/978-3-030-63885-6_55
Assistive Technologies for Students with Dyslexia 505
more resources in recent times, there are still students in many demographics that
cannot obtain access to these needed aids [8]. In this literature review the focus will be
on dyslexia and the technology that can be used to assist students with the disorder
rather than learning disabilities in general, which will allow narrowing the research
field down and producing better quality results on one specific topic in the over-
whelmingly large field.
2 Research Method
The research question to be answered by this study is: What technologies are available
to assist students with dyslexia? The following search terms were used: (“dyslexia” and
“technology”) OR (“dyslexia” and “learning” and “technology”) OR (“assistive” and
“technology”) OR (“dyslexia” and “assistive” and “technology”).
The selection criteria include a set of inclusion criteria and exclusion criteria that
was pre-defined by the author based on information needed to answer the research
question. The following inclusion criteria were used to select the sources, any article
not conforming to this were excluded: (1) Studies in English (2) Articles that focus on
the characteristics and description of dyslexia as a learning disability are included
(3) Articles that define and describe different technological assistance initiatives are
included (4) Studies from 2009 to 2019 (6) Peer reviewed academic journals.
Articles were obtained from ScienceDirect and Emerald Insight databases. Initially
1286 articles were identified, which were reduced to 168 after screening the title and
key words. 164 articles were read and based on their eligibility to the research question,
80 articles were included in final review.
3 Analysis of Findings
The use of EEG signals and MRI (Magnetic Resonance Imaging) have been mentioned
and briefly looked at in relation to identifying dyslexia or dyslexic traits within indi-
viduals [6], but there are many technologies being used to actually assist learners that
are suffering from dyslexia with studying and performing their academic duties. Some
of these technologies include speech recognition software, text-to-speech software,
mind mapping software, scanning software, hand reading pens, spell checkers, smart
pens, software on multimedia devices like cell phones and tablets, and computer-based
learning programs. These technological options are very popular options when it comes
to assistive technology according to the Dyslexia Association and will be investigated
further. In this review it was discovered that dyslexia is a learning disability that is
largely misunderstood to the world and every aspects from identifying individuals with
dyslexia to the point of obtaining technological aid to assist them is a very difficult task
and all these steps are investigated in more detail to follow. To be able to assist and
obtain proper technological help for individuals who suffer from dyslexia, it is very
important to correctly diagnose and identify the conditions beforehand. Although many
researches would argue on the different types of dyslexia and how it can be identified, a
common identifying method that is used consistently is the double deficit hypothesis,
506 C. Smith and M. J. Hattingh
which proposes that individuals who have problems with phonological processing as
well as naming speed represent independent dyslexic traits [9]. Many other reports
attribute the identification of dyslexia in individuals because of the identification of a
dissociation between phonological and visual attention span [10]. There are many traits
that can be associated with the dyslexia learning disability and can be used to
hypothesize that an individual may suffer from the disability, but there are also quite a
few technologies available to help identify and diagnose individuals who have
dyslexia. Some of these technologies to help identify the condition include DTI
(Diffusion Tensor Imaging), EEG (Electroencephalography), ERP (Evoked Response
Potential), and MRI (Magnetic Resonance Imaging). DTI (Diffusion Tensor Imaging)
is technology branching from MRI (Magnetic Resonance Imaging) and is used gen-
erally to detect and investigate the white matter and fibre in the brain, and can be used
for multiple learning disorders beyond just dyslexia as well as other brain-oriented
diseases like Alzheimer’s disease and Parkinson’s Disease [11]. The DTI technology
provides the ability to do extremely detailed investigation into white matter damage in
the brain and is used in practice to investigate both the macro structural and
microstructural integrity of white matter. MRI (Magnetic Resonance Imaging) is used
for bigger and more overall investigations of the human body and is done by forming
images of the human body through magnetic fields in combination with chemical
contrast agents [12]. MRI technology is frequently used in practice to aid the identi-
fication and investigation of different cancers as well as neurological illnesses and
conditions like dyslexia, Alzheimer’s disease, and schizophrenia. As with all tech-
nologies, MRI technology does not come without any form of drawbacks and many
researchers have investigated the effect of the chemical composition, that is needed for
the MRI technology to produce imaging, on the human body and many are actively
trying to determine if those chemicals are actually damaging the organs of people who
go for these scans [13]. EEG (Electroencephalography) is technology that makes use of
elctrophysiological monitoring to investigate and record the electric activities in the
human brain and is generally used mostly for the identification and possible treatment
of more physical problems like brain trauma and other injuries to the head, but can also
be used to investigate some diseases that are of a neurological origin like dementia
[14]. Despite the fact that EEG technology is more commonly used with more physical
problems with the human brain does not mean it has no place to be leveraged when it
comes to dyslexia and other diseases that are neurological in nature. Many studies have
been conducted using EEG technology to help identify dyslexia and dyslexic traits or
tendencies in individuals as well as the EEG technology being leveraged to help create
a treatment and rehabilitation program with great success in helping children who
participated to better their reading skills and speeds by quite a big margin [15]. Evoked
potential is a method that also employs the use of visual, auditory, and sensory stim-
ulation and subsequently using electric signal monitoring. There are different types of
evoked potential studies to investigate neurological deficiencies, which include VER
(Visual Evoked Responses), BAER (Brain stem Auditory Evoked Responses), and
SSEP (Somatosensory Evoked Potentials), and these different studies all focus on
different cognitive brain functions [16].
Assistive Technologies for Students with Dyslexia 507
problems like reading and writing by allowing these students to speak the sentence they
wish to convey. The software takes a recording of the spoken sentence and breaks it
down into individual sounds, and by making use of different algorithms, will analyse
the individual sound and will then write down a word that it finds most similar to the
spoken word [23]. More research efforts have gone into using speech recognition
software as a base and branching into more specific assistive technology like fully
automated closed captioning. Fully automated closed captioning is technology that
leverages speech recognition software to produce very accurate captions on video
material for students that may struggle with their hearing cognition [24]. Speech
recognition software has not only helped students to improve their learning ability, but
also to boost their confidence since many students have no problem speaking, but
because of the effects of the disorder, struggle with their reading ability [23]. Another
frequently used assistive technology is text-to-speech software and would basically
work in the complete opposite way as speech recognition software, catering for the
students who have trouble puzzling together the words they hear in a way that makes
sense or even more commonly used for students who have visual issues. Text-to-speech
technology is a form of speech synthesis that takes text as input and converts this input
into a voice generated output which enables the student to listen to what is written
down instead of having to see and read the text [25]. One study in particular shows that
readers who were using a text or speech assistive software were able to read at about
165 words per minute, while the average reader is at about 200 words per minute,
showing that even though these software technologies are able to help people, they are
still producing results that are 17% less effective than the average reader [26]. Another
highly technological innovation which has been uncovered to aid students with dys-
lexia and other learning disabilities, is the smart pen. The smart pen is a pen that can be
used by students in a very similar way to that of writing with a normal pen, but the
smart pen has technology built in that records words that are spoken and synchronizes
them with words that a user has written down on a special paper [27]. The biggest
concern about the smart pen that was raised by users has to do with privacy issues,
where the users are not comfortable with their conversations being recorded, seeing as
the smart pen records spoken word in order to perform synchronization with the written
words on the paper [27]. Another widely used assistive technology for students with
dyslexia, is spell checking software. Spell checking software checks the spelling and
sentence structure of the words the user is typing and has the ability to correct words
that are misspelled and indicate where a phrase or word has not been used correctly
[28]. One more medium exists that also plays a very important role in the field of
assistive technologies, and that is the use of multimedia devices like smartphones,
tablets, and even desktop computers. In recent years there has been an immense
increase in the amount of applications being created for assisting students with their
learning journey, because almost everyone in today’s society has a smart phone or
tablet and can leverage these devices to gain access to software applications aimed at
assisting them in a way tailored especially for the learning disorder they might asso-
ciate with [29]. The ability to leverage multimedia devices as a host or platform where
assistive technologies can be used enables developers to really customize and develop
user interfaces and features specifically tailored to the exact needs and preferences of
students with learning disabilities [30]. Another example of software that can be used
Assistive Technologies for Students with Dyslexia 509
to help students with dyslexia is the use of courseware. Courseware is software that
assists students through the means of any multimedia device that can be used in schools
or even for self-improvement and studying at home, and is presented in the structure of
an academic course, with different work pieces, assignments, tests, and self-evaluation
exercises [31].
4 Conclusion
It is found in this study that a very large number of research articles are based on a
young population who are affected by the dyslexia learning disability, which stems
from researchers having found that it is very important to identify and start treating the
condition at a young age to be able to see more effective results. It was found that there
are numerous assistive technology innovations and products available in the industry
and that these technologies come with both positive as well as negative impacts for the
students that are able to obtain and use them. The acceptance for assistive technologies
and even people who are seen as “different” because of their cognitive disabilities are
still very low in society, making it extremely difficult for these students to be able to
adapt and fit into the educational systems that are in place. This leads to a high rejection
rate of assistive technologies. More problems leading to students not being able to fit
into the educational system are results of teachers not understanding and having
enough knowledge of cognitive disabilities or schools not being able to incorporate a
more inclusive learning experience because of the expenses involved in obtaining and
Assistive Technologies for Students with Dyslexia 511
incorporating the needed technological solutions. The main problem that arose after
investigating numerous research, was that assistive technologies are extremely inac-
cessible to individuals since it is generally very expensive or it simply is not available
in a lot of areas where the residents are in a low socio-economic class, such as some
third-world and developing countries. The main problem of the accessibility to assistive
technology should be addressed around the world and how these technologies can be
made available in a financially sustainable way.
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Assistive Technology for ADHD: A Systematic
Literature Review
Abstract. This paper reports on a study that aimed to identify different assistive
technologies that are currently available to support children living with ADHD.
This review is conducted by using a systematic approach by collecting and
analyzing academically acknowledged qualitative as well as quantitative studies
between 2011 and 2019. For the purpose of this study, assistive technologies
were divided into three categories namely: 1) Wearables, 2) Mobile technology
and applications and 3) Computer-based technology. It was also found that some
believe that the use of technology cannot be the aid to support children living
with ADHD in a school environment. These results indicate that even though
there are several assistive technology solutions that are currently present, there
were mixed conclusions on the effectiveness of utilizing assistive technology as
an aid of ADHD.
1 Introduction
The treatment for Attention Deficit Hyperactivity Disorder (ADHD) is not one of
medication alone, thus multimodal treatments are currently recommended when one is
treating ADHD [1, 2]. ADHD includes characteristics and symptoms of absent-
mindedness, impulsivity, and hyperactivity [3]. Further, an ADHD child will also
display signs of other characteristics such as not listening with understanding of the
context, being forgetful, struggling to stay still or may be fidgety, being restless and
talkative [4]. These behaviors can make it difficult for any educator or parent who
needs to teach ADHD children, especially in a mainstream school environment.
An average of 8.4% of children worldwide is estimated to be diagnosed with
ADHD, making it one of the most prevalent mental disorders that are currently
affecting children [3]. Poor academic performance shows a positive correlation with
ADHD.
ADHD may cause a cognitive impairment for people who suffer from the disability
and results in a deficit in executive functioning of cognitive processes, problem-solving
abilities and working memory [5]. These difficulties have a high impact on academic –
and occupational performance [6]. Treatment for ADHD requires one to look at various
components, such as individual - and family knowledge, collaboration and support
from educators and other school personnel, management of a child’s behavior, as well
as medication to treat the psychological aspect [1].
© Springer Nature Switzerland AG 2020
T.-C. Huang et al. (Eds.): ICITL 2020, LNCS 12555, pp. 514–523, 2020.
https://doi.org/10.1007/978-3-030-63885-6_56
Assistive Technology for ADHD: A Systematic Literature Review 515
Previously, educators had to rely on individually created visual and audio means of
teaching. They used tools such as 16 mm projectors and tape recorders as support to
better reach and teach children who learn differently [7]. Today, the means of teaching
has become more technically orientated and computerized, with different media and
audio functions that can support educational environments. An immense number of
technological advances have increased humans’ dependence on technology and com-
puters to assist them with day-to-day activities.
Assistive Technology (AT) should not only adapt to support each learner’s indi-
vidual needs, but should also comply with the rules and regulations of assessments and
examinations [4]. AT is a set of mechanical, electronic or computerized equipment
designed for - and used by people with disabilities to help them function in their
everyday lives [7]. Each child is different, which means that there is not only one AT
solution that can help all children living with ADHD to learn better and that existing
AT must be able to adapt to a student’s individual need [4]. Hence, AT should not only
be designed for students with visible or physical disabilities, but rather for all those
who need help in order to succeed in a mainstream school environment.
This paper aims to critically evaluate struggles that children, living with ADHD,
have concerning their school performance and how assistive technology can support
these learners with their learning and developmental difficulties to excel in a main-
stream school environment.
2 Research Method
The research question to be answered by this study is: What aspects needs to be
considered when utilising assistive technology as an aid to support ADHD in a school
environment? The following search terms were used: (“Assisting Technology” OR
“Assistive Technology” OR “educational technology” OR “app*”) AND (“Learning
disability*” OR “learning difficult*”) AND (“ADHD” OR “Hyperactivity Deficit
Attention Disorder” OR “cognitive disability” OR “behavioural disorder” OR “conduct
disorders” OR “disruptive disorders”) AND (“School Performance” OR “grade aver-
age” OR “education”) AND (“child*”).
The selection criteria include a set of inclusion criteria and exclusion criteria that
was pre-defined by the author based on information needed to answer the research
question. The following inclusion criteria were used to select the sources, any article
not conforming to this were excluded: (1) Studies in English, (2) Studies where par-
ticipants were younger than 18, diagnosed with ADHD and/or learning disabilities,
(3) Studies where participants display problems signs in regards to school performance,
(4) Studies from 2011 to 2019, (6) Studies from peer reviewed journal articles and
books using qualitative measures for analysis, seeking to understand the impact ADHD
and learning disabilities has on school performance.
516 E. Black and M. Hattingh
3 Analysis of Findings
This section describes the analysis of data found as well as a discussion on each topic.
All the findings are divided in sections that relates to the different parts of the research
question that served as a guide for this literature review. Of the 32 articles, eight
discussed assistive technology intervention for ADHD, eight discussed educator’s
knowledge of ADHD and possible interventions, six articles discussed ADHD in
correlation with learning disabilities, poor executive functioning and poor school
performance, six discussed the prevalence of ADHD and five discussed guidelines
when developing assistive technology for ADHD. Each of these aspects will be dis-
cussed in more detail in the following sections.
The Impact of ADHD on a Child. Analyzing the collected research materials, it was
found by [9] and [14] that ADHD is one of the most common disorder affecting
children.
Children living with ADHD shows a significant decrease in executive functioning
[8]. Executive functioning is classified as the cognitive processes that allow us to
respond accordingly in certain circumstances. It enables us to make decisions, develop
Assistive Technology for ADHD: A Systematic Literature Review 517
new habits, evaluate risks, plan, prioritize and sequence activities [15]. Research done
by [8] states that ADHD children exhibits a decrease in executive functioning skills.
This compliments statements made by [9] and [10], that an average of 75% of ADHD
children will have another psychiatric disorder, such as learning disabilities, anxiety,
depression and aggression, which is impacting the quality of life and academic success
for these children. Children need to use their executive functioning abilities to achieve
daily goals in classrooms.
Educator Knowledge and Training on ADHD and Assistive Technology. Educa-
tors may be aware that cognitive abilities plays a significant role in a child’s learning
process and how this influences their academic success, yet they are less aware of the
impact and symptoms of ADHD in the classroom [8]. The majority of textbooks to
educate teachers on how to interact and teach children with special needs appropriately,
only conveyed brief statements with explanations about learning disabilities in the
classroom [11, 12].
In simple terms a classroom is that where children gets taught by an educator, yet
the simplicity of this statement is influenced by many factors that vary internally as
well as externally [13]. These factors can have a significant influence on the amount of
effort that is spent of efficiently teaching children in that environment [13]. Optimal
learning for students cannot occur without capturing their attention [14] and teachers
should continually refocus a student’s attention to the implied target once they notice
that they lost their attention [13]. In order for teachers to make the best choice they
need to have a prior understanding of the child and what he/she understands of the
content as well as good knowledge about what the capabilities are of each specific
technology that can be utilized in the classroom [14]. It is common for ADHD children
to receive psychological help and medicine to help improve their cognitive processes,
yet without the support the educator’s understanding of the problem at hand and
continuous motivation, these children is at risk of falling behind in school environments
[11].
Developing Assistive Technology for ADHD. Assistive technologies refers to a wide
variety of technology that can be utilized to support learning, teaching and the
assessment of school activities [15]. Computer-assisted technology has been used as a
form of special education for children who expressed a need with learning difficulties
[15]. Smartphones, iPads and tablets has become more accessible to everyday lives.
The capabilities of these devices has also been adopted in many classrooms worldwide
as a form of learning and teaching [20].
There is evidence of many different assistive technologies used to improve a child’s
knowledge and skills when they live with difficulties such as ADHD. Several ongoing
studies on many different assistive technologies and many assistive technologies were
presented over the past years, yet most of them focus on Autism disorder and not
ADHD [11]. People may mistake these two disorders to have many similar charac-
teristics, however they are indeed very different. Thus the technologies developed for
Autism disorder cannot automatically be adopted as an assistive technology solution
for ADHD [16]. The challenge with developing these technologies to support children
living with ADHD is to keep younger children entertained as well as older children or
adolescents [2].
518 E. Black and M. Hattingh
Benton and Johnson [17] argue that researchers and developers should have a
‘bonded design’ method when designing new assistive technology for children with
ADHD. This is when the children who will possibly be users of the program is
involved throughout the process [17]. This will help to increasing the value of the
technology and make the design better [17]. After empirical research was done in the
ADHD domain, [16] identified five major criteria’s that assistive technology for ADHD
should adhere to: 1) All technologies should be unobtrusive to wear, 2) Systems should
be robust enough to handle ADHD behavior in the classroom and outside, 3) Avoid
technology that may expose children to bullying and stigmatization in school, 4) The
system should always deliver real time and continuous feedback, 5) It should be
relatively easy to set up in order to avoid frustration for the child. These devices should
recognize certain activities and movements made by a child in the classroom, it should
then analyses the data, detect the changes that trigger inattentiveness in class and assist
the child to regain attention in a non-intrusive way [16]. Abbott et al. [18] state that
technology is increasingly used by humans to become more efficient and this con-
tributed to rapid and multiple changes in the development domains, enabling tech-
nology to become cheaper, easily accessible, more efficient, reliable and flexible.
reminding the student applicable to stay focused [16]. The average child did return to
his current assignment after the smartphone vibrated and afterwards stayed focused for
an average of 10–12 min of the intervention.
