Presentation of my paper that examines the impact of an pedagogical agent (PA), in a 3D collaborative educational game in the virtual environment of OpenSim platform. The main goal of this paper is to evaluate the impact of a pedagogical agent to 3D collaborative game based learning by developing an agent that interacts with the students both at team and personal level. In order to enhance the already implemented 3D game functions, a pedagogical agent that supports students during the game learning process was implemented. The evaluation approach attempts to investigate the impact of PAs in 3D collaborative educational games focusing on two dimensions: a) on PAs usefulness in collaborative 3D games and b) on students' teams performance in the game learning process. This research concludes that the intervention of pedagogical agent's assistance in the game has a strong positive impact on teams performance and can be considered as useful in collaborative serious games.
LEARNING OBJECT-ORIENTED PROGRAMMING PARADIGM VIA GAME-BASED LEARNING GAME – ...ijma
ABSTRACT
Traditional classroom-based learning and teaching methods though established are not effective and insufficient to deliver the object-oriented programming (OOP) to computer science undergraduates. Thus, to resolve this issue, a game-based learning approach to enhance the student’s understanding and improve their learning curves was adopted. Based on the three-layered game-based learning design model, the proposed role-playing game called Odyssey of Phoenix (OoP) was resulted. To test the performance of the OoP, a group of 20 students from the bachelor degree background of computer science who are in their second year were offered to participate a pilot testing to evaluate the game. The outcome of the pilot testing showed satisfactory and positive results whereby most players agreed that OoP was efficient and effective as a learning tool for them to understand and learn about the OOP paradigm
The project aims at developing an intelligent tutoring system, to be applied in open source learning environments, able to monitor, track, analyze and give formative assessment and feedback loop to students within the learning environment, and give inputs to tutors and teachers involved in distance learning to better their role during the process of learning. The software will be developed in java thus could be easily implemented and re-used in most of the common free platforms for eLearning.
LEARNING OBJECT-ORIENTED PROGRAMMING PARADIGM VIA GAME-BASED LEARNING GAME – ...ijma
ABSTRACT
Traditional classroom-based learning and teaching methods though established are not effective and insufficient to deliver the object-oriented programming (OOP) to computer science undergraduates. Thus, to resolve this issue, a game-based learning approach to enhance the student’s understanding and improve their learning curves was adopted. Based on the three-layered game-based learning design model, the proposed role-playing game called Odyssey of Phoenix (OoP) was resulted. To test the performance of the OoP, a group of 20 students from the bachelor degree background of computer science who are in their second year were offered to participate a pilot testing to evaluate the game. The outcome of the pilot testing showed satisfactory and positive results whereby most players agreed that OoP was efficient and effective as a learning tool for them to understand and learn about the OOP paradigm
The project aims at developing an intelligent tutoring system, to be applied in open source learning environments, able to monitor, track, analyze and give formative assessment and feedback loop to students within the learning environment, and give inputs to tutors and teachers involved in distance learning to better their role during the process of learning. The software will be developed in java thus could be easily implemented and re-used in most of the common free platforms for eLearning.
Developing Computer-based Educational Game to support Cooperative Learning St...Eva Handriyantini
Game is one of learning media which can be used as a part of learning strategy in school
nowadays. Learning strategy using game can be more effective for students especially for
developing mathematical skills of primary school students. Educational game development can
use Waterfalls model, where development phases can be adjusted to be in accordance with the
development needs of educational games. Educational games have teaching material therefore
they can be used to support learning strategy in classroom.
The Development of education technology tool based on animation concepts as the name suggests it’s a tool which helps the students to learn the education related concepts using the animation concepts. The problem has been identified from the realworld issue which is being faced by the students of engineering even today also and a solution to the problem has been identified in order to reduce the issue. The problem identified is that lake of interest for the students to come to college and listen to the lectures for hours and hours sitting in one place and lots of students face the problem in learning the things in a theoretical manner. We are mainly concentrated on those students to find the solution to grasp their interest in order to concentrate on their studies. As the students are very much interested in learning the things in an innovative manner we a have introduced this project to help out the students to provide an advantage in their learning process. The idea is to provide a direct view of the real-world objects for efficient learning and understanding the objects in a deeper way.
The problem of referring lots of books and websites in order to learn the topic in deep can be avoided by enhancing the learning experience by providing a direct analysis about the topic in a pictorial way using the animations. The learners always expect the eye-catching presentations and those presentations can even grasp the attention and the learners can learn with interest. Learning in multidimensional view can improve the efficiency of learning and understanding capacity of the learners. The system provides the users a multidimensional access to the topics and also provides animated models in an interactive manner to understand the topic in deeper. The primary value is that it brings components of the digital world into a person's perception of the real world. As the students of present generation are not interested to go to the colleges regularly and learning the things by sitting at one place and rather preferring to learn in an innovative manner and do researches in their interested area of fields and this idea helps the students in making their process of learning interesting by providing attractive and interactive interface.
