Communication in the 10th International Workshop on Mathematics e-Learning (e-math 2018), an international meeting point for online instructors and researchers in e-learning of mathematics, both at the undergraduate and post-graduate levels.
Site: https://eventos.uab.pt/10emath2018/en/
José Bidarra from Universidade Aberta gave a presentation about Mobile Learning & New Trends as part of the online events by expert pool Institutional Support within EMPOWER.
Changing patterns in interactive learning designJosé Bidarra
Current trends in distance education point to changing patterns in business models and in learning design, these being clearly interconnected, and the solutions reside in both high level and low level decisions. The higher level decisions are related to personalised learning, practical subjects, shorter programme cycles, partnerships for face-to-face sessions and technologies for seamless learning. The lower level decisions imply the design of learning environments and the implementation of learner support strategies. So, this talk will explore the processes and suitable technologies for learning design, including the design and application of digital media in teaching and learning, and a critical analysis of the benefits of technologies in education.
Guest Lecture: Restoring Context in Distance Learning with Artificial Intelli...Daniele Di Mitri
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https://www.ectstudent.info/news-events/brown-bag-dr-daniele-di-mitri
Presentation Abstract:
The COVID-19 pandemic forced more than 1.6 billion learners out of school, becoming the most challenging disruption ever endured by the global education systems. In many countries, education institutions decided to move their regular activities online, opting for remote teaching as an emergency solution to continue their education. Meanwhile, physical distancing and learning in isolation heavily challenge learners and hinder their study success. There is a compelling need to make education systems more resilient and less vulnerable to future disruptions in such a critical landscape. In particular, we have to reconsider how digital technologies can support online and hybrid teaching. If digital education technologies such as video conferencing tools and learning management systems have improved to make educational resources more available and education more flexible, the modes of interaction they implement remain essentially unnatural for the learner due to a substantial lack of context. Modern sensor-enabled computer systems allow extending the standard human-computer interfaces and facilitate richer multimodal interaction. Furthermore, advances in AI allow interpreting the data collected from multimodal and multi-sensor devices. These insights can be used to support online teaching and learning in isolation with personalised feedback and adaptation through Multimodal Learning Experiences (MLX). This guest lecture elaborates on existing approaches, architectures, and methodologies. I illustrate use cases that employ multimodal learning analytics applications that can shape the online teaching of the future.
Presentation to BILETA 2017, Universidade do Minho, co-authored with Dirk Rodenburg, Queen's University, Ontario, and Robert Clapperton, Ametros Learning.
Presentation delivered by Daniel Livingstone, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
The presentation offers scenarios designed for the elementary and the secondary schools regarding modeling physical situations, manipulating with applications that go beyond the regular use of graphing calculators, augmenting textbooks for encouraging interactive reading and supporting classroom interactions.
Challenges in Defining, Designing, and Measuring “Digital Literacy” Developm...Rebecca Reynolds
This presentation discusses scholarly definitions for the research construct “digital literacy,” identifies limitations in conceptualizations to-date, fand presents a proposed framework of Six Contemporary Learning Abilities (or 6-CLAs: Create, Manage, Publish, Socialize, Research, Surf). This explicated framework offers a more structured definition based on student-centered social constructivist learning theory. The article then presents an empirical investigation of digital literacy development, drawing on the framework, and its proposed approach for operationalizing technology activities (whether as research constructs or instructional activities). The empirical analysis is situated in the context of an innovative educational program implementation of game design based learning for middle and high school students offered in a U.S. state, in the 2011/2012 school year. The study explores how student engagement in activities representing the 6-CLA dimensions factor, inter-correlate, change from pre- to post-program, and bring about student transfer of that engagement, from school to home environments. Findings reveal that the dimensions proposed hang together well, students change in their engagement as a result of the intervention across multiple dimensions in both school and home contexts, and at-school engagement in the dimensions contributes to at-home engagement in them (in various ways as reported). The study offers support for the proposed framework, provides some evidence of digital divide effects for the intervention, presents questions for further inquiry, and offers a conceptual and research design stake in the ground for other researchers interested in the digital literacy construct.
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Authors: Antonio Balderas, Iván Ruiz-Rube, José Miguel Mota-Macías, Juan Manuel Dodero and Manuel Palomo-Duarte
https://youtu.be/r3A1Xx2x8Rw
Workshop on pedagogical methods for lifelong learning. Aimed at an international consortium. Event organised by Instituto de Saúde Pública da Universidade do Porto (ISPUP).
José Bidarra from Universidade Aberta gave a presentation about Mobile Learning & New Trends as part of the online events by expert pool Institutional Support within EMPOWER.