There is currently another smart watch called WatchMinder which can be used to
help ADHD children set such reminders, with each reminder the watch vibrates [25].
Mobile Applications that Can Assist with ADHD. Today, mobile applications are
part of the everyday lives of the average human being and the increase in users has
come from more people being constantly on the move that can make use of the different
applications anywhere at any time to aid several everyday tasks.
The different applications tend to satisfy different needs for different users living
with ADHD as everyone living with ADHD does not exhibit the same characteristics
and does not struggle with the same difficulties.
The iPad, as a useful mobile technology, has gained a substantial following over the
past decade. It is found to be a feasible solution to enhance participation and inclusivity
in the classrooms and many schools have adopted the technology as a means of
learning and teaching, as it supports a wide range of educational needs [20]. The iPad is
a tool to that encourages Universal Design for Learning (UDL) in a school environment
and allows educators to teach children with different needs in different ways that can
help them be successful and improve their overall school performance. Many parents,
teachers and children across the world already own smartphones and tablets. Due to
this, learning how to use the device will take the minimum amount of time for the
applicable party. Educators can use this method to create a more inclusive classroom
and incorporate learning methods based on all children’s multiple complex needs. In
order to implement the use of an iPad successfully the organization or school needs to
provide the teachers as well as the learners with the needed support to gain the nec-
essary skills and knowledge to efficiently use the device and the apps applicable [20].
ProceduralPal is a mobile application that aims to aid children living with ADHD
and who has access to a smartphone to rehearse common daily tasks [25]. The
application allows you to break these tasks up into separate smaller steps that can each
be represented by a picture if needed [25]. Users can then view the images and read the
instructions to know how to accurately and efficiently complete the task at hand step-
by-step [25].
TaskTracker, like ProceduralPal is a mobile application that is designed to aid
children living with ADHD to complete daily tasks efficiently. On the app, each user
can log certain tasks that they may find difficult [25, 26]. For each tasks the app has a
progress bar, alarm reminders and motivational messages that has been designed to
encourage successful task completion with time managed, rather than focusing on
remembering to complete the task alone [25], [19, 20].
While there are many other assistive technologies that can assist children living
with ADHD during execution of everyday tasks and memory, the developers of the
mobile applications mentioned above has included some basic needed features that
others have not. Both ProcedurePal and TaskTracker are apps that not only focuses on
task management, but they also place focus on time management.
The Training Attention and Learning Initiative (TALI) program, is a computerized
software that is specifically designed to improve attention skills [21]. When working
520 E. Black and M. Hattingh
with this program you have 4 activities to complete on a touch screen tablet or
smartphone. Each activity lasts 4 min and the exercises for the day takes approximately
up to 20 min. By using an inbuilt criterion, the software is able to determine the level of
difficulty for each individual user and will automatically adjust it regarding their per-
formance in each activity. The developers created a visual and verbal guide in order to
sufficiently help the child work on the system and through every activity. When a
child’s attention is trained, attention can be better maintained during strenuous school
activities. [21] found that when the children used this app for a 3 month period, had
selective improvements in both short- and long term attention.
Computer-Based Training and Gamification that Can Assist with ADHD.
Computer-based training is seen as a form of training done on a computer. A computer
has the capabilities to teach a student in more forms than one by making use of audio,
video, graphical information and text. The system can be tailored to each individual’s
needs. This form of training can be beneficial when different students in the class each
has different means of processing and gaining new knowledge. When the right training
is offered as an intervention to the right children, who experience a deficit in certain
cognitive functions, it is evident that this type of training will keep the children
engaged and have many noticeable and favorable outcome [21].
Cogmed Working Memory Training is a computer-based application that is aimed
to improve attention difficulties, caused by working memory inefficiencies, that chil-
dren living with ADHD experience [21]. This program is designed to challenge the
capacity of its user’s working memory and target cognitive functioning that is needed
to enhance its user’s everyday lives. This goal is reached through cognitive exercises,
developed by neuroscientists, that can be done by each user. It is developed in such a
way that the difficulty level is set in real-time based on the user’s performance when
completing the different exercises for the day [21].
Plan it commander is a specific program or software aimed to help ADHD, to play
at home, developed by the Ranj Serious Game Project. This program helps the children
to plan for certain events by requiring the player to solve many different problems in a
certain situation [21, 22]. The game consists ten main mission, all with submissions.
These missions consist of activities that improve cognitive functioning by training
complex and critical thinking skills, time management, planning and organizing skills
[22]. Once the one mission is completed, the next will become available. There is an
enclosed space provided where players can ask each other questions and in turn other
players provide assistance [22].
Arguments Against Computer-Assisted Technology as an Aid for ADHD. Weis-
berg [25] argues that even though several new assistive technologies have been
developed to assist ADHD and other executive functioning factors over the past years,
some solutions may be intrusive. Many assistive devices display reminders and vibrate,
this may cause a child living with ADHD to constantly be distracted by the device
instead of it aiding the child to be more efficient when completing tasks.
Children who are allowed to substantially increase screen time to assist them with
different tasks, may become dependent on media [23]. As the child gets older and
child-parent conflict arises, children may seek support from other sources such as
media, smartphones tablets and computers [23]. These children are at risk of becoming
Assistive Technology for ADHD: A Systematic Literature Review 521
addicted to these devices and can increase their risk for other comorbid disorders that is
common in children living with ADHD, such as anxiety and depression [23]. Side
effects may occur when technology is used continuously, such as changes in beha-
viours, cognitive functioning and emotions [23]. This can be due to the amount of
information one needs to process when working on technology and the constant change
between platforms used.
4 Conclusion
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Chinese Students’ Motivations
to Adopt E-Learning
James O. Stanworth(&)
Abstract. Culture influences how students give meanings to, and engage with,
e-learning. Since the predominance of research draws on models construed with
values from the Western world they risk lacking congruence with other contexts.
This study aims to identify the motives of students in Chinese culture towards e-
learning and explain how these predict behavior. I use a form of laddering to
identify students’ motives and associating organizing schema. Results show 37
motives draw students towards while 31 push them away from e-learning. The
analysis reveals that students are drawn towards the temporal spatial benefits of
e-learning. They, however they feel debilitated and lack a sense of mo-qi with
both their classmates and the teacher. These results point towards a different
conceptualization of e-learning motivations than seen so far in the literature.
1 Introduction
Questions about what explains people’s willingness to engage and use technology
are of enduring interest [11, 12] and this is particularly so in terms of e-learning
technologies [8, 13, 15]. This literature, however, largely overlooks how culture shapes
e-learning technology adoption. This is surprising given the significance of culture in
influencing, “the successful implementation and use of information technology.” [16,
p. 357] It is important to consider the cultural backgrounds of learners if we are to
understand how they react to and consider adoption of e-learning educational tech-
nologies. This then frames significant questions about how and why Chinese e-learners
want to adopt and use e-learning.
I draw on the perspective that adoption is effectively understood and explained
from a motivation perspective. This breaks from the traditional technology acceptance
or technology adoption perspectives. A motivation perspective frames adoption as
motivational goals expressed through schema that reveal individuals’ intentions
towards technology adoption [17, 19]. This perspective aligns effectively with the
aspiration in this project to construct a grounded model (i.e., in Chinese culture norms
and roles) that explains goals (i.e., Chinese e-learners’ motives) towards e-learning
adoption (i.e., explaining their intention to use such technologies).
I frame two main objectives in order to incrementally advance our understanding of
student adoption of e-learning:
• RO1: To identify Chinese students’ motives towards e-learning adoption.
• RO2: To model Chinese students’ motives as predictors of e-learning adoption.
2 Research Method
The goals of this project lead to a qualitative and phased approach. The first phase of
study establishes the basis for the second. Under the first phase the e-learning materials
and platform and developed and customized to the current teaching context. This
provides a base for data collection in the second (i.e., surfacing motives towards e-
learning).
become more accessible to the untrained [22]. To support this first stage I implemented
a virtual server (ESXI 6.0) (See Fig. 1) that acted as platforms for my two main virtual
servers. The first server, an Ubuntu based interactive website (for delivery of online
course materials). The second, also Ubuntu based, was the BigBluebutton online
classroom (Fig. 2). I also developed a studio (Fig. 3) for recording teaching material
which integrated a series of camera angles on a virtual set. Over 20 h of course video
were shot and edited spread across 52 discrete videos (i.e., each segment varied in
length) (Fig. 4). On line quizzes were developed to supplement the material.
Post design the courses was delivered, and refined to resolve inconsistencies or
errors between all the multiple constituent parts (e.g., course schedules, online videos,
scheduled times for online class, and links to quizzes). With these delivery issues
resolved the course was delivered for a second time.
categories explaining what draws students towards e-learning and 31 categories elab-
orating what pushes them away. The second stage of analysis yields for draws me
towards e-learning 416 linkages and for pushes me away 364 linkages between
categories.
The next stage of the data analysis involves building implication matrices which
show how one motive leads to another. At this stage, the analysis, is still partial and
show only reveals the direct relationships (i.e., how often motive “A” leads to motive
“B”). Indirect relationships (i.e., how often motive “A” leads to “C” but not directly
through “B”) are also significant. Further analysis will also consider centrality (how
often a motive is a target of other motives) and prestige (how often a motive acts as a
source to others) [18]. Figure 5 shows an example of the developing implication
matrix.
Chinese Students’ Motivations to Adopt E-Learning 531
Fig. 5. Implication matrix of student defined relationships between motivates and e-learning.
The implication matrix provides the basis for developing a cognitive map of
schema which shapes students under Chinese culture engagement with e-learning. The
map needs sufficient complexity to capture respondents’ thoughts while avoiding being
overly cluttered. At this stage I have set a cut-off of four or more motives to arrive at
Fig. 6 and Fig. 7.
Discussion: Reaction to Preliminary Analysis. The results show that students
understand and are drawn towards e-learning by the temporal (e.g., less time con-
straints, schedule more classes) and spatial benefits (e.g., convenient (place & pro-
cess)). As such these show some alignment with the existing literature on e-learning
adoption [13, 29] .
A significant exception is the notion of following the trends that leads students to be
curious to try so as to have new experiences. Understanding something as fresh or
novel under Chinese culture is signal of an emerging trend that might be significant.
Literature in marketing shows queueing (i.e., the visible presence of and engagement
by others in a new/significant phenomena) act to stimulate consumption [30]. I suspect
this motive may be significant in explaining what draws students towards this form of
learning.
532 J. O. Stanworth
The motives explicating what pushes students away contain much that is novel and
significant to this cultural context. Students feel it is easy to lack self-discipline as they
lack pressure to study while blaming themselves for a lack of dedication and this
results in the overall sense that e-learning is debilitating.
Students cannot get the feeling of closeness through cold interactions that means
they lack mò qì (默契) with either the instructor or classmates.
These reactions points towards students being demotivated by interactions that
might characterize as inauthentic (fake?) or lacking the genuineness of interpersonal
contact [31]. These findings some broad alignment with work from business man-
agement research [32]. Understanding the implications of these findings, however,
requires more reflection about the meanings around core categories through selective
coding [33].
Chinese Students’ Motivations to Adopt E-Learning 533
4 Conclusions
The aim of this project is to explore the motives of Chinese students towards engaging
with e-learning. I identify a discrete set of motives that explain what draws Chinese
students towards and what pushes them away from e-learning. I also find a series of
significant connections between these motives that lays the foundation for elaborating a
contextualized explanation for Chinese students’ motives towards e-learning. What
draws Chinese students towards e-learning shows some alignment with existing liter-
ature (e.g., time and spatial benefits of e-learning) [13, 29, 34]. Whilst what pushes
them away, however, grounds in more fundamental elements about how students
understand the nature of learning and education. The Chinese understand learning
process as lead by the relationships between the learner and teacher and between
learners. [35] Consequently, they appear to feel pushed away from e-learning as they
struggle to replicate this model in the online setting.
534 J. O. Stanworth
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Designing Freirean-Inspired Community
Relevant STEAM Curriculum for Underserved
Students in Pakistan Using Action
Research Process
1 Introduction
This section below highlights the need and motivation to conduct this study.
2 Methodology
To design and conduct contextual STEAM projects based on community themes that
engage underserved students for social community action, the recommended approach
is Community-Based Action Research.
orientated around analysis of data whose answers require the gathering and analysis of
data and the generation of interpretations directly tested in the field of action” [17].The
selection of action research as research design of this study is remarkably significant
and outcome-oriented. It was chosen because:
• It supports the agenda of social change where data is collected not only for problem
identification but also problem resolution with a definite action plan [17].
• Roots of action research can be scientifically traced back to Freire’s theory of
critical pedagogy which implies that critical consciousness development is crucial
for personal and social change [18]. As this consciousness development requires
individuals to be known of the social, political and economic issues to take an
action against them [13], action research is the most suitable research methodology.
• For technology-implication studies like STEAM education that involves econom-
ically and digitally marginalized populations, action research has been reported to
be an effective research methodology [19].
The questionnaires are analyzed using descriptive statistics and content analysis
linked to the themes that emerged from the responses of community members. This
content analysis was based on concept of ‘Thematic Analysis’ suggested by the
Brazilian educator Paulo Freire [13] i.e. community generative themes. It helped us to
develop a socially and culturally relevant curriculum that addresses the actual needs of
the community.
Post Feedback Survey. The purpose of this survey is to explore the learning expe-
rience of students in this STEAM projects: the feedback of students on community
relevant STEAM projects and if it has any positive impact on their motivation and
engagement level. This survey contains close-ended questions which are triangulated
by open-ended questions to validate the quantitative data.
The collected data was analyzed using content analysis on qualitative data (open-
ended questions) and descriptive statistics for the quantitative data (close-ended
questions).
The section below details the comprehensive process of action research conducted in
the Tent Schools System while discussing the observations and findings obtained from
the data collection tools employed within this action research.
Then, based on the commonality of issues in the community i.e. repetition frequency
of the theme, three major generative themes were identified.
1. No Gas Connection (use woods instead)
2. Electricity Shortage Issues (due to solar system)
3. Water Availability Issues (water pump breakdown)
One hinged theme (term coined by Freire) was also collected that wasn’t highlighted
by the community members but was evident when authentic observations of the
community were taken.
4. Waste Disposal Issues (mainly due to livestock and improper waste management)
Some of the resources and key strengths of the community as identified by the
community members in this survey included livestock, nearby fresh and vegetables
market, easy transportation and cost-effective place of living.
2. Designing STEAM Projects to Solve Identified Problems. In this phase,
community-relevant and project-based STEAM lesson plans were developed (available
542 M. N. Kiyani et al.
online [22]) for three of the selected generative themes i.e. Ineffective waste disposal,
electricity shortage and non-availability of the gas in the community. These lesson
plans used in the STEAM workshop were designed to relieve or at least lessen the
primary problems identified in the above phase. To make STEAM projects cost-
effective and reproducible for the students, daily life household items were used in the
project. Students were appreciated and encouraged to use the recycled items like
newspapers and plastic bottles in their projects. These lesson plans were designed
according to the Freirean process of critical pedagogy which states that people and their
needs must be the basis of curriculum and content planning [16].
Use of STEAM education model provided an opportunity to create interdisciplinary
and meaningful projects that appeal to students with multiple intelligences for
enhanced engagement in the workshop. Moreover, it provided students a good
opportunity to display their creativity and innovation skills.
3. Students Designing Useful Products in Workshop. After designing community-
relevant STEAM lesson plans to solve the identified problems, students started working
on their chosen projects/programs under guidance of in-class facilitator and a local
teacher from the school. In this study, the directive classroom-based intervention was
selected to take action for solving the identified problems. In this intervention, the
underlying research i.e. problems identified in phase 1 directed the change i.e. design of
useful products by the students to solve the problems identified by community mem-
bers. While students were working on the project, inquiry, dialogue and critical
thinking were promoted aligning with the STEAM model of education.
STEAM Biogas Generator: As indicated in needs assessment survey, community
lacked the facility of gas connection and had plenty of livestock (also, compost which
would otherwise spread diseases). Hence, the project-based lesson plan ‘STEAM
Biogas Generator’ was designed to solve this problem. In this project, students dis-
cussed about the project’s impact in community, watched animated Urdu videos on
biogas generator’s design and learnt key project-related terms, processes and working
of biogas generator. Then, students assembled the materials and started working on the
project.
STEAM Waste Management Program: In the next project, two groups of students
participated in the activities of STEAM Waste Management Program. The project
activities included the motivational discussion on why this project was chosen, ani-
mated short Urdu videos on waste management, vocabulary and brief lesson on waste
management techniques and processes, creating waste bins from recycled biscuits’
boxes, a waste sorting game between 2 groups, recording evidence from community
and practicing waste sorting, waste sorting game competition and the recycled prod-
ucts’ activity where they designed plastic bottle baskets with unique creativity.
STEAM Recycled Electronic Products: To solve the electricity shortage issues, stu-
dents used their waste management knowledge and designed electronic products from
recycled plastic bottles. Students learnt the importance of plastic waste management by
watching animated videos and discussions. Then, plastic bottles were re-used to design
two very useful electronic products: battery powered portable flashlight and table fan.
Designing Freirean-Inspired Community Relevant STEAM Curriculum 543
The detailed pictorial evidence of this STEAM workshop is available online [22].
4. Evaluation of Workshop Outcomes. After the action had been taken against the
defined community problems by designing useful products to solve them, next step was
to evaluate the workshop outcomes. For evaluation, field notes taken during the
workshop and performance-based assessments (project evaluation rubric) were used
(project rubric and rubric scores are available online [22]). In this phase, it was
determined whether the opted solution for each community problem was successful in
relieving that problem. In case of biogas generator designed by students to solve the
non-availability of gas in the community, the project remained unsuccessful. Even after
multiple days, the designed biogas generator was unable to produce biogas for their use
due to some design flaws that caused gas leakage. However, the students reported that
they were able to learn and understand all about the biogas generator design and were
determined to design it on their own again (prototype 2). Except biogas generator,
students successfully relieved the identified problems of ineffective waste disposal and
electricity shortage. Students used recycled items like cardboard and plastic bottle to
create useful daily-use items like baskets and birdfeeders. The battery powered fan and
flashlight designed by students were in working condition that we tested ourselves.