The main intension of demo is to provide the animated presentations of the experiments that the engineering students are learning every day as a part of their education and they are working with those experiments in a practical manner.
Intelligent tutoring systems (ITS) for online learningBrandon Muramatsu
Kurt VanLehn's presentation at Conversations on Quality: A Symposium on K-12 Online Learning hosted by MIT and the Bill and Melinda Gates Foundation, January 24-25, 2012, Cambridge, MA.
Integrating an intelligent tutoring system into a virtual worldParvati Dev
The project goal was to provide effective training to medical professionals on the SALT Triage Protocol, and to improve communication between medical professionals and military during disaster situations.
Peer tutoring strategy changes the role of instructors no matter what the instructor is an educator or a peer. The well-known method in computer science education, pair programming, is some kind of effective collaborative peer tutoring activity. The advantages of peer tutoring method emphasize similar prior knowledge and languages among peers so as to achieve teaching goals. Data Structure is a very important basic curriculum, regarded as a mandatory course in relevant computer domains of university. However, most of students fail to present their coding skills after learning data structure course. Cooperative learning is an effective learning strategy in which is often applied to education field. Students must work in groups to complete tasks collectively toward academic goals. Pair Programming could decrease errors in coding, increase coding quality and promote programmers confidence, as well as enhance their coding ability. This study incorporates an experimental learning activity, in which the students are asked to write programming codes, which can enhance students’ learning motivation. Then, this study compares the performance of the students with different learning
styles in learning motivation. According the results of Two-way ANOVA, the proposed intervention could increase students learning performance. The reflective-style students could have better learning achievement than active-style ones.
Quality In Computer Supported Collaborative eLearning by Lambropoulos RomeroNiki Lambropoulos PhD
Quality In Computer Supported Collaborative eLearning by Lambropoulos & Romero in Madrid at the Quality eLearning Workshop coordinated by Dr. Margarida Romero http://www.expoelearning.com/
Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLETELKOMNIKA JOURNAL
Learning in 3-dimensional virtual environments has been widely used as a complement to traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many benefits and can support lifelong learning. In its implementation, this learning has not supported personal learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels: low, medium and high. Each level has a specific learning material. The implication of this research is the level of MBTI type so that the learning material is more specific.
V.A.S.E - Virtual Art School ExhibitionLia Terzidou
Μια πρόταση αξιοποίησης των 3D εικονικών κόσμων στην εκπαιδευτική διαδικασία που παρουσιάστηκε στην ημερίδα "Καινοτόμων Διδακτικών Πρακτικών στην Εκπαίδευση".
Η Εικονική Έκθεση Ψηφιακών έργων υλοποιήθηκε στο περιβάλλον του OpenSim και ταυτόχρονα αποτελεί ένα παράδειγμα χρήσης των Web 2.0 εργαλείων στην εκπαίδευση.
Web 2.0: Νέες Υπηρεσίες Διαδικτύου με "Δικαιώματα και Υποχρεώσεις" Lia Terzidou
Με την εργασία παρουσιάστηκε στη κεντρική σκηνή του 5ου Μαθητικού Συνεδρίου Πληροφορικής στο ΝΟΗΣΙΣ τον Μάιο του 2013 από Ομάδα μαθητών της Α' Γυμνασίου του 1ου Πρότυπου Πειραματικού Γυμνασίου Θεσσαλονίκης.
Supporting collaborative learning processes in CVEs by augmenting student ava...Lia Terzidou
My presentation in ICALT 2010 Conference -
Sousse, Tunisia
Supporting collaborative learning processes in CVEs by augmenting student avatars, with nonverbal communication features
Φύλλο ομαδικής εργασίας για τα Πολυμέσα (Β' Γυμνασίου).
Η εργασία περιλαμβάνει 3 στάδια:
1ο Στάδιο: Σύσταση ομάδων μαθητών
2ο Στάδιο: Αναζήτηση και συλλογή απαραίτητου υλικού, επεξεργασία υλικού και δημιουργία παρουσίασης του (πχ. PowerPoint).
3ο Στάδιο: δημιουργία Blog της ομάδας και δημοσίευση της εργασίας.
Developing Computer-based Educational Game to support Cooperative Learning St...Eva Handriyantini
Game is one of learning media which can be used as a part of learning strategy in school
nowadays. Learning strategy using game can be more effective for students especially for
developing mathematical skills of primary school students. Educational game development can
use Waterfalls model, where development phases can be adjusted to be in accordance with the
development needs of educational games. Educational games have teaching material therefore
they can be used to support learning strategy in classroom.