Changing patterns in interactive learning designJosé Bidarra
Current trends in distance education point to changing patterns in business models and in learning design, these being clearly interconnected, and the solutions reside in both high level and low level decisions. The higher level decisions are related to personalised learning, practical subjects, shorter programme cycles, partnerships for face-to-face sessions and technologies for seamless learning. The lower level decisions imply the design of learning environments and the implementation of learner support strategies. So, this talk will explore the processes and suitable technologies for learning design, including the design and application of digital media in teaching and learning, and a critical analysis of the benefits of technologies in education.
Guest Lecture: Restoring Context in Distance Learning with Artificial Intelli...Daniele Di Mitri
Presentation given on the February 1st, 2022 at the "Brown Bag" presentation series organised by the Faculty of NYU Educational Communication and Technology which is part of the Steinhardt School of Culture, Education, and Human Development.
https://www.ectstudent.info/news-events/brown-bag-dr-daniele-di-mitri
Presentation Abstract:
The COVID-19 pandemic forced more than 1.6 billion learners out of school, becoming the most challenging disruption ever endured by the global education systems. In many countries, education institutions decided to move their regular activities online, opting for remote teaching as an emergency solution to continue their education. Meanwhile, physical distancing and learning in isolation heavily challenge learners and hinder their study success. There is a compelling need to make education systems more resilient and less vulnerable to future disruptions in such a critical landscape. In particular, we have to reconsider how digital technologies can support online and hybrid teaching. If digital education technologies such as video conferencing tools and learning management systems have improved to make educational resources more available and education more flexible, the modes of interaction they implement remain essentially unnatural for the learner due to a substantial lack of context. Modern sensor-enabled computer systems allow extending the standard human-computer interfaces and facilitate richer multimodal interaction. Furthermore, advances in AI allow interpreting the data collected from multimodal and multi-sensor devices. These insights can be used to support online teaching and learning in isolation with personalised feedback and adaptation through Multimodal Learning Experiences (MLX). This guest lecture elaborates on existing approaches, architectures, and methodologies. I illustrate use cases that employ multimodal learning analytics applications that can shape the online teaching of the future.
Presentation to BILETA 2017, Universidade do Minho, co-authored with Dirk Rodenburg, Queen's University, Ontario, and Robert Clapperton, Ametros Learning.
Presentation delivered by Daniel Livingstone, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
The presentation offers scenarios designed for the elementary and the secondary schools regarding modeling physical situations, manipulating with applications that go beyond the regular use of graphing calculators, augmenting textbooks for encouraging interactive reading and supporting classroom interactions.
Challenges in Defining, Designing, and Measuring “Digital Literacy” Developm...Rebecca Reynolds
This presentation discusses scholarly definitions for the research construct “digital literacy,” identifies limitations in conceptualizations to-date, fand presents a proposed framework of Six Contemporary Learning Abilities (or 6-CLAs: Create, Manage, Publish, Socialize, Research, Surf). This explicated framework offers a more structured definition based on student-centered social constructivist learning theory. The article then presents an empirical investigation of digital literacy development, drawing on the framework, and its proposed approach for operationalizing technology activities (whether as research constructs or instructional activities). The empirical analysis is situated in the context of an innovative educational program implementation of game design based learning for middle and high school students offered in a U.S. state, in the 2011/2012 school year. The study explores how student engagement in activities representing the 6-CLA dimensions factor, inter-correlate, change from pre- to post-program, and bring about student transfer of that engagement, from school to home environments. Findings reveal that the dimensions proposed hang together well, students change in their engagement as a result of the intervention across multiple dimensions in both school and home contexts, and at-school engagement in the dimensions contributes to at-home engagement in them (in various ways as reported). The study offers support for the proposed framework, provides some evidence of digital divide effects for the intervention, presents questions for further inquiry, and offers a conceptual and research design stake in the ground for other researchers interested in the digital literacy construct.
Track 14. 7th International Workshop On Software Engineering For E-Learning (ISELEAR’16)
Authors: Antonio Balderas, Iván Ruiz-Rube, José Miguel Mota-Macías, Juan Manuel Dodero and Manuel Palomo-Duarte
https://youtu.be/r3A1Xx2x8Rw
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2. 1. Connected Learning (IoT, MOOCs, etc.)
2. Mobile Learning (anytime & anywhere)
3. Augmented Reality, Mixed Reality and Virtual Reality
4. Digital Storytelling, games and gamification
Main Topics
3. • 8 AM
• 12 AM
• 2 PM
• 4 PM
• 7 PM
“ICTs are not mere tools but rather environmental forces that are
increasingly affecting us. For instance blurring the distinction
between reality and virtuality, and between human, machine and
nature” (L. Floridi)
10. Mobile Learning
• Basic model: messages with images & text (online)
• Responsive Web: accessible via browser (online)
• Educational Apps: installed in the device (offline)
• Educational eBooks: installed in the device (offline)
13. Responsive Web vs. Native Apps
A current product design decision: just make a web product “friendly” for
mobile screens or invest in developing a mobile application
Responsive Web:
• Requires an Internet Connection;
• Poor Performance (Browser Limitations);
• Lack of Natural Navigation;
• Lack of Push Notifications;
• Lack of Other Functionality (QR codes, voice recognition, AR, …).