5. Specifying Learning. In this workshop, one of the observations noted was that the
products designed by students in phase 3 were able to relieve problems at small scale
only. Hence, in the next action research cycle, it was determined that the objective
would be to design products for problem solution at mega scale.
To collect student feedback and their perception on outcomes of action research pro-
ject, post feedback survey was conducted after concluding STEAM workshop (the
detailed responses are available online [22]). Almost 93% students reported that they
found this action research project of community-relevant STEAM workshop engaging
and interesting to perform. It was very interesting to note that all of the students showed
their interest in performing more of such action research projects and 87% even stated
to recommend this approach to their other teachers in the school, see Fig. 1.
Based on field notes and students’ comments in open-ended questions of post
survey, it was revealed that there were multiple reasons behind high student engage-
ment, motivation and interest to participate again. After qualitative analysis of the data
obtained through open ended questions, three themes were identified. These themes
included:
1. Impact. Realization that each of the STEAM project they did in the action research
had significant impact on their cognitive abilities, formal/informal learning, community
and the environment around them.
2. Problem Generalization. While participating collaboratively in the projects, they
learnt how can they use this new information and skills to solve other local community
problems in their areas.
544 M. N. Kiyani et al.
Table 2. (continued)
Theme Student response
Alternative Should try to make a proper place for waste disposal
Solutions Use waste disposal vehicles/trucks and use them to pick waste from our
community and dispose it off at some waste management cite
Put compost in a landfill, cover it, then waste vehicles will come and pick it
up. We can practice this activity
I think biogas generator was the best solution to solve gas issues
Make any battery powered heavy-duty light
We can make mobile charger to solve charging issues in homes
5 Conclusion
In this paper, we discuss the lessons learnt from implementing Freire’s theory of critical
pedagogy by designing community relevant STEAM curriculum for underserved stu-
dents in Pakistan. The research design employed for the paper was 5-phase cyclic
action research that allowed us to systematically design authentic and contextual cur-
riculum. However, the whole process was pragmatically small scale due to the rigid
timetable, constrained school calendar and limited school resources. Moreover, due to
the inadequate human resources and narrow timeframe, there were limitations on the
scope of this study, which is exactly what Flicker [23] highlights about action research
projects. Even with these real-world limitations, the study produced some key results
and outcomes. The student engagement and empowerment as observed from the stu-
dent feedback responses validate the notion that authentic and community relevant
pedagogy can engage underserved students, as implied by the Freire’s theory of critical
pedagogy. An interesting breakthrough while conducting action research was when
students mentioned how their useful knowledge will create a greater impact on their
community and help them solve other local community challenges as well. Results
obtained from this study will be used to inform the teachers, schools, parents, policy
makers and NGO’s to engage with the communities and teach students how to solve
their local problems for community welfare.
Funding. This study was funded by the National University of Sciences and Technology
(NUST), Islamabad, Pakistan.
References
1. New Education Data for SDG 4 and More. UNESCO Institute of Statistics (2018)
2. Bridgeland, J.M., DiIulio, J.J., Morison, K.B.: The Silent Epidemic: Perspectives of High
School Dropouts, p. 44 (2006)
3. Douglas, D.: An alarming number of teenagers are quitting school to work (2015). https://
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546 M. N. Kiyani et al.
Lisbet Rønningsbakk(&)
UiT the Arctic University of Norway, Box 6050 Langnes N-9037, Tromsø,
Norway
Lisbet.ronningsbakk@uit.no
1 Introduction
2 Method
The study was conducted as a multi-case study at two schools in the North of Norway,
including 25 students at 4th (9–10 years old) and 10th grade (15–16 years old), selected
on the background of their teachers’ special interest and engagement for using tech-
nology, categorized as excellent cases. The empirical basis of the study mainly build on
reflection notes from participating observations, students’ products, notes from meet-
ings and other documents, as documented in the thesis [2].
The case study strategy meets the need to investigate a phenomenon thoroughly
through different sources of information [3, 4], even if it has some challenges gener-
alizing results based on few units. However, literature supports the idea that knowledge
generated from a case study can have general value for similar phenomenon [5, 6].
The data collection took place during five weeks during one academic year through
participating observations. I conducted open observations to situations where students
worked with technology, to try to capture what they really were doing and describe it.
All observations were written down immediately after classes. Then the texts were
elaborated into reflection notes which were distributed to the teachers within a week
after observations. The teachers could respond to these narratives, and add and change
if they wanted, but that never happened. The general response was that I had captured
well what they tried to do and that my observations were more nuanced and detailed
than expected. As a previous teacher I rapidly got the role as an extra teacher in both
classes. This gave me solid experiences of the students and the teachers. But it also
gave some challenges concerning the contradictive roles as teacher and researcher.
These have been handled with a hermeneutic approach considering the researcher’s
preoccupations caused by professional experience within the field [7, 8].
To be sure I had understood the situation well, I discussed my observations and
preliminary findings with the school leaders at each school and also presented the data
describing each child in a specific report to their parents. This should assure that all
participants would be well taken care of in the matter of informed consent.
Digital Natives and Educational Traditions 549
Later, all texts were analyzed using qualitative methods and the digital platform
NVivo. Through repeatedly reading, coding and reflections, the theoretical categories
emerged. Finally, the empirical data where elaborated into two narratives, one for each
class/school. They contented a selection of specific narratives which could enlighten
the research questions of the study. The narratives were analyzed, using a selection of
theory of learning, knowledge and didactics, to be able to understand the matter in a
general way and draw the final conclusions.
The thesis also contents a thorough review of theories of learning and teaching to
establish a conceptual framework that makes it possible to value the results in a future
perspective where knowledge and learning conditions are rapidly changing due to
technological development [2]. It is not room for a full presentation of the framework
here, but the next subchapter will present some of the perspectives that is important for
the research question presented here.
An important prerequisite for the study was to be sure that concepts of knowledge and
learning in school meets future standards for education. The need to measuring learning
outcome has increased in Norwegian Education as result of Norway’s participation and
focus on international programs like PISA [9]. This tendency is worrying policy
makers and Education scientist in Norway who point at the importance to develop
sustainable competence instead of remembering bits of information. New technologies
bring new concepts of what knowledge is or should be and challenge the traditional
school’s content [10, 11]. Hence, revisions of concepts of knowledge and learning is
important to able teachers to develop profession oriented digital skills.
School knowledge in a European tradition is closely connected with content.
Norwegian education is strongly influenced by the German Bildung tradition which
emphasizes the transformation that certain content brings to the learner. An important
issue for teachers were then to find the right content that could serve this purpose [12].
School knowledge is often connected with what is viewed as appropriate content. But
this concept needs a revision for a future use. A sustainable concept of knowledge must
meet the constant changes that occurs when information is nonstop available through
digital sources. Technologies extend the abilities to store and retrieve knowledge and
dismiss our need to remember in a traditional way [13, 14]. Hence the need of storing
content as part of the individual learning process is no longer the main issue for
education, but rather to develop good strategies to search and validate knowledge for
certain purposes in certain contexts [15].
necessary for performing within a social and cultural context. The third sun, learn to be,
is about belonging and appreciation within a social group [18]. Taking turns, com-
munication skills, and well behaving towards others etc. are social skills that promote a
good adaption to the group and the class, are important for the third sun. The fourth
learning sun, to learn to live, has to do with general well-being [18]. The importance of
peers and companions who want will promote your well-being, to understand the needs
of those around you and being willing to scarify something for others when it is
needed. Empathy is important for this. It has to do with generally having a good time
together with humor and a good spirit to make learning thriving. Tiller and Tiller add
important prerequisites to Hermansen’s concepts, and show that motivation is the basic
force in learning. issues are important to understand the impact of technology in school.
The study showed that technology changes the way students work with content in
different ways, with more or less significant impact. The study findings present these
changes: the changes that occur when the content moves from textbooks to internet; the
technology’s possibility to support content creation in new ways; and the fact that
online resources can provide content that are updated and adapted to the local context.
This paper will focus specifically on the changes occurring when textbook content is
exchanged with internet search.
The internet is a never ending source of information of more or less relevance and
trust value. When using the textbook, the teacher can control and trust the quality of the
content. When students search for information online, the teachers no longer control
this and the responsibility of the content validation is distributed to the students.
Also the search for content in itself demands more complex skills on internet.
Students have to decide what kind of information they need and find relevant search
terms for the purpose. They need to review and value the results to be able to pick
relevant information before storing what they find useful. And they need strategies to
store and retrieve the essence of the content for various purposes. All these activities
demand different strategies than working with textbooks. Textbooks have undergone
quality control and present the information in a way that is adapted to the students’
level of cognition and previous knowledge. With internet content, quality control,
valuing relevance and adapting to students’ level of cognition, needs to be implemented
in the search strategies [2]. Narratives from the study will exemplify this.
good relationship and often play together in the breaks. The good relation makes it easy
to work through the obstacles they meet about the task and the collaboration itself.
When they search together for information about planet Jupiter, they have to calibrate
their different conceptions, views and strategies. This is a complex process that depends
on collaborative skills from both since their prerequisites are so different. Making this a
real learning situation for both, require that both get the possibility to recall their former
knowledge about the matter and communicate this to their mate to establish a common
assumption of what they are looking for at the internet.
It is easy to picture a situation where Vivian, with her solid competence and
advanced strategies, would take over the task and direct what Thor should do. But here
they manage to create a collaborative situation where they both participate on an even
level. Thor has some prior knowledge and interest for planets, and is also ahead of
Vivian in digital skills. Their good relationship makes it easy to communicate well
about the task and to established a common zone of proximal development where they
both engage in the task and make their feed-forward-feedback-dynamic work. The
work flow is good and motivating, nourishing the learning suns. This is obvious when
listening to their learning dialogues during the search. They focus on the task and seem
to communicate with intentions of scaffolding each other’s thoughts and understanding.
The result becomes very good.
4.2 Internet Search and High Performing Students. Margaret and Sean
In the same assignment, Sean and Margaret is presenting the planet Mercury. They
show a different pattern of collaboration than Vivian and Thor. They are both high
performing and ambitious students who rapidly settle for a common understanding of
the task and start searching for proper information. In their communication about the
content during the search, they don’t spend time to negotiate about other things than the
pure content. They look through a lot of sources and discuss how it will fit their
purpose, quite a lot more sources than the average for the class. Margaret and Sean are
used to working together and often prefer each other in collaborative tasks. But Sean’s
ability to focus is not as good as Margaret’s. Sean’s attention is often drawn to the other
students because the tendency to compare his performance to them. But when the
students work directly on screen, it is easier for Sean to focus on the content. This
makes the collaboration with Margaret also easier. She doesn’t have to repeatedly call
on his attention to focus on their work, like she sometimes needs to.
During this activity we experienced the latter when one of the students retrieved a
picture of a man holding his hands on a woman’s breasts. Even quite so innocent, a
picture like this can offend a child at this age. But the teachers in this class welcomed
the situation because they got the chance to talk about abusive content on internet.
They told me that they preferred to have these incidents in class instead of when
students were sitting alone somewhere else, to be able to discuss digital awareness.
Another situation also showed that using internet for content search depends on
having sufficient competences. Vivian and Margaret was involved in this situation
together with Theresa. The three girls were usually good friends but this day some
relational issues disturbed their collaboration. They had worked out a set of search
terms to find pictures for their task. But they did not manage to agree about using any
of the results. This was a stressful experience and they expressed doubt about how to
fulfill the task. Theresa went back to the computer and ran the same search terms again.
Vivian and Margaret got very angry at her because they meant that running them again
showed lack of trust in what they previous had done. This led to an intermezzo which
ended with agreement that Theresa agreed to change learning partner, which solved the
problem. It came up that the girls had had a conflict the day before at home and that this
had fostered some insecurity that had strong impact on their communication. They did
not manage the task because of the underlying conflict. It can be argued that this
situation is not about internet content in itself but the class as a learning environment is
full of relational issues that also impact learning tasks. When the work with content
gets more complex because it has to undergo discussions, it is also important that the
students have the communicative skills and guts to say what they mean and to confront
each other’s different opinions.
The narratives above document various challenges that occurs when changing from
textbooks to content retrieved from internet search.
They all demonstrate the necessity of good collaborative skills to work together
with searching for information on the internet. Internet search is a more complex task
than looking it up in the textbook. When students collaborate they have to start with
defining a joint understanding of the task. This involves a calibration of what they think
the task is about and how they can work to fulfill the task. Communication is important
to establish a feed-forward, an expectation of what the task is about based on the
feedback to prior knowledge and understanding. They establish a feedforward together
based on their previous knowledge and skills and the resources they both bring in to the
collaboration, and they support each other’s dynamic movement between habitus and
reflection through discussing the task [16, 17].
The collaborative peers will have different prerequisites to take part in the common
task. Prior knowledge will vary and make the dynamic between feed-forward and
feedback different. They will also experience differences between habitus and reflec-
tion. While some have an intuitive understanding of what to do, others need to reflect to
be able to decide what is the right action. Therefore, good communication is important.
If the relations between the peers are good they will be able to communicate well and
554 L. Rønningsbakk
be motivated to do a good work together. The learning sun will get energy and learning
will thrive.
The situation with Thor and Vivian shows that students can form well-functioning
collaborative partnerships with different levels of basic knowledge and attitudes
towards learning in school. The use of technology, as in internet searching, seems to
frame their collaborative learning well. Using technology increases the field of task
specific knowledge and opens for using skills and knowledge gained from other
activities than school work. When Vivians’ learning strategies are more developed than
Thors’, he adds his interest for planets and his digital skills to their collaboration.
A more complex task demands more complex strategies and opens for distributed
learning. In practice more different tasks will need attention and makes it possible to
draw on both students’ resources. Vivian’s advanced learning strategies and basic
school knowledge will benefit Thor’s learning and his knowledge of planets and digital
skills will be of use to her. Even if what is learnt are different for Thor and Vivian they
will experience the collaboration as meaningful. Their good relation will support their
dynamics between habitus and reflection [16], and feed the learning energy and all four
learning suns [18] are nourished and they will be motivated for further learning and
further collaboration. The collaboration will form a strong force to overcome exu-
berance when occurring [16].
Margaret and Sean experiences something similar in their work. But here the actual
content is the driving force. Since they both have high ambitions and are high per-
forming, they extend the use of internet content to a high level. For them the source of
information is the main issue, and they use it to deepen and widen their understanding
of planet Mercury. Their discussions show that they are reviewing their search results
thoroughly in a way the textbook never would promote with its’ quality secured
content. Margaret and Sean have together the ability to elaborate the information with a
critical view, looking for real information to use in their presentation. They discuss and
discard, discuss and accept, source after source, before they agree about something they
can decide to use. The feedforward-feedback-dynamics are fed with a lot of infor-
mation which they never would have found in the textbook alone. Finding advanced
content online motivates them for further investigation. Students with high academic
performance can get the extra stimulation that they need to find to extend their feed-
forward – feedback and habitus – reflection-movements [16]. For these two the text-
book content will limit their learning instead of nourish it they are highly motivated for
the work and the collaboration and the learning sun shines.
When working with different content the possibility of comparison with other peers
is not the same as when you can cast a look towards your peer’s textbook to find out
how much he has read compared to yourself. For Sean, whose attitude was quite
competitive, this is an advantage.
William’s frustration about search terms might on the other side, be an example that
shows how literally children at the age of 10 understand their results. Open internet
search doesn’t discriminate between adults and children and it is impossible for
teachers to determine searches to assure that they don’t get unwanted results, either of
irrelevant or abusive kind. Using internet as a source of content therefore involves work
with critical review of all results and general digital awareness. Students need to know
Digital Natives and Educational Traditions 555
about the dangers of meeting unwanted and abusive content to develop strategies to
handle these situations.
Finally, the narratives show that good relations are important prerequisites for a
successful internet search collaboration. Retrieving content from internet demands the
ability to question and be critical towards the peers’ arguments. Without confronting
and questioning the content, the validation process can be too shallow and the content
will be accepted without the necessary discussions. Therese, Vivian and Margaret
couldn’t work themselves through the obstacles that a present conflict gave them, and
all their feed-forward – feedback-processes was about their relationship and not the
content. It is always a danger of losing focus at the actual content when collaboration
problems occur. Teaching therefore also must have focus on learning communication
and social skills to be able to establish a good situation that makes the learning suns
shine [18].
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Experiences Using Three App Prototyping
Tools with Different Levels of Fidelity
from a Product Design Student’s Perspective
1 Introduction
GUI-control stencils [4]. Our experiences also show that many computing students
prefer to design visual layouts using software (Photoshop) to achieve more realistic-
looking results.
Still, computer assisted prototyping tools are popular. Clearly, a prototype gener-
ated with a computer tool appears more realistic and holds potential for smoother user
testing sessions. Yet, the danger of computer-assisted prototyping is a shift in focus
from the concept to technical details resulting in more time being wasted on prototype
creation. Moreover, a realistic-looking prototype is more likely to raise customers’
expectations giving them a false sense of product completion.
This study explored three prototyping tools with different levels of fidelity [5],
namely Adobe XD, Figma and React Native. The experiences with the tool is docu-
mented with a product design student who is well trained in design-thinking and
prototyping of physical objects using rapid prototyping and 3D printing [6–9], and
basic experience with software development and interface prototyping.
2 Related Work
Prototypes are often used to test technologies that are not easily available such as
augmented reality displays [10–12], public kiosks [13, 14], or technologies that do not
yet exist such as novel application-specific smart devices [15]. Such prototypes can be
simple mockups that leave much to the imagination, or it can be more complete
implementations such as using Arduino to prototype mobile technology [16]. The
calder toolkit [17] is another example of making complex hardware more easily
available for simple and rapid prototyping. Prototyping of objects in three-dimensional
space is also a much-studied area [18–25] since the three dimensions somewhat need to
be represented using the two-dimensional computer screen. Holograms allows three-
dimensional objects to be visualized on two-dimensional planes, and prototyping of
holograms using abrasions has also been explored [26]. A general review of proto-
typing tools and techniques can be found in [27, 28]. For a review of the history of
graphical user interface prototyping tools see [29, 30].