The Development of education technology tool based on animation concepts as the name suggests it’s a tool which helps the students to learn the education related concepts using the animation concepts. The problem has been identified from the realworld issue which is being faced by the students of engineering even today also and a solution to the problem has been identified in order to reduce the issue. The problem identified is that lake of interest for the students to come to college and listen to the lectures for hours and hours sitting in one place and lots of students face the problem in learning the things in a theoretical manner. We are mainly concentrated on those students to find the solution to grasp their interest in order to concentrate on their studies. As the students are very much interested in learning the things in an innovative manner we a have introduced this project to help out the students to provide an advantage in their learning process. The idea is to provide a direct view of the real-world objects for efficient learning and understanding the objects in a deeper way.
The problem of referring lots of books and websites in order to learn the topic in deep can be avoided by enhancing the learning experience by providing a direct analysis about the topic in a pictorial way using the animations. The learners always expect the eye-catching presentations and those presentations can even grasp the attention and the learners can learn with interest. Learning in multidimensional view can improve the efficiency of learning and understanding capacity of the learners. The system provides the users a multidimensional access to the topics and also provides animated models in an interactive manner to understand the topic in deeper. The primary value is that it brings components of the digital world into a person's perception of the real world. As the students of present generation are not interested to go to the colleges regularly and learning the things by sitting at one place and rather preferring to learn in an innovative manner and do researches in their interested area of fields and this idea helps the students in making their process of learning interesting by providing attractive and interactive interface.
The main intension of demo is to provide the animated presentations of the experiments that the engineering students are learning every day as a part of their education and they are working with those experiments in a practical manner.
Intelligent tutoring systems (ITS) for online learningBrandon Muramatsu
Kurt VanLehn's presentation at Conversations on Quality: A Symposium on K-12 Online Learning hosted by MIT and the Bill and Melinda Gates Foundation, January 24-25, 2012, Cambridge, MA.
Integrating an intelligent tutoring system into a virtual worldParvati Dev
The project goal was to provide effective training to medical professionals on the SALT Triage Protocol, and to improve communication between medical professionals and military during disaster situations.
Peer tutoring strategy changes the role of instructors no matter what the instructor is an educator or a peer. The well-known method in computer science education, pair programming, is some kind of effective collaborative peer tutoring activity. The advantages of peer tutoring method emphasize similar prior knowledge and languages among peers so as to achieve teaching goals. Data Structure is a very important basic curriculum, regarded as a mandatory course in relevant computer domains of university. However, most of students fail to present their coding skills after learning data structure course. Cooperative learning is an effective learning strategy in which is often applied to education field. Students must work in groups to complete tasks collectively toward academic goals. Pair Programming could decrease errors in coding, increase coding quality and promote programmers confidence, as well as enhance their coding ability. This study incorporates an experimental learning activity, in which the students are asked to write programming codes, which can enhance students’ learning motivation. Then, this study compares the performance of the students with different learning
styles in learning motivation. According the results of Two-way ANOVA, the proposed intervention could increase students learning performance. The reflective-style students could have better learning achievement than active-style ones.
Quality In Computer Supported Collaborative eLearning by Lambropoulos RomeroNiki Lambropoulos PhD
Quality In Computer Supported Collaborative eLearning by Lambropoulos & Romero in Madrid at the Quality eLearning Workshop coordinated by Dr. Margarida Romero http://www.expoelearning.com/
Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLETELKOMNIKA JOURNAL
Learning in 3-dimensional virtual environments has been widely used as a complement to traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many benefits and can support lifelong learning. In its implementation, this learning has not supported personal learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels: low, medium and high. Each level has a specific learning material. The implication of this research is the level of MBTI type so that the learning material is more specific.
V.A.S.E - Virtual Art School ExhibitionLia Terzidou
Μια πρόταση αξιοποίησης των 3D εικονικών κόσμων στην εκπαιδευτική διαδικασία που παρουσιάστηκε στην ημερίδα "Καινοτόμων Διδακτικών Πρακτικών στην Εκπαίδευση".
Η Εικονική Έκθεση Ψηφιακών έργων υλοποιήθηκε στο περιβάλλον του OpenSim και ταυτόχρονα αποτελεί ένα παράδειγμα χρήσης των Web 2.0 εργαλείων στην εκπαίδευση.
Web 2.0: Νέες Υπηρεσίες Διαδικτύου με "Δικαιώματα και Υποχρεώσεις" Lia Terzidou
Με την εργασία παρουσιάστηκε στη κεντρική σκηνή του 5ου Μαθητικού Συνεδρίου Πληροφορικής στο ΝΟΗΣΙΣ τον Μάιο του 2013 από Ομάδα μαθητών της Α' Γυμνασίου του 1ου Πρότυπου Πειραματικού Γυμνασίου Θεσσαλονίκης.