14. Responsive Web vs. Native Apps
Native Apps:
• Internet Connection Not Always Necessary;
• Better Performance;
• Increased Functionality;
• Enhanced Security for Users;
• Brand Awareness and Accessibility;
• High investment in time and money.
15. App & Web Platform
MILAGE - MathematIcs bLended Augmented GamE
Project reference: 2015-1-PT01-KA201-01292
20. • Use gamification techniques to engage
students;
• Implement game mechanics involving students
and teachers;
• Use three different levels of problem complexity:
beginners, intermediate and advanced (colours);
• For each problem there are two levels of
exercise resolution: detailed and concise
(videos).
MILAGE - Specifications
21. MILAGE - Results
• Higher motivation to learn math;
• Sharp increase in autonomous study;
• Inclusion of low and high achievers;
• Self-assessment and peer-assessment;
• Collaboration and resource sharing.
26. Digital Storytelling
Storytelling is based on a set of
four elements that are still valid in
the digital age, namely:
• A narrator
• A plot
• A setting
• Characters
There is usually a conflict of some
kind. Some common types of
conflict may include:
• Conflict between one person
and another or between groups;
• Conflict between a person and
the natural environment;
• Conflict between an individual
and the society.
27. What are digital stories?
Digital artifacts that include a compelling narration of a story;
Elements that provide a meaningful context for understanding
the story being told;
Titles, images and graphics that capture and/or expand upon
emotions found in the narrative;
Voice, music and sound effects that reinforce ideas;
Mechanisms that invite thoughtful reflection from the audience.
28. Storytelling Tips
1. Point of view (involves the communicator in making choices; a very
subjective exercise)
2. Dramatic question (creating conflict to be resolved later; e. g. how did I
survive the tsunami?)
3. Emotional content (challenge, frustration, humor, exhilaration, resignation,
etc.)
4. Narration (voice over information)
5. Soundtrack (music and sound effects)
6. Economy (time for the viewer to process, reducing the amount of
unnecessary elements)
7. Pacing (give your listener time to participate, to think, and to process your
story)
34. Virtual Sign Game
1 - Finite Automata
2 - Algorithms for
Hierarchical
Classification
3 - Sequence
Alignment Algorithms
35. Saving Lake Wingra (ARIS)
AR Game Mechanics
Play on locationPlay on location
Play on
handheld
Play on
handheld
collect clues and
objectives
collect clues and
objectives
Trigger game
objects
Trigger game
objects
For a $3.5M 2005-2008 STAR Schools
grant with Harvard and MIT, my doctoral
research group made location-based
games using MITʼs Outdoor Augmented
Reality platform. It was prety cool stuff.
38. Content Gamification
"the use of game design elements in non-game contexts" (Deterding
et al., 2011, p.1)
• Points: points are fantastic motivators and can be used to reward
users/students across multiple levels or dimensions of a gamified activity
• Levels: these are often defined as point thresholds, so the students (or
users) can use them to indicate a higher status and have access to bonus
content.
• Challenges, badges, achievements, and trophies: the introduction of
goals in an activity makes students (users) feel like they are working toward
a goal.
• Leader boards: in the context of gamification, high-score tables are used to
42. Game Mechanics, Dynamics
and Emotions - MDE model
Badges Avatars
Votes
Leaderboards
Achievements
Boss Fights
Virtual GoodsGuilds Quests
Rewards
Progress Bars
Skill Trees
Experience Points
Stat Points
47. Support the emergence of learners that are:
• always connected,
• in constant interaction,
• accessing vast information,
• making fast decisions,
• integrating different media.
Future Guidelines
This chart shows the correlation between learner-control and levels of teaching (from information transfer to skills to knowledge creation to real work and learning).
In order to progress in the game the players are encoraged to perform Gestures matching to certin words or frases.
These gestures are recorded in real time using the Kinect and a pair of 5 DT Gloves.
After being saved, the gesture is analysed, and the player performence is evaluated.
2nd phase: In order to translate the words into gestures we move to a dynamic recognition of the Gestures. In this phase there are some challenges we faced such as:
_ The Sequential combination of movements and hands configurations, that we have to control.
_ The Significant variations, in the performance of the gesture, and the speed of the hands and body position;
_ And the difficulty of perceiving, or understand where, each word begins and where it ends.
In PSL There are 54 (fifty four) possible hands configurations (states);
A word is defined by a transition from an initial state to a final state;
Each state transition has an associated movement;
_ Words classification : we have 3 classifiers, that we have used:
1- Finite Automata
2- Algorithms for Hierarchical Classification
3- Sequence Alignment Algorithms