Much have been written about prototyping of mobile technology. Raento et al. [31]
discussed a prototyping platform for context-aware mobile applications that gets better
access to the hardware than other prototyping platforms. Mora, Gianni and Divitini [32]
presented an approach for prototyping internet-of-things applications that usually
require detailed domain specific knowledge about the underlying technologies. Sabbir
et al. [16] discussed the use of the Arduino toolkit to make mobile prototypes.
Bochmann and Ritz [5] classified mobile prototyping along several dimensions
such as requirements for hardware functionality, target device, audience, prototype
creator, range, focus, stage of project, speed, fidelity and longevity. Bochmann and Ritz
[5] reviewed several mobile prototyping tools including Balsamiq Mockups, Axure RP
and Adobe Fireworks. Bähr [33] proposed 16 requirements for mobile prototyping
tools. Leiva and Beaudouin-Lafon [34] described a system where paper prototypes can
be inserted into existing videos using markup points and green-screen areas to avoid re-
shooting video montages.
Experiences Using Three App Prototyping Tools 559
3 Method
Smartphone apps holds great promise for health and rehabilitation. Advanced tech-
nology can bridge the gap between health professionals and users at a lower cost than
was previously possible. Examples include oral health promotion [35], diabetes self-
management [36], and blood donation [37]. This project involved the design of a
smartphone app concept to facilitate the communication between rehabilitation pro-
fessionals and users of prosthetic assistive technologies. The concept was identified
during practical work with the development of a customized prosthesis. First, the vision
of the app was determined followed by early concept sketches (see Fig. 1).
Next, app prototypes were created. The first prototypes were created using
Adobe XD and used for preliminary user tests. These tests showed the need of a more
detailed prototype with more responsive features and more interactivity. For this, React
Native was used. Development with React Native proceeded at a low pace and towards
the end of the project the React Native was replaced with Figma. In this study we focus
on the experiences with the prototyping tools, and not the artefact per se.
The product design student found the process of developing the application very
interesting and educational specially as the approach was quite different to typical
product design practices. Product designers tend to focus on the details in the beginning
of the project development, while with app development it is not equally relevant to
focus on details in the beginning. Also, with app development it is very common to
conduct many user tests early in the development as the feedback provides clues to
relevant adjustments. This is especially helpful when the application is being developed
for a specific user group.
560 A. C. Figliolia et al.
It is worth noting that the product designer had no previous experience with the
three prototyping tools. Although Figma and Adobe XD are quite different, their
interface and workflow have several similarities. It was therefore easier to switch
between Figma and Adobe XD than between these and React Native.
When testing the prototype on a smartphone we found that the swipe action could
be enabled, but there was not a straightforward way to realize the swipe flow according
to the artboards linking order. When swiping to go back to the previous page, the
system was only going back to the previous linked artboard, even when it was con-
nected to a different artboard. It was possible to share the project with other designers.
Our tests showed that the Adobe XD Android app gave the most realistic experience
despite the problems with swipe.
562 A. C. Figliolia et al.
We found that the tool could be learned quickly. The first prototype did not require
advanced functions as the attention was on the interaction, intuitiveness of the steps,
and aesthetics. Some features were not responding realistically, such as swipe, popups,
and textual field input. Consequently, the workflow could not be fully analyzed during
the preliminary user testing.
4.2 Figma
Figma is a commercial product, but it has a free edition with fewer features. Figma can
be classified as a medium fidelity prototyping tool. It was therefore more intricate and
time-consuming to operate than Adobe XD. However, more advanced features such as
popups and long screen with scrolling were perceived as more intuitive than the
Adobe XD static views. Many tutorials facilitate exploring more advanced features. It
is seemingly easier to make changes to existing designs as changes involves fewer
operations than with Adobe XD. Figma is browser-based platform (see Fig. 3) with
similarities to Adobe XD but with some differences, notably the prototype mode.
The prototypes created with Figma were more interactive than Adobe XD hence
giving users a more realistic experience and continuous flow. Figma also supports
different templates giving more realistic prototypes. Most of the difficulties that
occurred with Figma were relatively easy to solve due to the available tutorials and
examples. More challenging issues included pages extending beyond the height of the
screen.
It was straightforward to test the prototypes on the desktop. It took several attempts
to make the prototypes run on a smartphone because the Figma Mirror app needed to
work together with the Figma tool in the web browser and the frame to be tested need
to be selected. This procedure complicates user testing.
Experiences Using Three App Prototyping Tools 563
5 Conclusion
Experiences with smartphone app prototyping tools with varying levels of fidelity were
reported. Our experiences show development took much longer than expected. Using
React Native proved quite challenging, and we would conclude that implementation-
oriented tools such as React Native requires too much programming experience and
564 A. C. Figliolia et al.
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8876490
How Engineering Design Ability Improve
via Project-Based Truss Tower STEM Course?
1 Introduction
Engineering design ability is critical in today’s world because more jobs rely on
technology or artificial items. Besides, engineering education is more than making
students to become engineers. Engineering education should also train students to
become problem solvers, systematic thinkers, and hands-on makers. However, in most
of the world, engineering education is not systematically provided until college level.
This approach might hinder high school students from familiarizing themselves with
this subject before making their decisions in future career. More importantly, this might
also exclude those who do not choose engineering as their majors from basic engi-
neering know-hows that are critical in today’s society. As a result, the overall engi-
neering readiness is not as sufficient as it could and should possibly be.
In the United States, according to National Science Board, NSB, and President’s
Council of Advisor on Science and Technology, PCAST, the demand for scientific and
technical qualified employee is increasing but the supply of suitable talents is con-
tinuously decreasing for years [1, 2]. This challenge is even more severe as American’s
PISA score remained at mediocre level or lower level comparing to other OECD
countries for decades. The difficulty in training engineering capability and the lack of
science and math ability both worsen the rate in developing such talents.
To respond to this challenge, STEM (Science-Technology-Engineering-Math)
education was proposed for K-12 students. The idea of STEM focuses on the inte-
gration of Science, Technology, Engineering, and Mathematics. In short, one of the
goals of STEM Education is to let students be able to perform and also learn the
relating knowledge. However, many researchers cautioned unclearness of the goal of
STEM education may let STEM education less effective. Furthermore, multiple facets
of STEM education remained quite challenging in reality [3].
Although Taiwanese students performed better in PISA than their peers in the
United States, the problem of Taiwanese education system is the mere emphasis of
knowledge while insufficient efforts on attitude and applications. Some educators
hoped the adoption of STEM can help students gain interests in such aspects. As we
can see here, the seamless integration between learning subjects and the physical
realization from abstract knowledge is quite important. Project-based learning
(PBL) allows students to learn through completing a task that is challenging but well-
designed [4]. With appropriate support and guidance, students are able to learn prior,
during, or after the process. PBL is considered to be beneficial to STEM education
since the challenging task will trigger students to actively search for know-hows that fit
into the challenge. These knowledges may come from various subjects, such as Sci-
ence, Technology, Engineering, Mathematics, and even the combination of them. It is
supported that project–based learning did increase the integration attitude and behavior
as well as the attitude toward Science, Engineering and Technology. Project-based
learning also shew to have benefits to specific engineering techniques [5]. However,
whether such method can greatly increase the whole and overall engineering design
ability remains questionable.
We hereby developed a course around the challenging project that aims to build a
water tower that can withstand earthquakes. Students are required to design and build a
water tank with truss structure. The challenge of this task is to build the truss tower
with minimum material while withstanding the maximum earthquake possible. Stu-
dents will learn the knowledge pieces of STEM in the introductory classes and also
combine them together when implementing the model construction. In the following
text, we will describe the specialty of PBL, its usage in STEM education, and the
engineering learning outcome expected.
2 Literature Review
2.1 Project-Based Learning (PBL) and Its Benefit for STEM Education
Project-based learning (PBL) is a model that organizes learning around projects [6].
Projects are complex tasks, based on challenging questions or problems, which involve
students in design, problem solving, decision making or investigative activities. They
give students the opportunity to work with relative autonomy over extended periods of
time; and culminate in realistic products or presentations [6]. Erdogan and Bozeman [4]
How Engineering Design Ability Improve via Project 569
three activities: Decision, Communication, and Implementation). Not only did Atman
et al. [10] find engineering experts spend more in problem scoping, they also found
experts gather more information covering more categories. They also considered these
two stages (problem scoping and information gathering) are important competencies
for engineering students to develop.
In our research, we’d like to explore the following questions:
1. What is the learning outcome of truss tower STEM course?
2. Is there difference in improvement among different engineering design process
stages?
3 Method
4 Results
highest ability is Problem Definition (4.58). In post-test, Problem Definition is still the
highest (4.56) but the lowest changed to Feasibility Analysis (4.32).
Table 1. Mean and standard deviation of pretest and posttest of each engineering design activity
Design activity Mean of pretest SD of pretest Mean of posttest SD of posttest
Problem definition 4.58 .41 4.56 .41
Gathering information 4.51 .50 4.53 .43
Generating ideas 4.04 .65 4.38 .51
Modeling 3.94 .66 4.34 .53
Feasibility analysis 3.96 .52 4.32 .48
Evaluation 4.03 .62 4.35 .50
Decision 4.15 .59 4.39 .55
Communication 4.30 .46 4.46 .40
Our research shows that, prior to the truss tower course, the variance of students’ ability
in each engineering process is larger. Students were less confident and knowledgeable
in Modeling and Feasibility Analysis. They were also not competent in Evaluation,
Generating Ideas, and Decision. On the contrary, students were quite confident in
Problem Definition and Gathering Information. They also considered Communication
is one of their top three abilities.
574 W.-H. Yen and C.-C. Chang
After learning from the truss tower course, all of the ability perception level were
higher than 4.3. Students shew biggest gain in Modeling, Feasibility Analysis, Gen-
erating Ideas, and Evaluation.
Our research found students gain significant progress after truss tower class in:
Generate Ideas, Modeling, Feasibility Analysis, Evaluation, Decision, and Communi-
cation. Among all the above items, the score in post-test are all higher than the score in
pre-test. This shows the ability of “Developing Alternative Solutions” and “Project
Realization” may possible to be developed by training. Atman et al. (2007) also found
the time spent on “Project Realization” by senior engineering students is also signifi-
cantly higher than freshman engineering students. This might imply these abilities are
trainable in classroom.
On the other hand, students did not show significant improvement in Problem
Definition and Gather Information after truss tower class. When comparing the level of
each items, Problem Definition and Gather Information are two of the highest items at
Pre-test. The average of these two items were both close to the maximum value, 5.0.
Accordingly, there is a possibility of no significant growth due to the fact that these pre-
test scores are already at high level and the room of improvement is quite small.
However, comparing to Atman et al.’s [10] result, they also found the differences of
time spent for Problem Scoping Stage, aka. Problem Definition and Gathering Infor-
mation, was also not significantly different between freshman and senior engineering
students. On the contrary, Atman et al. [10] found experts did spend significant more
time than senior and freshman students. This could imply that although these abilities
are not teachable in classroom, but only learnable in a workplace or by experience.
There are several limitations of this research. First of all, the sample of high school
students might be biased since only the self-registered and selected students enrolled
the course and completed the study. Since students who voluntarily participated in
STEM related courses may be more interested or confident in their STEM ability.
Furthermore, their parents might emphasize more in similar direction and make them
more knowledgeable or less scared about relating issues. This may decrease the
external validity of our research. In the future, it is suggested to include all kinds of
students or the combination of different type in our study. Second, since the ques-
tionnaire is self-evaluated, it is not avoidable that the common method bias may
influence the reliability. For the future research, it might be better if other’s evaluation
such as teacher’s evaluation or peer’s evaluation can be included to avoid such bias.
Last but not least, the progress of the engineering process perception might not come
from the teaching only. Since truss tower is a group activity, the group level knowledge
and group level atmosphere might have influence on students’ gain. In the future, it
would be better if the influencing factors from group dynamic can be included for
analysis to achieve better understanding about the mechanism of the advancement of
high school students’ engineering design ability.
How Engineering Design Ability Improve via Project 575
References
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gov/public/index.cfm/democrats/2012/4/stem-education-preparing-jobs-of-the-future.
Accessed 18 May 2020
2. Raju, P.K., Clayson, A.: The future of STEM education: an analysis of two national reports.
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systematic literature review. Int. J. STEM Educ. 6, 2 (2019)
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Sahin, A. (ed.) A Practice-based Model of STEM Teaching: STEM Students on the Stage
(SOS)TM, pp. 31–42. Sense Publishers, Rotterdam (2015)
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role of representational fluency in students’ conceptual understanding. Res. J. Eng. Educ.
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Project-Based Learning: An Integrated Science, Technology, Engineering, and Mathematics
(STEM) Approach, pp. 1–5. Sense Publishers, Rotterdam (2013)
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design processes: a comparison of students and expert practitioners. J. Eng. Educ. 96(4),
359–379 (2007)
Improving Student Learning Satisfaction
in Lectures in English as a Medium
of Instruction with Speech-Enabled Language
Translation Application
1 Introduction
Many countries have been using English in education in general and expanding
teaching in English as a medium of instruction (EMI) in particular in the last few
decades (Tsui 2018). In EMI teaching, the instructors use English to teach academic
subjects for students whose first language is not English (Chang 2010). Although, the
number of EMI courses remarkably increases, scholars argued that some issues (with
student linguistic incompetency as the most important among them) are not taken into
considerations so that EMI courses result in lower student achievement. For example,
scholars suggested that because of linguistic incompetency not every student attending
foreign language-medium lectures fully understands the lecture content (Barnes and
Lock 2010). This notion was clearly reflected in the study of Chang (2010), who
surveyed perceptions of 370 undergraduate students in Taiwan regarding the imple-
mentation of EMI for content courses, and found that about 13% of students could
understand less than 24% of lecture and about 23% of students could understand less
than 50% of lecture. Huang (2009) suggested that students who “suffer” from such
learning via English are mostly students with low language ability.
In order to understand the reason behind student inability to understand content of
lectures in EMI we need to refer to the notion of information processing. Information
processing in EMI lecture is very complex. It involves taking in information, orga-
nizing and storing it to be retrieved at a later time (Siegler 1998). That is, first, a learner
pays attention to information and brings it in; after that, information is actively
manipulated in working memory and passively held in long-term memory (Slate and
Charlesworth 1988; Smith and Kosslyn 2013). As working memory has limited
capacity it is possible that it may become overloaded because information from EMI
lecture is difficult to understand (Chow and Conway 2015). If students are not able to
fully comprehend lecture content, this may negatively influence their learning
satisfaction.
Scholars use various approaches to support learning and comprehension of students
attending lectures in EMI. For example, the instructor provided real-time transcription
of the lecture content during lectures (Kushalnagar et al. Kushalnagar et al. 2014) or
lecture notes (Goodman 2014), audio-recorded (Soruç et al. 2018) or video-recorded
(Shimoyamada et al. 2019) files after lectures to help enhance student comprehension.
In this study, we employed SELT technology in EMI lectures. SELT receives speech
input in one language and then simultaneously translates it into different language.
Such approach was used in cross-cultural learning project in Shadiev and Huang
(2016), Shadiev et al. (2018) and Shadiev et al. (2019). Participants representing dif-
ferent nationalities communicated with each other in their mother tongue and SELT
was employed to translate their communication content for student to be able to
understand it.
It is important to measure learning satisfaction. According to Keller (2010),
learning satisfaction is a positive or negative affective response to the technology-
supported learning environment. Jung (2014) defined learning satisfaction as the degree
to which a student senses a positive association with the overall learning experiences.
Keller (2010) argued that satisfaction can result from extrinsic (e.g. grades) and
intrinsic (e.g. feelings of self-esteem) factors. Hui et al. (2008) highlighted that three
essential satisfaction determinants are learning effectiveness, perceived course learn-
ability, and perceived learning community support. That is, students’ learning satis-
faction can be enhanced if they believe that they have acquired specific skills, the
course materials are easy to learn, and a learning environment created an active,
strongly bonded community. Baturay et al. (2010) suggested that learning satisfaction
is an important consideration for future participation in learning. One reason is because
it is a critical variable that contributes to consistent participation and activation in
learning and it affects continuing learning (Hui et al. 2008).
Informed by related literature, in this study, we administered lectures in EMI for
non-native speakers of English and applied SELT technology to facilitate student
comprehension of lecture content. Students perceived learning satisfaction during
578 R. Shadiev et al.
lectures in EMI supported by SELT was investigated. In this present study, we assumed
that translating lecture content into student native language could be useful for learning
so that students will be able to comprehend lecture content. As a result, we expect that
student learning satisfaction will be positive. Our investigation was carried out with
respect to students’ language ability, i.e. we were interested in what satisfaction of all
students, of students of low language ability and students of high language ability are.
The following research question was addressed in this study:
– What is perceived learning satisfaction of students during lectures in EMI supported
by SELT?
2 Method
A qualitative research method was used in this study to address the research questions.
Thirty-three students from one university in Taiwan were recruited. They were between
18 and 23 years old. The participants were native speakers of Mandarin Chinese.
English was their foreign language (EFL).
The participants attended two lectures on general topics given in English as the
medium of instruction. We applied SELT during lectures to facilitate participant
comprehension of lecture content. SELT received speech input from the instructor and
simultaneously translated it from English into Mandarin Chinese. Translated texts were
displayed for the participants during two lectures. After lectures, a questionnaire survey
was administered to the participants to measure their perceived learning satisfaction
with SELT support. In addition, one-on-one semi-structured interviews with the par-
ticipants were conducted.
Demographic information was collected using a questionnaire and we measured the
participants EFL ability using scores from their officially-recognized Test of English
for International Communication (TOEIC) certificates.
The participants were divided into low and high EFL ability groups with 16 stu-
dents in the former and 17 students in the latter.
One-on-one semi-structured interviews were conducted with the participants to
explore their experiences during lectures in EMI. Each participant was interviewed for
approximately 30 min. An open-coding approach was used for the interview data
analysis. That is, all interviews were audio-recorded first, and then the recorded content
was fully transcribed for the purpose of the analysis. The text segments that met the
criteria for providing the best research information were highlighted and coded. Codes
with similar meanings were sorted into categories, and the established categories
produced a framework within which to illustrate findings of the study.