Supporting collaborative learning processes in CVEs by augmenting student ava...Lia Terzidou
My presentation in ICALT 2010 Conference -
Sousse, Tunisia
Supporting collaborative learning processes in CVEs by augmenting student avatars, with nonverbal communication features
Φύλλο ομαδικής εργασίας για τα Πολυμέσα (Β' Γυμνασίου).
Η εργασία περιλαμβάνει 3 στάδια:
1ο Στάδιο: Σύσταση ομάδων μαθητών
2ο Στάδιο: Αναζήτηση και συλλογή απαραίτητου υλικού, επεξεργασία υλικού και δημιουργία παρουσίασης του (πχ. PowerPoint).
3ο Στάδιο: δημιουργία Blog της ομάδας και δημοσίευση της εργασίας.
Code.Play.Learn.English | Δημιουργία συλλογής εκπαιδευτικών παιχνιδιών εκμάθη...Lia Terzidou
Παρουσίαση εργασίας μαθητών του 1ου Πρότυπου Πειραματικού Δημοτικού Σχολείου Θεσσαλονίκης [εντ. ΑΠΘ]
Η εργασία του 1ου Πρότυπου Πειραματικού Δημοτικού Σχολείου Θεσσαλονίκης με τίτλο:
Code.Play.Learn.English
"Δημιουργία συλλογής εκπαιδευτικών παιχνιδιών εκμάθησης Αγγλικών από μαθητές για μαθητές"
υλοποιήθηκε από μαθητές της ΣΤ' Τάξης στο πλαίσιο του μαθήματος των ΤΠΕ, με την εκπαιδευτικό Πληροφορικής Λία Τερζίδου και τον εκπαιδευτικό Αγγλικής Γλώσσας Αδάμ Αναστασίου.
Πιο συγκεκριμένα, η εργασία αφορά στη δημιουργία μιας συλλογής εκπαιδευτικού λογισμικού από μαθητές της ΣΤ' τάξης για μαθητές Α' και Β' δημοτικού, με στόχο την εκμάθηση της Αγγλικής γλώσσας με ευχάριστο και παιγνιώδη τρόπο. Οι εφαρμογές έχουν τη μορφή παιχνιδιών και για την υλοποίησή τους χρησιμοποιήθηκαν το περιβάλλον προγραμματισμού Scratch και υπηρεσίες σύννεφου (Cloud Services) για τη συνεργασία μεταξύ των μαθητών. Επιλέχθηκε η παιχνιδοκεντρική μάθηση, η οποία: α) από την πλευρά του εκπαιδευόμενου, οδηγεί όλες τις ηλικίες και πολύ περισσότερο τα μικρά παιδιά σε καλύτερο μαθησιακό αποτέλεσμα και β) από τη πλευρά των μαθητών που δημιουργούν το λογισμικό, εισάγει τις βασικές έννοιες του προγραμματισμού και της δομημένης σκέψης, μέσω του ευχάριστου περιβάλλοντος του Scratch. Οι μαθητές συνεργάστηκαν ως μια ομάδα προγραμματιστών που γνωρίζει καλά τις ανάγκες του τελικού χρήστη, στους οποίους επιθυμούν να προσφέρουν τη γνώση μέσα από τη χαρά και τη διασκέδαση του παιχνιδιού, αξιοποιώντας υπηρεσίες σύννεφου και πολυμεσικών στοιχείων.
ICML2016: Low-rank tensor completion: a Riemannian manifold preconditioning a...Hiroyuki KASAI
The presentation in ICML2016 at New York, USA on June 20, 2016.
We propose a novel Riemannian manifold preconditioning approach for the tensor completion problem with rank constraint. A novel Riemannian metric or inner product is proposed that exploits the least-squares structure of the cost function and takes into account the structured symmetry that exists in Tucker decomposition. The specific metric allows to use the versatile framework of Riemannian optimization on quotient manifolds to develop preconditioned nonlinear conjugate gradient and stochastic gradient descent algorithms for batch and online setups, respectively. Concrete matrix representations of various optimization-related ingredients are listed. Numerical comparisons suggest that our proposed algorithms robustly outperform state-of-the-art algorithms across different synthetic and real-world datasets.