3 Results
The questionnaire results demonstrated that the students had high level of learning
satisfaction (M = 3.38, SD = 1.10). High standard deviation value suggests high
variability in student perceptions. When we compared perceptions of low EFL ability
Improving Student Learning Satisfaction in Lectures in English 579
When we considered all students in general, our results showed that their level of
learning satisfaction with SELT was high. We also noted that standard deviation value
was high which suggests high variability in students’ perceptions. When we considered
different EFL ability, we found that low EFL ability students had significantly higher
perceived learning satisfaction than high EFL ability students. The reason is because
SELT were beneficial for low EFL ability students but not so useful for high EFL
ability students. Some possible reasons were revealed during interviews with the stu-
dents. For example, low EFL ability students mentioned that they were always anxious
before lectures in English because of their low EFL ability. However, they were
relieved after SELT technology was applied during lectures as they could read trans-
lated texts and understand content of the lecture. On the other hand, high EFL ability
students mentioned that their language ability is high enough so they do not need any
additional support. When SELT texts were shown to them they were distracted and
confused because the instructor spoke in English but SELT texts were in Chinese.
These findings are in line with those obtained in previous related research (Shadiev and
Huang 2016; Shadiev et al. 2018; Shadiev et al. 2019).
Based on our results, we suggest that educators may consider applying SELT
technology during lectures in EMI. Such approach, as we found from our study, can be
useful for the students with low linguistic competency to comprehend lecture content
and may satisfy learning needs of the students. Furthermore, as we found that SELT
texts can be distracting for some students, an adaptive approach to use SELT texts can
be used. That is, all students should have an option to choose whether to be exposed to
SELT texts or not. In this situation, students who do not need SELT support may
decide not to turn SELT option on whereas students who need SELT support may
decide to turn it on. Future studies may also consider extending applications of SELT
technology to other media. That is, SELT texts were presented as pure texts to the
students in this study and future studies may consider embed them with other media
such as figures, charts and tables. So that the students will receive not only pure texts
but also figures, charts and tables accompanied with relevant textual captures in their
native language to enhance their comprehension of content. Another promising future
research direction is to design collaborative learning activities around SELT texts.
580 R. Shadiev et al.
Perhaps, in the future, the students may collaborate and discuss with each other lecture
content with translated texts by SELT technology.
References
Baturay, M.H., Daloglu, A., Yildirim, S.: Language practice with multimedia supported web-
based grammar revision material. ReCALL 22(3), 313–331 (2010)
Barnes, B.D., Lock, G.: The attributes of effective lecturers of English as a foreign language as
perceived by students in a Korean University. Aust. J. Teach. Educ. 35(1), 139–152 (2010)
Chang, Y.Y.: English-medium instruction for subject courses in tertiary education: reactions
from Taiwanese undergraduate students. Taiwan Int. ESP J. 2(1), 53–82 (2010)
Chow, M., Conway, A.R.A.: The scope and control of attention: Sources of variance in working
memory capacity. Mem. Cogn. 43(3), 325–339 (2015). https://doi.org/10.3758/s13421-014-
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challenges, adjustments, and opportunities. Int. J. Pedagogies Learn. 9(2), 130–141 (2014)
Huang, Y.P.: English-only instruction in post-secondary education in Taiwan: voices from
students. Hwa Kang J. English Lang. Lit. 15, 145–157 (2009)
Hui, W., Hu, P.H., Clark, T.H., Tam, K.Y., Milton, J.: Technology-assisted learning: a
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Model of Technology Enhanced Affective
Learning
1 Introduction
The use of technology has become pervasive in classrooms around the world; therefore,
affective learning is bound to be technology enhanced, as with other forms of learning.
Learning is also inherently an emotional and embodied experience in which one is
continuously exposed to feelings of failure and success, as well as challenges that can
be both psychological and physical [4, 8]. Personal emotions are the key driving force
that influence an individual’s behaviors, attitudes, engagement in learning, and faith in
one’s abilities; in other words, learning is a process in which body, mind, and brain are
interdependent [10, 11, 23]. New neuroscientific findings have confirmed that emo-
tions, rational thinking, perceiving, and performing an action have the potential to
support memory retrieval and decision making, highlighting the connection between
emotional functions and cognitive processes [8, 11]. Technology, given its far reaching
uses and potential, can then be used as a tool to enhance learning through applications
that engage embodied cognition.
Each learner has an individual set of experiences and a unique way of perceiving.
Also, they process their learning experiences through their own emotions, which
suggests the need for an individualized and flexible approach to learning [13]. How-
ever, the emotions’ influence on learning is often neglected due to their instinctive
nature [8, 9, 12, 21] and difficulties in measuring learners’ emotional and affective
states, particularly during interactions [2]. Most theoretical models of learning seem to
highlight the learners’ experiences, actions, and reflection on the two, which can be
summed up as the rational side of learning (e.g. [14, 22]). Some models address
personal, emotional, and motivational sides of learning as well [3, 15]; however, those
models do not consider the use of technology in the learning process, so there is a call
for models that aim to combine these different aspects of learning while also integrating
the role of technology.
To respond to this research gap, the principal aim of this study was to synthesize
the concept of affective learning by zooming in on technology enhanced affective
learning in which the emotions, technologies, and, embodied cognition all play a role.
The authors wish to contribute to the scientific debate on affective learning by iden-
tifying its idiosyncrasies and peculiarities and thereby developing a model of tech-
nology enhanced affective learning. In what follows, we first present and discuss key
insights from Frangou’s [6] embodied knowledge construction model of affects in
writing and Körkkö’s [18] holistic model of learning and guiding reflection. Based on
the review and interrelation of the two models, we argue for their suitability for
merging and further development to provide a didactical approach that supports learner
knowledge construction holistically. Then, we introduce a reflection of the created
model and an elaboration of its adaptability to different settings. The paper ends by
recapitulating our perspective and by discussing how it can lay the ground for a new
way of approaching affective learning.
Although there is general agreement regarding the centrality of processing external and
internal stimuli in embodied cognition, theoretical conceptualizations in the past have
overlooked the emotions and affect, not to mention subjectivity and motivation [6, 19,
24]. Indeed, today’s scientific literature on embodied cognition draws on multi-
disciplinary perspectives, highlighting the entirety of cognition in which motor func-
tions and emotions are interrelated and function in conjunction with one another [6,
24]. Recent neuroscientific research underscores the harmonious synergy of the two
separate but parallel processes of perceiving and registering the emotions and subse-
quently utilizing them in one’s decision making processes [2]. Furthermore, according
to the theory of embodied cognition, perceiving an action and performing the same
action activate the same sensory-motor circuitry within the brain [11]. This means that
the mind is not only in charge of the body, but that the body affects the mind,
demonstrating their interrelation and the intersubjectivity of embodied cognition.
The embodied knowledge construction model of affects in writing [6] takes into
consideration particularly the mind’s learning environment and the intertwined spatial
and temporal factors influencing the learning moment (Fig. 1). The model connects the
six aspects of embodied cognition listed by [25] together with Hayes’s [7] framework
for the cognitive process of writing.
584 S.-M. Frangou and M. Körkkö
teaching and learning. Behavior refers to the behavior of student teachers and learners
and the interactions between them. The model includes both teacher and learner learning
and learning aims. Because part of teacher learning is unconscious and relates to the
emotions and motivation, the model encourages student teachers to recall their emotions
in specific moments. Regarding the emotional aspect, the model draws attention to
student teachers’ self-efficacy, motivation, self-concept, and self-confidence, as well as
the relationship between these and student teachers’ self-efficacy beliefs. The aim of the
model is for student teachers to find connections between their practical experiences and
educational theories. The model refers to specific teaching instances under focus. This is
because reflection and learning always occur in certain contexts [5, 22]. Outside the
circle, there are social, cultural, and ethical issues of schooling that are beyond the
context and affect everything that happens in learning situations.
Model of Technology Enhanced Affective Learning 587
In what follows, the two theoretical models of Frangou [6] and Körkkö [18] are
used as a platform to develop a model of technology enhanced affective learning and as
a lens that affords a theoretically robust background for the exploration of affect related
issues emerging from the synthesized theories.
The synergy of the underlying theories [6, 18] is particularly influential and fitting
for the design of a flexible and adaptive pedagogy that can support teachers in changing
contexts to improve learning outcomes. Experiences of action and perception are at the
very core of embodied cognition [25], highlighting the significance of the embodied
self-experience of action or perception. This means that initiating a high level of
engagement in learning improves learning achievement and develops agency, and
through engagement, technology can play a significant role. The prior experiences of
the learner can influence the learner’s disposition and thereby motivate or demotivate
the learner’s engagement in the learning task. Hence, elaborating positive learning
experiences and expanding learning opportunities with the meaningful use of tech-
nology are pivotal to having a learner who is eager to return to class the next day.
Similarly, the emotions of the moment and the self-efficacy of the learner derived from
their self-perception of their abilities and competency, increase or inhibit the learner’s
drive to participate in the learning process. Encouraging and boosting the learner’s
confidence in their own abilities enhance not only the learner’s self-perception, but also
the teacher-learner relationship and through this, the general learning environment. The
social and physical environment of the learner encompasses his/her cultural and social
background, environment (together with the possible digital devices used for learning),
and context. These are all out of the learner’s own control, but they still affect the
learner, because they can create an emotional connection to learning, classmates, and
school in general. Therefore, exploring and expanding perspectives can create a sen-
sitive, dialogical, and positive learning environment that energizes and empowers
learners to achieve their potential and goals, supporting their development into
reflective learners. Moreover, affect plays a significant role in learning, impacting how
learners maintain their activity, reflect on their experiences, and motivate themselves to
carry out tasks. Affect is shaped by learners’ cultural, contextual, and environmental
issues, extending to their identity and perception. Hence, the created model can extend
one’s understanding of one’s history and how it influences the present, as well as
helping learners to locate themselves in time.
In this paper, we have shown how the unification of two theories [6, 18] can provide a
fruitful foreground for a technology enhanced affective learning approach. The theories
were adopted based on four aspects; action and perception, experiences and motiva-
tions, emotions and self-efficacy, and culture, environment and context. Affects were
thought to impact all of these aspects.
We see that the model of technology enhanced affective learning can extend the
existing theoretical frameworks by highlighting the multidimensionality of learning
combined with the use of technology. In our opinion, the model can serve as an
adaptive theoretical and practical guide at all educational level for students and teachers
when discussing and guiding learning. However, we understand that the model has
shortfalls that must be addressed when applying the model in practice. First, it is
probable that the implementation of the model requires specific guiding questions to be
used by students and supervisors. Hence, the model requires practical testing. Second,
Model of Technology Enhanced Affective Learning 589
the model does not provide guidelines as to how to use technology in affective learning.
Rather, it remains to be refined for each context. Third, the term affective learning
remains ambiguous and requires users of the model to understand the basic theoretical
elements involved. Therefore, it would be necessary to guide users in how to concretize
the model when applying it.
Future research should address the defining of guiding questions and practical
testing of the model of technology enhanced affective learning at different educational
levels. Through empirical research, it is possible to determine how the model should be
further developed and how technology can support the learning process. Further
research will also help to clarify the meaning of affect in learning, making this element
more visible in the model and to develop a new way of approaching and implementing
affective learning.
References
1. Bandura, A.: Social Learning Theory. Prentice-Hall, Englewood Cliffs (1977)
2. Bamidis, P.D.: Affective learning: principles, technologies, practice. BFAL 2017. LNCS
(LNAI), vol. 10512, pp. 1–13. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-
67615-9_1
3. Blömeke, S., Gustafsson, J., Shavelson, R.J.: Beyond dichotomies: Competence viewed as a
continuum. Zeitschrift Für Psychologie 223(1), 3–13 (2015). https://doi.org/10.1027/2151-
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process. DC Heath and Company, Boston (1933)
6. Frangou, S.M.: Write to recall–An embodied knowledge construction model of affects in
writing. Doctoral dissertation. University of Lapland, Rovaniemi (2020)
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Outcomes of Problem-Solving Using
Constructivist Learning Environment
to Enhance Learners’ Problem Solving
Abstract. This study aims to study and affirm the use of the constructivist
learning environment to enhance learners’ problem solving. The sample groups
consisted of the 40 students of Sanambin school, Khon Kaen, Thailand as the
experimental group while the other 40 students in the same school was the
control group. The instruments were 1) the learning environment to enhance
problem solving in science subject titled Life Relationship 2) achievement tests
3) assessment form of executive functions based on Tower of London and 4)
interviewing form of problem solving. The Model Research phrase 3- Model
Use was employed by interviewing and protocol analysis based on Jonassen [1]
with descriptive analysis and interpreting for percentage, Standard Deviation,
and t-test value.
The results revealed that the control group had the difference of problem
solving after learning while the experimental group showed the same. In addi-
tion, the executive function assessment based on Tower of London by time
using in problem solving showed the experimental group spent less time than
the control group as 18.60 and 21.15 min that differed significantly at .05 and
moving time of those both groups as 4.15 and 7.40 min at .05 significantly.
Likewise, the experiment group presented the higher achievement test scores as
34.85 than the control group as 20.72.
1 Introduction
In the rapidly changing of Thai society in the 21st century, the information has been
transmitting into a variety of channels and resulted in the information consuming of
people both moderately and immoderately [2]. The different uses of ideas checking in
simple or complex system could arouse and cause a problem and become more
complex problems that happen in the society all the time. In addition, the competitive
conditions that occur in both the Association of Southeast Asian Nations (ASEAN)
community and the world society requires the characteristics of people that being
curious to learn throughout life, have the ability to discover, analyze and process
information including apply various kinds of knowledge to solve problems in life
effectively. This could help to enrich a national intellectual capital that helps increase
the capacity of human resources which is consistent with the research plans and
government education policies Including the 12th National Economic and Social
Development Plan (2017–2021) [3]. Problem solving is a learning process that students
will learn through both at school and throughout our daily lives.
Furthermore, much research has been carried out to study problem solving. For
instance, Cornoldi C. et al. [4] examined the feasibility of improving problem-solving
skills in primary school students. Yanjie S. [5] explored an innovative pedagogical
design to improve upper primary students’ collaborative problem solving. Csaba C. and
Judit S. [6] aimed to reveal teachers’ views and pedagogical content knowledge on
teaching elementary students to solve word problems. Robert M., Patricia M. and
Sara H. [7] investigating the nature of ‘problem-solving’ activity in technology
classrooms. From above studies, it revealed that the problem solving is the importance
skill for students. Moreover, the World Economic Forum envisages that the one
importance skill for the future job is problem solving [8].
Therefore, for people to be able to live in society, it is necessary to learn and
develop thinking systems as problem solving process. That could help develop both
cognitive and physical aspects as increasing cognitive activities or brain cell numbers
along with the satisfaction of studying. It also can be a motivation for learners and
enhance human efficiency for the readiness of ASEAN community and world society
creatively.
The practicing in the study was to have the pedagogy that emphasizes on the
cognitive processes that based on cognitive theories in which to promote cognitive
processes in depth more than study the behavior that can only be measured and
observed. This study also focuses on constructivist learning theory which highlights the
cognitive process that help the learner construct their own knowledge by elaborating
the prior and new knowledge together.
As mentioned above, the focusing on conducting studies to promote cognitive
processes based on the two theoretical foundations mentioned above, processes of data
collection and analysis for both quantitative and qualitative for the purpose of empirical
data, and the objective of enhancing the learner to be able to construct their own
knowledge and improve thinking skills by using technology are all the keys to shift the
learning paradigm into learner-centered and lifelong learning. This could be beneficial
to national intellectual capital and capability of human resources for the readiness of
world competition and cooperation.
2 Research Purpose
To study the problem solving of learners who learned with the constructivist learning
environment to enhance learners’ problem solving and compare the executive function
using Tower of London between the experimental group who learned with the
Outcomes of Problem-Solving Using Constructivist Learning Environment 593
3 Research Methodology
4 Results
4.1 Learners’ Problem Solving
The outcomes of the study of learners’ problem solving in science subject titled Life
Relationship which based on Jonassen [1] found that those two groups were unable to
594 S. Chaijaroen et al.
identify the solving steps clearly. However, the control group had the difference of
problem solving after learning while the experimental group could not show the dif-
ference. In addition, the control group could choose the appropriate solutions to be
applied in various situations. They could process by the 6 steps of Jonassen’s problem
solving as the following.
Step 1. They could specify the gap pf the problem which found out that they
analyzed the problem and identify the situation they wanted to have after solving it,
for instance; 1) if the rice could grow up then the fish could survive and live 2) the
fish and rice could grow and 3) the rice provided more productive.
Step 2. The leaners could identify and explain the real problems with causes. For
example, the problems of life and environment, they identified many possible
factors that could cause the problems such as polluted water or bad plant species but
they finally made the real factor that undisturbed fish affected the real problem.
Step 3. They sample group generated various possible solutions for each situation.
In this case, they listed possible solutions as reducing amount of frog spawn, getting
rid of all frog spawn and buying fish feed, keeping all spawn but moving water
plants out, or trying reducing some of spawn and monitoring the grow up rate of fish
and other water plants.
Step 4. They could assess the possibility of all proposed alternatives that could be
used to solve a problem. For instance, the relationships in this situation that the fish
died or unable to grow up because of the fast spreading of frog spawn that affected
their fish feed. The learners assessed and selected the possible solution that reducing
amount of frog spawn which some still could be the fish feed and provided more air
space.
Step 5. They were able to use the solution in real problem situation as selecting a
simple, effective, useful, and economize solution. For instance, in the learning topic
as “What is the food chain?” which the problem was the decreasing of rice product
that affected from the situation that many grasshoppers and insects consume rice.
The students chose the possible solution that use bird net because it was simple,
effective, and economized by letting it balance the insect amount naturally and
making profit since those caught insects could be sold.
Step 6. The students could adjust the solutions for the best of efficiency, usefulness,
cost, and appropriateness as in the topic of “What is the food chain?” which
presented the problem of low volume in rice product due to the grasshoppers and
rice insects. Hence, they adjust the solution by finding animal that eating those type
of insect instead of using bird net.
.05 level. Whereas, the results of comparison were found that the mean scores from
achievement test of the experimental group were higher than the control group as 34.85
and 20.72 respectively which differed significantly at .05 level.