Lessons learned on adult student engagement in an online gameful courseAlberto Mora
Gamification has captured the interest of both Human-Computer Interaction and Educational Sciences during the last past years. However, most of the available case studies in the literature are not focused in online higher education environments, even less considering the demographics of adult learners. This paper presents the design and development of an online gameful course of Computer Networks formed by two groups with an average age older than the common university students. This approach aims to encourage adult learners to solve non-graded formative activities and to increase their sense of kinship to the group. After one semester, the results revealed a moderate effect on student engagement, but a low enrolment rate. In contrast, a similar previous study revealed promising outcomes. The main goal of this work is to present the obtained results and to analyse the relevant issues in order to understand the source of the engagement differences perceived.
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...IJECEIAES
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of pedagogical objectives, the performance of student in relation to these objectives defined in the pedagogical scenario, the content of the course and the predefined criteria. However, the effectiveness of learning is under-studied due to the complexity involved to gamify the assessment concept, particularly when it comes to intangible measures related to the progression of learning outcomes, which is among the most important aspects of evaluation in serious games. This paper reviews the literature regarding assessment due to their importance in the learning process with a detailed assessment plan applied on serious game. Then, it presents a framework used to facilitate the assessment design integrated in serious games. Finally, a significant example of how the proposed framework proved successful with corresponding results will conclude the paper.
technology of education (instructional technologies) emphasizes on the techniques of teaching and learning derived from the principles, ideas and practices drawn from various fields of knowledge like psychology, sociology, philosophy, management studies, cybernetic, etc. in order to optimize the teaching-learning process so as to accomplish specific learning objectives. However, not everyone involved in the mathematics teaching-learning process recognizes what it is. Technology integration in education has the potential to provide significant benefits such as, promoting active and collaborative learning, increasing student engagement and motivation, enhancing and enriching teaching and learning process as well as learning outcomes (Dinc, 2019). This is particularly true in the context of mathematics teaching, where it provides access to tasks as well as opportunities for learners to engage in mathematical experiences that warrant collaborative questioning, mathematizing, validating, analyzing, refining, and investigating experiences (Yadav & Lachney, 2022).
LACLOD: LEARNING ANALYTICS FOR CHILDREN’S LOGIC DEVELOPMENTijma
Learning Analytics for Children's Logic Development (LACLOD) is a web-based and mobile friendly
learning analytic platform for assessing the logic development of children age 3 to 4 years old in TASKA
PERMATA UPSI Malaysia. The platform is developed using Unity and connected through Google Analytics
(GA) plugin where it tracked the user interaction for the application. LACLOD is designed only for mobile
or tablet which is using Android. In this paper, the development of this learning analytic platform is
presented. For evaluation of this system, observation and survey have been used, to get the feedback from 2
teachers (female) and 3 children (2 female and 1 male). Based on the evaluation, it can be seen that there
are still rooms for improvement. Female children found it quit hard to understand the game but the male
children looked satisfy because he knew on how to navigate the app and he actively played the app by himself.
As for teachers, the acceptance to this kind of assessment is moderate, however they agree that this
application can better improve the children’s learning especially in logic development.
LACLOD: LEARNING ANALYTICS FOR CHILDREN’S LOGIC DEVELOPMENTijma
Learning Analytics for Children's Logic Development (LACLOD) is a web-based and mobile friendly
learning analytic platform for assessing the logic development of children age 3 to 4 years old in TASKA
PERMATA UPSI Malaysia. The platform is developed using Unity and connected through Google Analytics
(GA) plugin where it tracked the user interaction for the application. LACLOD is designed only for mobile
or tablet which is using Android. In this paper, the development of this learning analytic platform is
presented. For evaluation of this system, observation and survey have been used, to get the feedback from 2
teachers (female) and 3 children (2 female and 1 male). Based on the evaluation, it can be seen that there
are still rooms for improvement. Female children found it quit hard to understand the game but the male
children looked satisfy because he knew on how to navigate the app and he actively played the app by himself.
As for teachers, the acceptance to this kind of assessment is moderate, however they agree that this
application can better improve the children’s learning especially in logic development.
A gamification framework to enhance students’ intrinsic motivation on MOOCTELKOMNIKA JOURNAL
Technological development supports the distribution of education to various parts of the world through online education. One of the learning media that supports the distribution of learning is the Massive Open Online Course (MOOC). However, MOOC has a low number of students who complete the course. Therefore, this research proposes a "gamification framework" through studies and various approaches in the field of games, intrinsic motivation elements, social learning, and interactive learning environments to overcome the low motivation of students. The proposed framework has been evaluated through validation by experts. The results found that the framework fulfilled the rules and suitability of the instruments and game elements used to increase the intrinsic motivation of students in online learning. Although there are some changes in the function and type of game elements used. For further research, the framework will be used as a guideline to build the Gamified MOOC Platform.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
A relevant literature review suggests that today’s children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this research uses valid measures to investigate the primary school students’ motivations toward playing educational games, at home and at school. The study was carried out amongst year-3 students in a small European state. The findings reported that there were strong correlations between the students’ perceived usefulness of the educational games and their behavioral intention to use them for their learning. The results also indicated that there was no significant relationship between the perceived ease of game-play and the children’s enjoyment in engaging with the school’s digital games. To the best of our knowledge, there is no other study in academia that has explored the children’s technology acceptance, normative pressures and their intrinsic motivations to use digital learning games in the context of primary education. Therefore, this contribution opens future research avenues, as this study can be replicated in other contexts.
Adoption of serious games by teachers: the analysis method of structure, int...IJECEIAES
In this article, we determine how to facilitate the analysis of serious games so that teachers could effectively integrate them in their teaching. The aim is to identify the mechanisms that would make serious games exploitation useful. We propose a method for the analysis of serious games that is based on the separation of their components along three phases. In addition, we set up a platform based on a data analysis process that is composed of six steps that help to set the basis of a verification procedure that targets the content of a game and thus facilitates the work of teachers through effective implementation of serious games as teaching strategies (TIC). The obtained experimental results show that 82.5% of the study participants expressed that the use of the platform has helped them to change their perspective on the need to use serious games as an educational tool.
In this article, we propose a new model for the learning games design, which aims to enrich and solve the problems of existing models. From the work carried out around the models of educational games, we carefully identify a series of steps to follow, taking into account the simplicity, ease of adaptation and the integration of several factors interest such as the integration of a set sub-models treated pedagogically define the pedagogical side in the game, also the distribution of the intervening necessary for each of the stages to ensure better collaboration between them, for the purpose to helping the creators to trace their path from the start of the creation, in order to achieve the best example of games with an adequate oscillation pedagogical-fun, that will meet the requirements of existing classical teaching methods.
Gamification for Elementary Mathematics Learning in Indonesia IJECEIAES
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
This paper has been awarded the prize of best paper at the Educational Technology World Conference (ETWC) 2016. The main aim of this study was to measure the impact of the support pre-service teachers receive on their knowledge for effective technology integration, namely technological pedagogical content knowledge (TPACK). Specifically, we focused on the strategies included in the SQD (Synthesis of Qualitative Evidence) model: 1) using teacher educators as role models, 2) reflecting on the role of technology in education, 3) learning how to use technology by design, 4) collaboration with peers, 5) scaffolding authentic technology experiences, and 6) providing continuous feedback. In order to explore the relation between the perceived occurrences of the SQD-strategies and TPACK, survey data were collected from a sample of 688 final-year pre-service teachers in Belgium. In addition, a multiple case study was conducted in three teacher training institutions, including three focus group discussions with 19 pre-service teachers.
Learning Strategy with Groups on Page Based Students' Profilesaciijournal
Most of students desire to know about their knowledge level to perfect their exams. In learning environment
the fields of study overwhelm on page with collaboration or cooperation. Students can do their exercises
either individually or collaboratively with their peers. The system provides the guidelines for students'
learning system about interest fields as Java in this system. Especially the system feedbacks information
about exam to know their grades without teachers. The participants who answered the exam can discuss
with each others because of sharing e mail and list of them.
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Παρουσίαση του Μανώλη Μιχάλενα - Πανελλήνιος Διαγωνισμός Πληροφορικής [ΠΔΠ]Lia Terzidou
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Pedagogical Agents in Serious Games - EDUCON 2014
1. Aristotle University of Thessaloniki – Department of Informatics
Greece
EDUCON 2014 - Istanbul, Turkey
The Impact of Pedagogical Agents in 3D
Collaborative Serious Games
Theodouli Terzidou & Thrasyvoulos Tsiatsos
2. Overview
Research goal
Theoretical Background
The Agent’s environment - OSgame
Design & Implementation of Aristotle Pedagogical
Game Agent (PGA)
Evaluation
Results and Conclusions
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.2
3. Pedagogical Agents: Definitions [1/3]
Pedagogical Agent (PA)
A Pedagogical Agent is an intelligent agent who
supports variously educational procedures, taking
place in synchronous learning environments aiming to
achieve better learning; educational procedures
comprise students' or/and teacher's role's relevancy.
Collaborative Pedagogical Agent (CPA)
A Pedagogical agent that aims to foster by any means
collaboration among students.
[Terzidou & Tsiatsos 2014]
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.3
4. Pedagogical agents, according to their tasks can be
classified as:
Tutors
Mentors
Coaches
Motivators
Assistance
Learning companions
Co-learners
Collaborators
Competitors
Trouble Makers
Pedagogical Agents: Classification [2/3]
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.4
5. Pedagogical Agents: Roles in CVEs [3/3]
Monitoring collaborative learning process
Feedback and guidance to activate interaction and
collaboration among participants
Information on the current state of a learner’s
interaction in the collaborative learning process
Advice on the learning process according to the
process and strategy of collaborative learning by
comparing the current and ideal states.