This is consistent with the studies of Khumphai Ariya [14]; Sriphutorn Wichian
[15]; E. Hartman, S. Houwen, E. Scherder, C. Visscher [16]; Ramakrishnan, M et al.
[17]; Schurink, J. et al. [18]; Abdul Aziz S, Fletcher J, Bayliss DM. [19]; George E.,
et al. [20]; Rebecca Bull., et al. [21] which found that the evaluation of executive
function using Tower of London could help the learners have better planning, decision
making, and problem solving. Moreover, children with language Impairment could
probably had higher score of Tower of London to self-speaking regulation.
In conclusion, the study presented the obvious results of problem solving
enhancing by using the developed constructivist learning environment to enhance
learner problem solving. In according to this, all of the instructional design theories
were the basis of learning environment design, moreover as well as Model Research
method which processed theory and related research review, learning context survey,
theoretical and designing framework synthesizing, and innovative components devel-
oping were purposive to knowledge construction in 6 steps of problem solving theory
based on Jonassen [1]. This empirical evidence can represent that the developed
innovation integrating pedagogy and neuroscience can result in problem solving
eventually.
Acknowledgement. This work was supported by the Innovation and Cognitive Technology
Research Center, Faculty of Education, and the Research and Technology Transfers Affairs
Division, Khon Kaen University.
References
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solving learning outcomes. Educ. Tech. Res. Dev. 45(1), 65–97 (1997)
2. Dede, C.: Comparing frameworks for 21st century skills. In: 21st Century Skills: Rethinking.
How Students Learn, vol. 20, pp. 51–76 (2010)
3. National Economic and Social Development Plan 12th Edition 2017–2021. https://www.
nesdc.go.th/main.php?filename = develop_issue. Accessed 03 June 2020
4. Cornoldi, C., et al.: Improving problem solving in primary school students: the effect of a
training programme focusing on metacognition and working memory. Br. J. Educ. Psychol.
85, 424–439 (2015)
5. Yanjie, S.: Improving primary students’ collaborative problem solving competency in
project-based science learning with productive failure instructional design in a seamless
learning environment. Educ. Tech. Res. Dev. 66, 979–1008 (2018)
6. Csíkos, C., Szitányi, J.: Teachers’ pedagogical content knowledge in teaching word problem
solving strategies. ZDM 52(1), 165–178 (2019). https://doi.org/10.1007/s11858-019-01115-y
7. Robert, M., Patricia, M., Sara, H.: Problem-solving processes in technology education: a
pilot study. Int. J. Technol. Des. Educ. 4, 5–34 (1994)
8. World Economic Forum: The Future of Jobs: Employment, Skills and Workforce Strategy
for the Fourth Industrial Revolution. Global Challenge Insight Report (2016)
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9. Richey, R.C., Klein, J.: Design and Developmental Research. Lawrence Erlbaum Associates,
Hillsdale (2007)
10. Chaijareon, S., Samat, C., Kanjug, I.: Design and develop of constructivist learning
environment on learning management system. Procedia – Soc. Behav. Sci. 46, 3426–3430
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12. Samat, C., Chaijaroen, S., Wattanachai, S.: The designing of constructivist web-based
learning environment to enhance problem solving process and transfer of learning for
computer education student. In: Rønningsbakk, L., Wu, T.-T., Sandnes, F.E., Huang, Y.-M.
(eds.) ICITL 2019. LNCS, vol. 11937, pp. 117–126. Springer, Cham (2019). https://doi.org/
10.1007/978-3-030-35343-8_13
13. Chaijaroen, S., et al.: Study the thinking potential of learners learning from learning
innovations that enhance thinking potential. Khon Kaen University, Khon Kaen (2007)
14. Koompha, A.: Executive problem solving and planning by tower of London-Drexel
University (TOLDXTM) 2nd edition of psychiatric inpatients at Suansaranrom Psychiatric
Hospital, Surat Thani. Thai J. Clin. Psychol. 47(1), 1–13 (2016)
15. Sripootorn, W.: The study of neuropsychological deficits and quality of life in healthy
elderly people. R. Thai Navy Med. J. 45(2), 328–348 (2018)
16. Hartman, E.S., Houwen, E.S., Visscher, C.: On the relationship between motor performance
and executive functioning in children with intellectual disabilities. J. Intellect. Disabil. Res.
54(5), 468–477 (2010)
17. Ramakrishnan, M., Sartory, G., van Beekum, A., Lohrmann, T., Pietrowsky, R.: Sleep-
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161–166 (2012)
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problem-solving in children with SLI and their typically developing peers. Int. J. Lang.
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Removing Digital Natives from Technological
Illiteracy with the Weblog
Abstract. The terms “Digital Natives” and “Digital Immigrants” were intro-
duced by Prensky to underline how the use of the Information and Communi-
cation Technologies is different between young people and their teachers,
parents and more generally “adult people”. Digital Native is not synonymous
with technological literacy or digital literacy. This article aims to reflect on the
possible uses of ICT to help students to acquire a heightened critical awareness
in the use of technologies. The study investigates the digital literacy of a group
of students in the fourth and fifth years of high school, through the development
and use of the Weblog. The results show that students can improve their digital
skills when they become the protagonists of the learning process through the use
of technologies. However, they must be leaded by teachers on this process,
making them know the pillars of the digital literacy and offering them the
opportunity to use these pillars for significant purposes.
1 Introduction
Digital technologies have now become an integral part of the society of the 21st
century. APPs (Applications) represent a new way to learn about social reality and
make decisions. If we consider the fact that an APP is enough to buy, travel, manage
your car or home, we can understand that digital technologies are taking shape a new
way of life. Young people are fascinated by this digital world because they are digital
natives [1, 2] and feel in their natural habitat [3].
Digital technologies are what writing was for Plato’s generation.
Educating through digital systems can be difficult, risky, but it is a fundamental
resource for what concerns the free circulation of knowledge [4]. The digital education
that is needed today must be based on specific skills that allow a balanced, critical and
aware use of technology [5]. As an educator, the teacher must teach these skills to
students, because even if they are defined as “digital natives”, this does not mean that
they know how to use technologies correctly. They have not enough experience and
knowledge to use technology safely and consciously [6]. They spend a lot of time on
social networks every day, but they are unable to register on a site, write a message
and/or send emails correctly, attach a document, install applications or use the main
programs productively. They use the APPs mechanically, without associating a
meaning to the images (icons) of the various functions, thus finding themselves dis-
oriented when they approach a new APP. They use the APPs without knowing their
potential [7]: they use Social Networks to publish photos but are not aware of the fact
that these platforms can be used for art or literature projects; record and/or send voice
messages (rather than written) without thinking that these APPs could be used for
journalism projects or as an aid to studying, especially in the presence of dyslexic
students.
Students need to be guided in this new world of theirs [8], to avoid that mistakes
and wrong habits, over time, take the place of good habits, they get confused with them
and, finally, replace them, because after a little everyone thinks that’s right, just
because everyone does this or because it has always been like this [9].
Helping students to get out of technological illiteracy becomes a necessity and
teachers must work in this direction, looking for tools that are suitable for this purpose
and that can help students use them as tools to expand their learning opportunities.
This paper presents a case study referred to a Music Technologies teaching project
developed in a Music High School. The goal of the study was to analyse the benefits of
using the Weblog (or Blog) as a tool to make know to all students the meaning and the
importance of the “digital literacy”.
This paper is organized as follows.
Section 2 presents a brief introduction of the use of the weblog in education in the
related researches. Section 3 describes the characteristics of the weblog. This is fol-
lowed by a description of the strengths and opportunity of using the weblog in edu-
cation. Section 4 shows a case study that illustrate the effectiveness of the proposed
method. Finally, in Sect. 5 the paper ends with concluding remarks.
2 Related Researches
In today’s society, defined as the information society (to emphasize the centrality of
information as the engine of contemporary society), it is very important to know how to
read and understand a message in order to be able to actively participate in society. The
school has become the ideal environment for developing these skills by identifying the
most suitable tools to achieve this goal.
One of these tools is the weblog.
Ranker [10] highlights how the blog can improve learning and writing skills
through written social interaction, when the research topic is stimulating for students.
The results are better when the interaction takes place between peers [11]. Writing a
text allows students, even those who are less confident, to improve their vocabulary
[12]. Stover et al. [13, 14] focused their attention on the advantages deriving from the
use of the weblog to help students share personal opinions regarding certain readings.
The goal of their research was to introduce teachers to new tools and strategies to help
students improve reading and understanding of a text. Clark [15] points out that young
people enjoy writing texts when they can be read by other people like in the case of the
blog.
In all these researches the weblog is used by teachers to help students improve their
reading, writing, analysis and argumentation skills. The research presented in this
600 M. Della Ventura
article was developed based on these researches, to introduce students to digital literacy
through the weblog. The fact that young people enjoy using digital technologies to
share sensations/emotions/opinions, looking for and creating interactions with multiple
people (but especially among peers), through tools (from the web) capable of involving
a wide audience of readers, can help teachers get students away from digital illiteracy.
It is not only important to know how to write a text well in order to share it and make it
understood, but it is important that this text respects the multiple rules that underlie
netiquette, privacy, copyright.
3 The Weblog
The object of teaching is teaching which creates favorable conditions for student
learning [16, 17]. More and more teachers work with heterogeneous classes, from the
point of view of learning. The presence of dyslexic students imposes on the teacher
some didactic choices which help these students and which are also useful for all the
other students (those who are not dyslexic) in order to make didactic practice more
efficient, the study method more conscious and the learning more long lasting and more
profound [18].
To teach digital literacy, teachers must create learning paths adaptable to the class
group, placing students at the center of the learning process to allow each of them to
develop their own potential, through meaningful activities (within the field of study)
and which sees them creative, critical and collaborative [19, 20].
In this sense, the weblog proves to be a useful tool for teaching.
First of all, the Weblog (or Blog) is a tool that takes technological aspects into
consideration: it is a web page where texts, images, sounds, videos and links are
published [21].
Considering its content, the Weblog can be classified according to the topic it deals
with and the purpose for which it is written [22]. In this case we can speak of: Review
weblog, with the aim of signaling (through the link) information available on the net;
Comment weblog, which considers a link to information available on the net as a
starting point to trigger a broader comment; Storytelling Weblog, which allows the
publication of writings in the form of a personal story; Project weblog, which has an
informative purpose because it allows the collection and sharing of information on a
project; Collaborative weblog, in which the responsibility for inserting contents is
shared by a group of people; Experimental weblog, characterized by the desire to test
new multimedia languages, which technologies make increasingly accessible.
Finally, the Weblog is a complex system that considers its contents, the people who
write them, the social bonds that derive from them and the relationships that exist
between all these elements [21].
The Weblog, therefore, is a text that must be written by the student thinking about
the content, which must be consistent with the theme of the Blog and must motivate a
reader to read. Therefore, it is necessary to avoid a text that cannot be understood
independently by a person, excluding people with learning disabilities (such as dyslexic
people). The text must respect the ideas of others but also the spelling and punctuation
[23].
Removing Digital Natives from Technological Illiteracy with the Weblog 601
All this allows the student to develop a critical sense in front of the writing of a text,
not only as regards the content and form, but above all as regards the concept of
inclusiveness [24]. The student can learn that “diversity” is not a danger or a limit to
communication, but an advantage, a resource. The person with learning disabilities
should not be considered an obstacle, but a continuous source of enrichment, both
humanly and professionally.
In addition to being a text (or set of texts), the Weblog is part of a collective
hypertext because, by its very nature, it is related to many other Weblogs (Churchill,
D.: Educational applications of Web 2.0: using blogs to support teaching and learning.
Br. J. Educ. Technol. 40[22], pp. 179−183 2009; [24].
From the didactic point of view, this means that the student must learn to: know the
web by improving research techniques; analyze and select information in order to
obtain quality content; develop the ability to generate good connections (links) to give
the reader the opportunity to continue on his path and therefore to leave the reading of
the Blog to go and read another Blog, creating a virtuous circle in which the shift of
attention is functional and not detrimental to interest.
Developing these skills allows the student to learn about the meaning of copyright
and plagiarism. The fight against plagiarism is an important part of managing a reliable
and credible Weblog. The student must learn that: if he decides to take inspiration from
an article found on the web, he must first ascertain whether the author allows its use and
which use is allowed; if he wants his copyright to be respected, he must also respect the
copyrights of others, making sure to use images, videos or multimedia files that are not
protected by copyright.
The weblog is therefore a tool ‘‘for and of didactics’’, which can actively involve
students in the learning process and in the process of building new knowledge:
developing the ability to participate in the community life of practice by building
knowledge in a virtual environment, in a cooperative way. During this practice, indi-
viduals create new objects (documents, concepts etc.) and new procedures, which
enrich the shared repertoire and the knowledge distributed within the community.
The case study described in this paper refers to a Music Technologies teaching project
developed in a Music High School. The goal of the study was to analyse the benefits of
using the weblog as a tool to make know to all students the meaning and the impor-
tance of the “digital literacy”. The project was conducted for a time period of 20 weeks.
4.1 Participants
The project engaged 43 students in the fourth and fifth years of high school, 22 girls (of
which 2 affected by dyslexia) and 21 boys.
Before starting with the project, the teacher asked students to fill in a survey to
know:
602 M. Della Ventura
1. their attitudes towards thinking and learning [25]: in this way it was possible to
evaluate if a student was a “connected knower” (that means a person able to find
learning enjoyable, to cooperate with other students, to accept the ideas of other
students) or a “separate knower” (that means a person who has a critical and
argumentative position towards learning);
2. their confidence in using technology (see Table 1): in this way it was possible to
know the ‘‘affective-motivational’’ relationship that everyone of them had with the
technologies.
The survey supplied important information.
Students showed relatively high value in questions related to “Connected Learning”
(Fig. 1). This pattern was repeated in the survey related to “Separate Learning” but
with lower value: here the lowest value were the ones of the declaration “Argue with
others” (Fig. 2).
The teacher was also interested to capture information about the level of confidence
in digital skills among students, in order to know their ability in using the technologies
and the relationships that everyone of them had with the digital information (see
Table 1).
The main results emerging from the survey (Fig. 3) can be summarized as follows:
it was difficult to state the presence of relevant differences among the answers, because
in general students declared to have good skills in managing digital resources (Table 1,
questions 1, 2, 3, 4, 5 and 8), good skills in using the digital technologies to com-
municate with a peer (Table 1, questions 6, 10 and 11), and difficulties in dealing with
technical problems (Table 1, questions 7 and 9): for examples, not recognizing the lack
of a drive or a software to reproduce an audio/video file, not knowing the possibilities
to use an opensource software instead of a commercial software. These are some
information provided by the students in the survey.
604 M. Della Ventura
From these considerations and based on the classrooms group structure (that
included 2 dyslexic students), the teacher decided to start the project: realize a Weblog
on the theme “The Spring”.
In the following period (from the sixth to the fifteenth week) the didactic activity
was divided between classroom lesson (where the teacher used the “face-to-face”
lessons to focus and check their oral skills) and online lesson: students were invited to
start working in a digital classroom set up on Moodle.
The online class was divided in five section: Blog Management and Maintenance (a
group of students responsible for identifying the platform that could host the blog for
free and for publishing the materials produced by the other sections); Editorial board (a
group of students in charge of writing the posts to be published on the blog); Proof-
reading (a group of students with the task of identifying and correcting grammatical
errors, spelling, punctuation, or the presence and typos and oversights in the posts
written by Editorial board); Research materials (a group of students who work together
with the editorial staff to search for resources on the web); Production: Audio/Video (a
group of students with the task of creating multimedia resources to support posts
written by the Editorial board).
In addition to these sections, a discussion forum (where students could present a
doubt or a problem that could be solved with everyone’s participation) and links to
online resources (blogs, FAQ) were added.
The students had to work together, exchanging information among the various
sections regarding:
• which platform to choose to host the blog, among the ones available on the web;
they had to collect information in order to make the best choice based on their
needs; the final choice was related to Blogger.com (which is owed by Google)
because it could host the blog for free, it was one of the easiest to use and it had
some levels of privacy that were important for a class blog;
• the topics of the posts: they had to write one a week; they learned to share and
accept ideas and opinions;
• the type of online resources they needed (texts, images, videos, links, …): this
required them to pay attention to the copyright; they had the opportunity to know
the Creative Commons License and then they found out a lot of website where it
was possible to get images, videos and other resources for free;
• how to exchange information (with reference to the format of the files used to share
information or resources); students used different operating systems and software,
so they had to identify software that allowed the sharing of resources among all of
them. This allowed them to get to know the Open Source World, therefore to learn
to evaluate the types of files necessary for their purposes and to search and find
suitable software.
Teamwork entailed an individual work for each student based on his role.
Individual work often required online research which allowed the student to apply
the concepts acquired during the classroom lessons regarding the web search tech-
niques. In this way, they learned to share their doubts or problems in the discussion
forum, but also their findings in order to obtain the approval of the teacher and the other
606 M. Della Ventura
students. Sometimes, the research led the student to find interesting or valuable things
by chance (serendipity) that they shared in the discussion forum.
At the beginning there were few conversations in the forum and only by the
students with high academic performance; gradually there was an increase of the
interventions with the participation (more or less wide) of all students.
Students learned to write a post, taking into account the concepts explained by the
teacher during the classroom lessons, such as the link to a web page to avoid copyright
and plagiarism problems, the use of an easy and simple language to make the text
understandable to everyone (the presence of two dyslexic students helped in this
regard), the use of specific layouts and fonts to attract more readers and avoid that
readers with reading difficulties bypassed the blog (such as dyslexic readers).
The individual work within the group work allowed students: to improve their
creativity, writing original content leads to a continuous creative process; to express
both their opinions and their personalities through the writing of posts and responses to
the interactions received in the forum (and always respecting the ideas and opinions of
others); to improve writing and communication skills (the blog is essentially com-
munication, exchange of thoughts, experiences, knowledge), and become more
responsible (creating content, respecting the deadlines, ideas and opinions of others,
accepting the differences).
The research presented in this article has focused on the concept of digital (or tech-
nological) literacy, highlighting how this is not limited only to the use of the computer
or an app, but also to the ability to use a technology to participate in an active way to
the Society. In other words, knowing how to access information and therefore develop
communication and collaboration skills with others (through digital technologies).