[Hmelo-Silver, 2002; Soller et al, 2004]
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.5
6. Research Questions
RQ1
• Do students perceive pedagogical agents
as useful in collaborative 3D games?
RQ2
• Does the agent's support have an impact
in the performance of a team?
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.6
7. The Aristotle Pedagogical Game Agent
IS
a Model-based reflex agent
DESIGNED
for the 3D Collaborative
OSgame
ACTS
in an OpenSim World
INTERACTS
with the students both at
team and personal level
Aristotle
PGA
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.7
8. The Aristotle Pedagogical Game Agent
The PGA senses the game environment.
The PGA has an internal model related to the OSgame
rules.
The PGA acts-reacts according to:
Current game state
Students’ Teams game progress
Students’ actions
Keeps track of students’ teams performance (score).
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.8
9. OSgame Description
Osgame is a 3D collaborative knowledge game.
Students play in teams of three or four.
Team members need to collaborate and develop strategy.
Aim: find the hidden questions and answer them correctly.
Questions are in form of multiple choice based on the
course syllabus, randomly hidden in virtual objects.
Teams have to discover the virtual objects containing the
questions.
There is a specific time limit.
Correct answer gets 1 point.
The team with the highest score wins!
Players can check teams' progress and score through a user interface HUD.
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.9
10. A look to the agent’s world…
The OSgame
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.10
11. Agent’s Design [1/2]
OSgame
Characteristics
Agent's
Requirements
Decision/ functionality
Agent has to...
Players act in time
pressure
discreet, accurate and not
wordy
interact with text messages
provide short and precise messages
Limited resources
regarding the 3D
environment
non-system-resource-
intensive
2D implementation
non animated
use local and IM chat
Players interact
with 3D objects
observe players interactions Sense 3D environment through virtual objects.
Identify problematic situations
It is a
collaborative
game
observe players collaboration motivate students to collaborate
encourage students
monitor game status
Lack of online
help for the game.
The agent has to provide
information about game rules
provide feedback and awareness
offer a complementary interface to visualize
game status (Progress Map).
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.11
12. Design: Agent’s Goals [2/2]
Motivate students to collaborate
Reinforce competition
Encourage involvement
Trigger interaction between players
Reward players
Remind of aim and game rules
Provide help and awareness about game
Sense 3D environment through virtual objects
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.12
13. Implementation [1/2]
The agent is implemented in the OpenSim platform using the LSL Scripting
language.
Stores real time data in a MySQL database.
Senses his environment through virtual objects.
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.13
OpenSim Platform
Game
Script
(LSL)
Game
Agent
(LSL)
Students’ teams
with
OpenSim Viewer
14. Implementation [2/2]
The agent is implemented in the OpenSim platform using the LSL
Scripting language and...
Notifies the players of any change in teams' ranking
Informs the top two ranked teams for any change in their rating
classification
Checks if player is inactive (motionless) and sends him/her a message.
Encourage players to chat more with their team members (if they were
inactive for a specific time)
Rewards players that achieved specific percentages of correct answers.
Draws attention to continuous incorrect responses and assistance
Alerts for impending expiry of the game
Checks repeated clicks and sends message.
Shows a Progress-Map and Highlights the positions of the answered
questions.
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.14
16. The Case Study:
Evaluating Collaborative Pedagogical Game Agent in OSgame
37 undergraduate
Students [13 females and 24
males]
attending the “Educational
Environments” course, of
the Informatics Department
in our University, were
randomly divided into
Control and Experimental
groups
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.16
17. Phases Actions
in/for OSgame
Evaluation
(data collection
method)
Phase 1 Before OSgame
Create OSgame teams, familiarization
with the virtual environment. Pre-evaluation
questionnaire
Form control and experimental groups
Phase 2 During OSgame
Collaboration among the members of each
game team to achieve game goal.
Database records
Observation
Text chat log files
Without PA
intervention
Control Group
With PA
intervention
Experimental
Group
Phase 3 After OSgame
Post-evaluation
questionnaire
Evaluation: Methodology [1/2]
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.17
18. Evaluation: Data collection methods [2/2]
Questionnaires (were in most based on the
literature investigation)
Pre-evaluation questionnaire [102 questions divided into 9 question
groups]
Post-evaluation questionnaire [+27 new questions and +6 new
question groups for the experimental group].
Log files
Agent’s database [MySQL Database]
Chat logs
In-world observation
[Sisson, 2011; Fraser; Compeau and Higgins, 1995; Wua, et al., 2010, Davis, 1989; Chin et
al., 1988]
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.18
19. Results: Pre Evaluation [1/3]
Mean
Std.