The weblog has proved to be useful for the students, improving learning processes
and offering opportunities to carry out collaborative activities even outside the con-
ventional classroom. The social aspect of the weblog and the possibility of working
side-by-side with dyslexic classmates helped students to develop a reflective thought,
paying attention not only to the contents but also and above all to the form of the
messages. The technical aspect of the weblog has allowed students to learn more about
the internet and research techniques, to discover the philosophy of open-source and
consequently concepts such as copyright and plagiarism (helping them to develop
and/or improve the skills of textual reworking).
The weblog offered students the opportunity to think through the information and
resources found on the net; having to search and consult more than one source, students
learned to select the sources by analysing their content.
608 M. Della Ventura
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The Use of E-learning Tools and Log Data
in a Course on Basic Logic
Abstract. This paper is a study of the use of e-learning tools and log data in
evaluating and further developing a course on basic logic. It is a continuation of
earlier studies involving practical experiments with students of communication
from Aalborg University. Two tools are involved: Syllog for training syllogistic
reasoning and Proplog for training basic propositional logic. The data are log-
ged anonymously during the course, as well as during the individual exam.
Using the log data, we have obtained important insights into the effects of the
lectures and exercises. We argue that the log data from using the two tools can
be transformed into useful learning analytics. Careful studies based on log data
can provide useful information on how the quality of the course. On this basis, it
can be suggested how the course can be improved using the learning analytics
based on the log data. This is evident from studies carried out over seven to eight
years using log data from the use of Syllog and recent studies based on log data
from the use of Proplog, also show how insight based on the log data may lead
us to improvements of the course. During the present study we have developed a
method by which we can determine whether the students will handle one kind of
symbolic logic test better than another.
1 Introduction
For more than 20 years, a course on basic logic and argumentation has been offered to
students in the area of ‘communication and digital media’ at Aalborg University. One
of the authors of this paper (Peter Øhrstrøm) has been involved as a teacher throughout
this whole period, whereas two of the other authors (Thomas Ploug and David
Jakobsen) have been involved for some of the years. The topics covered in the course
have varied a bit from year to year, but Aristotelian syllogistics [1] and basic propo-
sitional logic have been on the agenda throughout the whole period. A joint textbook
[2] is used for the course, along with two learning tools, Syllog and Proplog, which
have been developed specifically for this course.
The focus in the present study is on the use of log data that emerged from using the
tools to develop and improve the parts of the course on basic logic dealing with
Aristotelian syllogistics and basic propositional logic. The students using these tools to
further their learning, and the teachers and course developers can improve the quality of
the course using insight based on the log data.
In 2010, the Syllog tool was designed (cf. [3–5, 10]), and slightly improved ver-
sions of it have been used in the course since then. The tool has been employed during
logic exercises to make the learning experience game-like and joyful. Furthermore, all
the interactions with the tools are logged in a database. Of course, the students have
been informed that this is done, but none of them have seen it as problematic because
the logging is done anonymously.
Studies of the log data have led to several improvements in the course when it
comes to teaching syllogistics (cf. [6, 7]). Since 2018, the ambition has been to do
something similar based on the analysis of log data from the use of Proplog. In the
current paper, we discuss the use of Syllog and Proplog as teaching tools and as tools
for providing valuable learning analytics.
The interface of the present version of the Syllog tool is shown in Fig. 1. The user can
click on ‘New syllogism’ to get a new syllogism presented on the screen. Then, the user
will have to decide whether the syllogism presented is valid or invalid, that is, whether
the conclusion follows necessarily from the premises (in any possible/thinkable sce-
nario). The systems allow for some kind of gamification, since a sound will play when
the group obtains 10 right answers in a row. This has worked as a kind of competition
(see [7] and [10]). During the exercises, the students were asked to work with Syllog in
small groups of two to three people each for about 15 min.
Fig. 1. Interface of the Syllog tool. Note that in case of a valid syllogism, the system will give
the medieval name of the argument. The student may compare these names with the Aristotelian
theory presented during the lectures of the course.
612 P. Øhrstrøm et al.
The statistical analyses of the scoring data were performed using standard methods
from descriptive statistics and statistical testing. Student t-tests and Cohen’s d effect
size were applied to measure the difference between the responses in two independent
samples. The following Cohen’s conventions were applied: 0.2 = small effect,
0.5 = medium effect and 0.8 = large effect [10, p. 267]. The quantitative data were
analysed with MS Excel (Windows). Data from the groups that answered less than five
questions were excluded from the measurements; thus, the value N of each test does not
include sessions with very few answers. Furthermore, some student groups apparently
took long pauses during their sessions, and groups with an average time of more than
two minutes per exercise were not taken into account in the computation of the time
statistics in the tables. The aggregated scores and use of time are shown in Tables 1, 2,
3 and 4.
It is well-known that there are 256 possible syllogistic arguments. According to
Aristotelian theory, 24 of them are valid, whereas 232 are invalid (cf. [1] and [8]). In
Syllog, valid and invalid arguments occur with the same frequency. This means that a
student who is giving answers at random should end up with a score of about 50%. One
interesting result is that the score is significantly higher than 50% even before they have
been taught any logic. At this early stage, the score is typically 60–70%, mainly
depending on an individual’s abilities (cf. [6, 7, 11]).
A very important learning goal is to make the student able to decide on the question of
validity/invalidity in a qualified manner. The student should not only be able to raise his
or her ability to identify a valid argument (and an invalid argument), but he or she should
also be able to understand and explain why a particular argument is valid (or invalid).
The strategy in case of the use of Proplog is basically the same as in the Syllog
case. The user interface of Proplog is shown in Fig. 2.
Fig. 2. The user interface of the Proplog system. The user can click on ‘New argument’ to have
a new problem presented on the screen, cf. [9].
The Use of E-learning Tools and Log Data 613
All the propositions in Proplog have to do with ‘Adam’ and ‘Eve’ being at home or
not being at home. Furthermore, the system uses negation, implication, conjunction and
disjunction. The tool uses the below set of simple propositional arguments, where
p stands for ‘Adam is at home’ and q stands for ‘Eve is at home’.
For the construction of Proplog, we have considered two kinds of basic proposi-
tional reasoning:
1. Implicative: A ! B, C ╞ D
2. Disjunctive: *(A ˄ B), C ╞ D and (A ˅ B), C ╞ D
Here, each of the pairs, (A, B) and (C, D), includes both p and q in any order and
with each of the two propositions being negated or unnegated. Clearly, this gives us 64
possible arguments for each of the above structures. However, many of these argu-
ments seem rather similar and uninteresting. Furthermore, it will be good to bring the
number of arguments down to obtain reliable statistics when calculating scores on the
basis of the log data. For this reason, we have chosen to concentrate on the following
set of 32 arguments, 16 valid and 16 invalid, which we find representative for basic
implicative and disjunctive reasoning (cf. the classical forms mentioned above).
1. p → q, p ╞ q 17. p → q, q ╞ p
2. q → p, q ╞ p 18. q → p, p ╞ q
3. ~p → q, ~p ╞ q 19. ~p → q, q ╞ ~p
4. ~q → p, ~q ╞ p 20. ~q → p, p ╞ ~q
5. p → ~q, p ╞ ~q 21. p → ~q, ~q ╞ p
6. q → ~p, q ╞ ~p 22. q → ~p, ~p ╞ q
7. p → q, ~q ╞ ~p 23. p → q, ~p ╞ ~q
8. q → p, ~p ╞ ~q 24. q → p, ~q ╞ ~p
9. ~p → q, ~p ╞ q 25. p → ~q, ~p╞ q
10. ~q → p, ~q ╞ p 26. q → ~p, ~q ╞ p
11. p → ~q, q ╞ ~p 27. q → ~p, ~q ╞ p
12. q → ~p, p ╞ ~q 28. p → ~q, ~p ╞ q
13. ~(p ˄ q), p ╞ ~q 29. ~(p ˄ q), ~q ╞ p
14. ~(q ˄ p), q ╞ ~p 30. ~(q ˄ p), ~p ╞ q
15. (p ˅ q), ~q ╞ p 31. (p ˅ q), p╞ ~q
16. (q ˅ p), ~p ╞ q 32. (q ˅ p), q╞ ~p
It would, of course, have been possible to base the Proplog tool on another
selection of propositional arguments. However, some selection of this kind will be
needed to build the Proplog tool because we need a procedure for picking the new
arguments, that is, a scope to the arguments that can occur in the system. The above set
has been composed in a rather systematic manner. In the first place, it consists of
arguments in which one premise is an implication between p and q (perhaps with one of
them negated), and the antecedent and the consequent (or their negations) in any order
serve as another premise and as a conclusion, respectively. In addition, a few argu-
ments from disjunctive reasoning (and their invalid counterparts) have been included in
the set. It is evident that the set is closed under permutations of p and q.
614 P. Øhrstrøm et al.
Proplog is—like Syllog—using the same frequency of valid and invalid arguments.
Again, the score before any logic teaching will be significantly higher than 50%. As in
the Syllog case, we have reasons to believe that the score will be 60–70% properly,
mainly depending on an individual’s abilities (cf. [11]).
The results of a recent study (cf. [11]) indicate that our current lectures and exer-
cises help the student be able to perform significantly better when it comes to Syllog. In
fact, the score rises from 67% at the pretest (before the teaching) to 80% at the post-test
(after the teaching). It should also be mentioned that the students on average take more
time for the post-test (70 s) compared with the pretest (47.5 s). This seems to indicate
that based on the teaching, they knew how to handle the problem and that they—given
a little extra time to ponder—could come up with more precise answers. However, in
the same study, something similar did not happen in the Proplog case. On average, the
students took more time for the post-test (90 s) than the pretest (37.7 s). Nevertheless,
the Proplog score remained the same (65%).
The difference between the Syllog and Prolog cases is rather surprising because we
have tried to show the students through the lectures and exercises how the questions of
validity/invalidity should be handled. It was definitely not the intention that the Prolog
teaching should be sloppier than the Syllog teaching. In the following section, we have
tried to explore this surprising difference again using new data and another group of
students.
3 A New Experiment
The surprising observation mentioned above has recently been studied empirically
using data from new students. Whereas the earlier study (cf. [11]) was based on data
from the course offered in the spring of 2019, the current study is based on data from
the course offered to second-year students in ‘communication and digital media’ at
Aalborg University in Aalborg and Copenhagen during the spring of 2020. All the
lectures on the two topics in question were given before the COVID-19 lockdown in
Denmark on March 11, 2020. The same holds true for most of the exercises. We use
data from the training sessions (exercises) after the lectures in question and before the
COVID-19 lockdown. The results are shown in Table 1.
Table 1. Summarising counts from the 2020 course of how well student groups scored on the
training period after the lectures. The training sessions are carried out in groups of two to three
people, and the students are encouraged to discuss the question carefully before they agree on an
answer.
Score Mean (SD) Time Mean (SD), [sec]
Syllog training (N = 103 groups) 0.73 (0.20) 36.8 (28.8)
Proplog training (N = 138 groups) 0.65 (0.17) 35.9 (24.3)
P-value (Effect size) 0.0009 (0.43) –
The Use of E-learning Tools and Log Data 615
Based on the study of an experiment from 2019 (cf. [11]), it seems likely that many
students found the Proplog case more difficult to handle than the Syllog case. If so, the
Proplog score should be significantly lower than the Syllog score if both scores are
measured during the training period. The above results confirm this expectation
(p-value = 0.0009 and effect size = 0.43).
Given that many students find propositional logic more difficult than syllogistics
and that most students have been unable to improve their Proplog score based on
lectures, the challenge is to update the lectures to support the students’ learning in a
more effective manner. For this reason, it would be helpful to know which aspects of
propositional logic the students need help with. Actually, the new experiment has also
provided information on the Proplog scores of each of the arguments—1–32—during
the training session. However, it is evident that the differences between the evaluations
of the members of the symmetric pairs (1/2, 3/4, 5/6, etc.) are very small. It seems
reasonable to ignore these differences as variations within statistically acceptable limits.
As a consequence, we may consider the pairs as units in the further discussion (i.e.,
each pair basically represents the same argument). The results are shown in Table 2.
Table 2. The scores of the arguments based in log data from the use of Proplog during the
training period after the lectures in propositional logic. The training sessions are carried out in
groups of two to three people, and the students are encouraged to discuss the question carefully
before they agree on an answer.
Task number Total number of responses Score
1/2 216 0.97
3/4 233 0.93
5/6 191 0.93
7/8 198 0.44
9/10 216 0.36
11/12 206 0.54
13/14 226 0.75
15/16 216 0.87
17/18 210 0.49
19/20 202 0.48
21/22 208 0.53
23/24 224 0.62
25/26 204 0.63
27/28 235 0.70
29/30 197 0.58
31/32 225 0.65
The number of responses for each task varies between 191 and 235, as generated by
a random number generator in the programme. By the Kolmogorov-Smirnov Uniform
Test, the distribution of the numbers of responses is not significantly different from a
616 P. Øhrstrøm et al.
uniform distribution (p-value = 0.98). Obviously, calculating scores based on just 200
responses may be uncertain. On the other hand, the results are sufficiently clear to show
some important tendencies.
The highest score—97%—is obtained for arguments 1 and 2:
If Adam is at home, then Eve is at home.
Adam is at home.
Therefore, Eve is at home.
This is clearly an instance of Modus Ponens, and almost all students found this
argument valid. In general, the scores of the Modus Ponens argument are very high.
The lowest Proplog score in the experiment—36%—is obtained for the arguments
9/10:
If Eve is not at home, then Adam is at home.
Adam is not at home.
Therefore, Eve is at home.
In both cases, the score is at the level of random answers. These results suggest that
the students’ understanding of the properties of implicative and disjunctive reasoning is
unsatisfactory.
All this is a very strong indication of the need for rethinking the introduction to
propositional logic in the course on basic logic. Apparently, the students need to
understand the use of truth values better, and the course should focus more on making
the students able to evaluate simple propositional arguments using truth values and
techniques based on semantical trees.
We should note one further insight into the students’ understanding of basic logic.
This has to do with the asymmetry between the evaluation of valid and invalid argu-
ments. The mean value of the scores of the 16 valid arguments in the set is 72%,
whereas the mean value of the scores of the 16 valid arguments in the set is 59%. This
indicates that it is significantly easier to identify a valid propositional argument than to
identify an invalid propositional argument.
The Use of E-learning Tools and Log Data 617
Syllog and Proplog have both been used during individual exams at the end of the logic
course. For the exam, the students were asked to find 10 syllogistic arguments using
Syllog and five propositional arguments using Proplog. They were supposed to include
the arguments found by the tools in their assignments in the form of screenshots from
the systems. Their task was to explain carefully why the arguments have the validities
suggested by the system. This means that the students should be able to demonstrate
that the valid arguments actually are valid and that the invalid arguments actually are
invalid. This kind of assignment is quite relevant because the answer given by the
student clearly indicates to what extent he or she has understood the validity of the
syllogistic and propositional logic. In both cases, it turns out that understanding the
notion of validity is rather weak. In particular, it should be noted that although many
students have a rather clear understanding of what it takes to demonstrate that a
syllogistic argument is valid, the students have a very weak understanding of how it
should be shown that a syllogistic argument is invalid. In the analysis of the syllogistic
arguments in their assignments for the exam, most of the students failed to explain or
demonstrate the invalidity of one or more arguments offered by Syllog. Given this
weakness in the assignments, it would be a good idea in the lectures to put more
emphasis on the use of Venn diagrams to show the invalidity of a syllogistic argument.
It might even be possible to create a new tool for analysing invalid syllogistic
arguments.
A lot of log data from the use of Syllog and Proplog have been stored during the
exam period. The context of these data is clearly very different from the context of the
log data collected during the training sessions. First, the use of the tools during the
exam period is not motivated by obtaining a high score or 10 right answers in a row. In
this period, the tools are just used to find the number of arguments that the student
wants to write about in his or her assignment for the exam. This means that the student
is using less time to consider his or her responses. Furthermore, the student is working
alone during the exam period (four days), whereas the training sessions are carried out
in groups of two to three people, and the students are encouraged to discuss the
question carefully before they agree on an answer. All this means that it should be
expected that the Syllog score is less during the exam period, mainly because of using
less time for each response and not being able to discuss the response with a group. The
results are shown in Table 3.
Table 3. Summarising the counts from the 2020 course of how well the students in groups and
individually scored using Syllog in the training period and in the exam period after the lectures.
Syllog Score Mean (SD) Time Mean (SD), [sec]
Training (N = 103 groups) 0.73 (0.20) 36.8 (28.8)
Exam (N = 288 individual sessions) 0.62 (0.19) 17.8 (23.8)
P-value (Effect size) <10−6 (0.56) –
618 P. Øhrstrøm et al.
These results show that the students tended to speed up their interaction with Syllog
when left alone with the system. The results also show that the Syllog score is sig-
nificantly higher when more time is used to consider the responses and when the
responses can be discussed with a group. The individual sessions displayed a strongly
significant negative effect of medium size (effect size = 0.56). However, when
restricting the mean response time per exercise for the exam sample to be more than
10 s, the score raised to 0.72 (SD = 0.20). Apparently, several students used the
program quite hastily and with mistakes.
When it comes to Proplog, the situation is different. The results in Table 4 show
that the students do not speed up their interaction with Proplog when left alone with the
system. The results also show that the Proplog score is not very diverse compared with
the responses that coming from a group. The individual sessions show a significant
negative effect of small size (effect size = 0.28).
This indicates a difference in familiarity with the two systems. The students
probably felt that they knew Syllog better and could use it much easier than Proplog.
For this reason, they were ready to move faster on the Syllog tests when left alone
during the individual exam period. Because propositional logic and the Proplog tool
remained rather unfamiliar to the students, something similar did not happen in this
case. This is at least a possible explanation of the difference between the results in
Tables 3 and 4.
In the analysis of the propositional arguments, many students have apparently not
obtained a clear understanding of how propositional validity and invalidity can be
demonstrated. It seems that there is a need for an even stronger emphasis on the
analysis of arguments in terms of truth values and semantical trees.
Table 4. Summarising counts from the 2020 course of how well the students in groups and
individually scored using Proplog in the training period and in the exam period after the lectures.