Deviation
Technology familiarization 3,98 0,56
Attitude towards course 3,84 0,39
Attitude towards games 4,12 0,47
Self-efficacy 3D 3,40 0,45
Self-efficacy VLE 3,26 0,45
Self-efficacy Internet 3,56 0,52
Perceived agent's usefulness 3,97 0,49
What is happening in class 3,15 0,54
PRE-EVALUATION DESCRIPTIVE STATISTICS
A quite high
technologically
familiarized sample (as
expected by Informatics
students).
Highly motivated
towards games and with
a positive attitude
towards the specific
course.
Consider the assumed
existence of a
pedagogical agent as
useful. EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.19
20. Results: Post Evaluation [2/3]
Subgroups Mean Std. Deviation
Attitude towards Course 3,87 0,49
Value Course 3,91 0,54
Enjoyment Course 3,84 0,48
Motivation Course 3,89 0,58
Attitude towards Games 4,12 0,51
Value Game 4,07 0,54
Enjoyment Game 4,21 0,53
Motivation Game 4,03 0,58
What Is Happening In Class 3,26 0,56
Coherence 3,43 0,66
Collaboration 3,43 0,72
Involvement 2,92 0,72
Self Efficacy 3D 3,48 0,45
Self Efficacy VLE 3,34 0,40
Self Efficacy Internet 3,53 0,43
Perceived Usefulness of Agent 3,86 0,58
Agent's Pedagogical Value 3,43 0,78
Agent's Message Perception 3,51 0,58
Agent's Support Perception 3,34 0,97
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.20
21. Results: Agent’s technical attributes [Experimental group]
[3/3]
The technical attributes of the agent were quite high
evaluated (all mean values > 3,5).
Mean
Std.
Deviation
User Interface Satisfaction Agent 3,41 0,65
User Interface Satisfaction Progress Map 3,46 0,76
Screens Agent 3,75 0,81
Terminology Agent 3,78 0,65
Learning Agent 3,58 0,91
Capabilities Agent 3,56 0,77
Descriptive Statistics for Agent’s Variables - Post-evaluation
phase
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.21
22. What is Happening During the Osgame?
[Experimental group]
Agent's messages and
game score for Orange Team
Agent's messages and
game score for Blue Team
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.22
23. Results synopsis
Independent-samples t-test indicated a statistically significant
difference between control and experimental group for the Perceived
Usefulness of Agent.
This outcome implies the effect on pedagogical agent's usefulness in
the OSgame.
Database analysis revealed a strong linear relationship (R2 = 0,9764)
between the number of messages delivered by the agent and the
teams' score.
Agent’s messages were positively perceived from the students.
Team Score versus Agent's
messages for Blue Team
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.23
24. RQ1: Do students perceive pedagogical agents as useful in
collaborative 3D games?
Students belonging to the experimental group did not seem to consider
additional support necessary.
The statistically significant difference for the perceived pedagogical agent's
usefulness between control and experimental group is due to the decline in
experimental group's mean and may be interpreted in two different ways:
Students did not consider the presence of the agent to be very helpful. This
is contradicted by the quantitative results that clearly indicate the
usefulness of the agent. Both are correct! The first corresponds to a
personal level and the second one to a team level.
Individual level: Students were most likely not satisfied by the agent's
assistance on an individual level, declaring that they would prefer shorter and less
frequent messages (they operate under stress while playing the game).
Team level: the agent seems to have fulfilled its purpose through its' messages
and hints.
Students could have perceived agent as an additional feature of the
OSgame (they were intentionally not informed about the presence of the
agent). Based on this interpretation, the hypothesis about the usefulness of
the agent is validated. EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.24
25. RQ2: Does the agent's support have an impact in the
performance of a team?
As stated from the results the answer is “Yes".
The support provided by the agent in the OSgame
had a positive impact on teams' performance.
The agent seems to have a beneficial impact to the
motivation, team collaboration and self-efficacy
of the participated students.
The intervention of pedagogical agent's assistance in
collaborative serious games has a strong positive impact on
teams performance and can be considered as useful.
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.25
26. Thank you ! Questions?
Contact:
E-mail:
Lterz@csd.auth.gr
LinkedIn Profile:
http://gr.linkedin.com/in/theodouli
Twitter: LiaTerzidou
Google: +LiaTerzidou
Department of Informatics
Aristotle University of Thessaloniki:
http://www.csd.auth.gr
Multimedia lab:
http://mlab.csd.auth.gr/
EDUCON 2014 - Istanbul, Turkey Terzidou T. and Tsiatsos T.26