Proplog Score Mean (SD) Time Mean (SD), [sec]
Training (N = 155 groups) 0.65 (0.17) 35.9 (24.3)
Exam (N = 195 individual sessions) 0.60 (0.19) 34.9 (29.1)
P-value (Effect size) 0.015 (0.28) –
5 Conclusion
It is evident that the two e-learning tools Syllog and Proplog can be useful for the
students during their course in basic logic. The use of the tools can make logic learning
much more joyful, and the game-like properties of the systems can stimulate their
exploration of the logical structures significantly. Furthermore, the use of Syllog and
Proplog can support teamwork and groupwork in logic learning because they can
stimulate cooperation and discussion in the joint exploration of logical structures and
problems. It may, in fact, be possible to develop the material further to establish a
proper online course in logic and argumentation. For this purpose, we may consider
The Use of E-learning Tools and Log Data 619
further developments of the tools. One obvious option could be an automatic and
online calculation of the score during a session.
It is very welcome that Syllog and Proplog offer quantitative feedback on the effect
of their teaching in terms of the log data. As we have seen, these data can be very
helpful when we want to improve our logic course. In fact, an interesting learning
analytics can be based on log data. It seems that we in this way can obtain a very
detailed account of how much formal logic the students have actually learned during
the course. This makes it rather obvious how we can improve our course in basic logic.
In the present case, there is no doubt that there should be a stronger emphasis on
propositional logic in the next version of the course. In particular, the course should
include a better and more precise introduction to the evaluation of propositional
arguments with respect to validity.
The results of the present study show that the students handle the Syllog test
significantly better than the Proplog test. It is tempting to conclude that students´
performance in logic tests depends on the type of formalism. Maybe the majority of
students will simply handle syllogistic logic better than propositional logic. However, it
is important to be careful here. In principle, the relation between the Syllog and Proplog
performances may alternatively depend on order in which the topics have been pre-
sented during the course. For this reason, it should be investigated whether a new
organisation of the topics in the course would provide different learning conditions for
the students. Right now, the two topics within basic symbolic logic—syllogistics and
propositional logic—are presented at the beginning of the course. Syllogistics is pre-
sented first mainly for historical reasons, given that syllogistics goes back to Aristotle,
whereas the first propositional logic was formulated by the generation of logicians
succeeding Aristotle. For systematic reasons, however, the opposite order might be
more natural. In addition, it might be attractive to have more informal material pre-
sented between the introductions of the two formal topics. It might be attractive to
design and run a new experiment in order to investigate whether another organisation
and order to the topics in itself could enable the students to handle the two kinds of
symbolic logic in a better manner.
References
1. Aristotle: Prior analytics, Translated by A.J. Jenkinson. The Internet Classics Archive, http://
classics.mit.edu/Aristotle/prior.html. Accessed 16 Sep 2020
2. Øhrstrøm, P., Ploug, T., Jakobsen, D.: Logisk set, 2nd edn. Metaphysica, Aalborg (2020)
3. Kabbaj, A., Janta-Polczynski, M.: From PROLOG++ to PROLOG+CG: a CG object-
oriented logic programming language. In: Ganter, B., Mineau, Guy W. (eds.) ICCS-
ConceptStruct 2000. LNCS (LNAI), vol. 1867, pp. 540–554. Springer, Heidelberg (2000).
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extensions of Prolog+ CG: case studies. In: Delugach, H.S., Stumme, G. (eds.) ICCS-
ConceptStruct 2001. LNCS (LNAI), vol. 2120, pp. 346–359. Springer, Heidelberg (2001).
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emergence.dk. Accessed 16 Sep 2020
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(2013). https://doi.org/10.1007/978-3-642-35786-2_4
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web-based and gamified quizzing of formal arguments. In: Hernández-Leo, D., Ley, T.,
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642-40814-4_32
8. Parry, W., Hacker, E.: Aristotelian Logic. State University of New York Press, Albany
(1991)
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6th edn. John Wiley & Sons Inc., Hoboken (2011)
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syllogistic logic using E-learning tools. In: Rønningsbakk, L., Wu, T.-T., Sandnes, F.E.,
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https://doi.org/10.1007/978-3-030-35343-8_89
Towards a Knowledge Conversion Platform
to Support Information Systems Analysis
and Design Industry Ready Graduates
University of Pretoria, Private Bag X20, Hatfield, Pretoria 0028, South Africa
marie.hattingh@up.ac.za
1 Introduction
The field of Information Systems Design (ISD) is dynamic [1, 2] and ISD educators
need to ensure that ISD graduates have the capability to meet the needs of industry.
A number of researchers have reported on the challenges of ISD education, for
example: Tepper [3] reported on the importance of analytical and inter-personal skills
for ISD graduates. Saulnier [4] emphasized the need for ISD graduates to have both
soft skills and hard skills. Furthermore, Pretorius and Hattingh [5] reported on the
contextual environment which influences student performance whilst completing their
ISD course modules. These challenges are compounded by the need for good
instructional content that will give the students the “real-life” exposure required to be
“industry-ready”.
The authors are respectively the second year and third year ISD module co-
ordinators at their institution. The way in which their modules are aligned, allows
© Springer Nature Switzerland AG 2020
T.-C. Huang et al. (Eds.): ICITL 2020, LNCS 12555, pp. 621–631, 2020.
https://doi.org/10.1007/978-3-030-63885-6_67
622 M. Hattingh and L. Weilbach
students gradual exposure to ISD concepts until they have to complete their capstone
project (for a real-life client) in their final year. Their main challenge is to optimize the
transition between the first and second year; the second and third year; and finally
completing the third year, while there is no “textbook” that provides an all-
encompassing theory explanation with appropriate examples, supported by add-on
lessons learnt throughout the years (by both the students and the lecturers). Finding a
suitable and all-encompassing textbook to prepare “industry-ready” graduates is
problematic.
One way to address this challenge is to create an online platform where the
knowledge from lecturers, current and former students can be shared with students
preparing for, and those currently busy with, the capstone project. In this context, ISD
knowledge refers to the soft- and technical skills of a lecturer facilitating the project
implementation, as well as the soft- and technical abilities of a student who needs to
operate in a group to deliver such a project. Researchers distinguish between
tacit/explicit and implicit knowledge [6] and [7]. Tacit/explicit knowledge refers to
knowledge that is contained in books, databases and manuals [6]. It is proposed that the
platform includes explicit knowledge for ease of reference in a summarized (abbre-
viated) form. Implicit knowledge is knowledge contained in organizational practices,
which is not necessary documented [5]. Capturing the implicit knowledge of both the
lecturers (based on their years of experience in facilitating the capstone project) and
that of the students who completed the project is invaluable to students preparing for,
and those that are currently completing the capstone project. To this extent, the research
question answered by this paper is:
To what extent can an Education Chatbot be developed as a knowledge conversion
platform for industry ready ISD students?
In order to answer this question, the authors provide an overview of the knowledge
conversion model in Sect. 2, followed by a brief discussion on the use of chatbots in
education in Sect. 3. Section 4 provides a summary of the case for which the
knowledge conversion platform was developed. Section 5 details the methodology
followed and Sect. 6 presents the mapping of the chatbot platform to the knowledge
conversion model. The paper concludes in Sect. 7 with a reflection on the applicability
of the platform for ISD educators and explanations of future research in Sect. 8.
The knowledge conversion model used as basis to develop the knowledge conversion
platform presented in this paper was proposed by Smuts and Hattingh [1] and needs
further explanation (see Fig. 1). In their model Smuts and Hattingh describe the four
learning process steps of turning data into information; information into knowledge;
knowledge into capability; and capability back into knowledge. These steps are
important for learning to take place and should be considered from a bottom up
approach when developing a platform to cater for knowledge conversion. Smuts and
Hattingh link each of the steps to the level of understanding required for the step to take
place and they describe the knowledge conversion process which is linked to each
Towards a Knowledge Conversion Platform 623
Data is found on the lowest level of the model and represents the learning of
concepts or facts without context which need to be remembered so that students can
recall it when needed. The process of converting data into information is called
“combination” and the level of understanding required for this process to take place is
described as researching and absorbing. The mechanisms proposed to be used as
enablers on this level in Higher Education Institutions (HEI) are email, online message
forums, gazettes, lecture notes, textbooks, book marking, learning based on repetition
and reading.
The second layer of the knowledge conversion model is information. For data to be
converted into information, it has to have added relevance and purpose to make it more
usable. This knowledge conversion process is called “internalization” and the required
level of understanding needed is described as doing. The mechanisms proposed to be
used as enablers on this level in HEIs are lectures, workshops, tutorials, group work,
simulations, experiments, virtual reality, e-learning, context-steered learning, blogs,
‘fishbowls’ and debates.
The knowledge layer is the third layer of the model. On this layer a number of
different sources of information merges to form conceptual frameworks that provide
perspective. Knowledge is gained through experience and insights and includes the
holder’s beliefs and expectations. Having knowledge means that you will be able to
apply what you understand and have learnt in a new situation.
The fourth layer of the model is capability. Having capability means that you are
able to apply your knowledge to solve problems and that you are able to build new
meaning from different fundamentals while making use of your own judgement and
evaluation capabilities. The knowledge conversion process when moving from
knowledge to capability is called “socialization” and the required level of under-
standing needed, is interacting. The mechanisms proposed to be used on this level in
HEIs are social activities, industrial training, apprenticeship, hands-on experience,
design labs and incubation centers.
The knowledge conversion process called “externalization” takes place when
capability is transformed back into knowledge. This process requires a reflecting level
624 M. Hattingh and L. Weilbach
Shawar and Atwell (in: Molnár and Szüts [8]) define chatbots as chat software or
computer programs which are supported by artificial intelligence. The functionalities of
these bots range from answering simple elementary questions, to acting as fully-fledged
participants in complex conversations. Chatbots can take part in both text-based and
voice dialogues and can typically provide answers to questions posed by different
users. According to Britz [9] chatbots, also known at conversational agents or dialogue
systems, are currently a hot topic and well-known companies such as Microsoft,
Facebook (M), Apple (Siri), Google, WeChat, and Slack are making big bets on them.
Chatbots range from simple bots that can only handle basic messages and requests
to more complex bots that are able to participate in more complex dialogues by being
programmed to learn from their previous conversations [9]. A taxonomy of chatbots
differentiates between retrieval-based and generative models [8].
Retrieval-based chatbots use repositories and heuristic imitation of human memory
to answer questions. This is done by simple pairing, while more complex questions are
answered through the incorporation of machine language. Decision tree structures are
created which are used to direct users to pre-determined conversations.
Generative models on the other hand are smarter and they might mislead you into
thinking that you are talking to a real human. They imitate a human conversation and
are not ‘taught’ to provide predetermined human answers. They rely on machine-based
translation and generate the responses they provide from scratch. One disadvantage of
these type of chatbots are that they might make some grammatical errors in their
responses and training them is a lot more time consuming as they require quite a lot of
training data to perform well.
According to Cunningham-Nelson et al. [10] chatbots could be used to improve
student interaction as they are able to provide standardized information to hundreds of
students in a prompt way. This information can include assessment criteria, assessment
due dates, and the location of suggested resources. In doing so they can reduce the
administrative burden of lecturers and increase the support offered to students. Lec-
turers could consequently have more time at hand to do course development and
needed research. The current methods to engage with students, which include email
and face-to-face conversations, lack prompt and personalized communication at more
suitable times.
Another common use for chatbots in education is to provide answers on common
questions [10]. Answering FAQs on behalf of the lecturer could mean that the bot is
available 24/7 and able to answer students’ questions in a timeous way. The knowledge
Towards a Knowledge Conversion Platform 625
base of multiple FAQ could also be kept for several years and could easily be trans-
ferred between lecturers who might be presenting the same subject. The chatbot also
offers the potential to identify problematic communication between the lecturer and the
learners should many students ask the same question.
Chatbots could also play a significant role in answering online short response
questions [10]. The advantage offered by this is that the bot could confirm the wording
or understanding of a student and if misconceptions are discovered, the student could
be directed to the sources relevant for clarifying the misconception. The statistics of the
feedback provided could furthermore also highlight the areas that most students
struggle with.
In a second year ISD module students are expected to follow a structured systems
development methodology to analyze and design an end-to-end software solution for a
given mini business case. Students choose their own teams of five members each and
are given a detailed case study. They are then required to complete four project
deliverables which include: (1) a software solution proposal (i.e. a written-up business
case with a complete set of functional (use cases) and non-functional requirements);
(2) a functional specification (i.e. a detailed logical analysis including logical models
that represent the various functional requirements (use cases) and the data needed to
fulfill the requirements as set out in the solution proposal – in doing this they could
either follow the structured analysis or the object oriented route (UML models)); (3) a
technical specification (i.e. a detailed technical design including technical models that
add the technology required to implement the different functional requirements); and
(4) a complete prototype (i.e. detailed screen designs for each requirement).
When students reach their third and final year, they again get exposed to the
complete development of an end-to-end software solution, but this time around they
don’t get given a written-up mini business case as in their second year. They now have
to find their own real-life client for which they can develop a solution and use the
knowledge gained from their second year, to write up the business case themselves.
By completing the mini case in their second year and the real-life project in their
third year, students are inter alia exposed to data and facts on the following topics:
(1) Information Systems Development methodologies; (2) Problem Solving Tech-
niques; (3) Project Management aspects; (4) Project Management tools (MS Project
and ASANA), (5) Process Modelling (logical and technical); (6) Relational Database
Modelling (logical and technical); (7) Object Oriented modeling (UML); (8) Modelling
tools (Systems Architect and PowerDesigner); (9) Interface design; and (10) Output
design.
626 M. Hattingh and L. Weilbach
In order to design and develop the knowledge conversion platform to support the
learning of ISD industry ready students, the authors followed a design-based research
approach [11]. According to van den Akker [12] this approach is also known as design
research, development research or design experiments. It can be defined as a: “sys-
tematic but flexible methodology aimed to improve educational practices through
iterative analysis, design, development, and implementation, based on collaboration
among researchers and practitioners in real-world settings, and leading to contextually-
sensitive design principles and theories” [13] (p. 6). This approach typically consists of
four cycles which include [14]: (1) Analysis of practical problems by researchers and
practitioners in collaboration; (2) Development of solutions informed by existing
design principles and technological innovations; (3) Iterative cycles of testing and
refinement of solutions in practice; and (4) Reflection to produce design principles and
enhance solution implementation.
During the first phase of the research, the practical problem of representing the
required content on ISD to both second and third year students were investigated.
Furthermore, the problem of third year students not having a platform on which they
could share their tacit knowledge, knowhow, tips, and lessons learnt, with forthcoming
third year students, were analyzed. In the same way, the problem of finding a way in
which the tacit knowledge and knowhow of the third year lecturer could be captured to
assist newly assigned lecturers in facilitating the third year projects and in preparing the
second year students for their final year, were also analyzed and discussed.
In the second phase of the research, the knowledge conversion model, as proposed
by Smuts and Hattingh [1], as well as the characteristics and possibilities offered by
chatbots to assist with formal education, were studied and used to inform the design
and structure of the knowledge conversion platform proposed in this paper.
In anticipation of formal testing, a feedback link has been included in the chatbot
connected to a Google Form to allow students to provide feedback. The intention is to
use this feedback to adjust, enhance and refine the proposed platform, after which the
researchers will aim at reflecting on the platform in an attempt to come up with the
design principles of a typical knowledge conversion platform to support ISD learning
on undergraduate level.
The first iteration of the knowledge conversion platform was developed as a web-based
chat bot using free online Chabot software - Snatchbot.me. As the bot provides a
platform to share content on ISD topics, it was named the Business Analysis bot, or in
short, the BA bot. The following sections will discuss the structure of the BA Bot and
the tools used to support the structure of the BA Bot.
Towards a Knowledge Conversion Platform 627
Finding a textbook which ticks all the necessary boxes on the content required by
the second and third year curriculums, is a tedious and almost impossible task, espe-
cially when one considers the extent to which the IT industry evolves and changes.
Extending the bot to include changes or new topics is easy and much less cumbersome.
For each of the topics presented in Sect. 5, the bot provides content which can be
related to all four levels of the knowledge conversion model as presented by Smuts and
Hattingh and as presented in Fig. 3 [1]:
Fig. 3. Applying the knowledge conversion model to the knowledge conversion platform.
Figure 4 presents a snapshot from the Google Doc for Logical data modelling FAQ
and common mistakes.
Fig. 4. Applying the knowledge conversion model to the knowledge conversion platform.
real world problems when they attempt the capstone project in their third year. For the
latter, students and lecturers can capture their learnt lessons and knowhow using
Google Forms. In this way they can provide feedback and add to the content of the bot.
In the same way third year students can share their tips, knowhow and lessons learnt
with the bot, making it available and accessible to second (and future third year)
students. Figure 7 shows a screenshot of the Google Form used for feedback that is
accessible through the BA Bot.
Drive which provides flexibility in updating content; (3) Google Forms used for student
feedback; (4) Google Docs used for FAQs, summary feedback on assignments/tutorial
and lessons learnt. This dynamic environment makes it very easy for lectures to add to
their content, as opposed to only having a static textbook with set case studies; and
(5) A YouTube video channel used to post recordings of practical lessons and tutorials
using the document camera, as well as student recordings (to instigate a learning
community/culture).
7 Conclusion
The proof of concept of the knowledge conversion platform proposed in this paper was
implemented as a Chabot, better known as the BA bot. The aim of the bot was to
develop a platform that could support knowledge conversion between the different
levels of the knowledge conversion model as presented by Smuts and Hattingh [1], in
an attempt to support industry-ready ISD graduates. Finding an appropriate textbook
that stays up to date and covers all aspects as required by the IS curriculum is a tedious
and almost impossible task. The flexibility and adjustability of the BA bot provides for
the timeous and constant adjustment of its content. The bot therefore contains the
necessary discreet building blocks and theoretical overviews required by ISD students
and students can turn these facts into information by combining it with relevance and
purpose, but the biggest advantage of the bot is that it provides a platform on which
students and lecturers could share their tacit knowledge in the form of lessons learnt,
knowhow and best practices. This provides for the externalization of ISD knowledge
and offers a way in which both the tacit an explicit knowledge apparent in the second
and third year ISD modules could be cultivated and preserved for the future.
8 Future Work
For future work we intend to enhance the current bot by integrating it with Slack – a
collaboration platform. The success of the bot will be measured through experimental
research to determine the continuous intention of second year ISD students to use the
platform for their capstone project.
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Author Index