IDEE 2013 Abstracts


Full Papers
Paper Nr: 3
Title:

CAAM: A Novel Classroom Acoustics Assessment Model for Enhancing Learning Quality (Case Study: KAU)

Authors:

Amin Y. Noaman, Abdul Hamid M. Ragab, Ayman G. Fayoumi, Adman I. Madbouly and Ahmed M. Khedra

Abstract: In this paper, a new classroom acoustics assessment model (CAAM) for enhancing speech intelligibility and learning quality is proposed. The model is based on five main criteria that affect the learning process and related to classrooms acoustical properties. These include classroom specifications, noise sources inside and outside the classroom, teaching style, and vocal effort. The priority and weights of these major criteria along with their alternatives are identified using the views of students, staff, education consultants, and expertise by using a developed questionnaire, and the AHP methodology. This Model can be considered as a helpful framework enabling KAU decision makers to take effective decisions on classroom acoustics treatment issues. It also provides KAU higher authorities the suitable guidelines that help for determine necessary requirements that help to raise the quality and efficiency of the educational environment; in order to reach an excellent learning environment; and hence increasing students learning outcomes.

Paper Nr: 4
Title:

Using Fact-orientation for Educational Design

Authors:

Peter Bollen

Abstract: In this paper we will show how fact-orientation can be used as a knowledge structuring approach for verbalizable knowledge domains, e.g. knowledge that is contained in articles, text books and instruction manuals further to be referred to as ‘subject matter’. We will also show that the fact-oriented modeling constructs allow us to structure knowledge on the first five levels of Bloom’s taxonomy of educational objectives and we will show how the fact-oriented approach complies to the 4C/ID model for educational design. Moreover, we will derive a ‘knowledge structure metrics’ model that can be empirically estimated and that can be used to estimate the complexity metric of a subject matter.

Paper Nr: 9
Title:

Visual Realism in 3D Serious Games for Learning: A Case Study

Authors:

Voravika Wattanasoontorn, Milan Magdics and Mateu Sbert

Abstract: Serious gaming has been proven to be an enjoyable tool to transfer particular knowledge or skills to target players. In educational context, serious games offer a powerful and effective approach to teaching, learning and skill development for all ages. Realism is one of the considerable factors which motivates players to accomplish their goals in a serious game. In this paper we present the elements and the process of visual realism design for 3D serious gaming, extended with a case study in LISSA (LIfe Support Simulation Application), a serious game designed to teach and learn cardiopulmonary resuscitation (CPR). LISSA exploits video game technology to link computer-based case simulations with e-learning functionalities in a single framework. An evaluation of visual realism with regard to photorealism and camera viewpoint is presented.

Paper Nr: 10
Title:

Design Patterns for Collaborative Games Supporting Evaluating Collaborative Learning Processes

Authors:

Cesar Collazos, Carina González and Luís Guerrero

Abstract: Several researchers in the area of collaborative work take the quality of the group outcome as a success criterion. Nevertheless, recent findings are giving more importance to the quality of the collaboration process itself. This paper presents a set of patterns the main objective of which is to evaluate and monitor the collaborative learning process. Also we describe a software tool we have implemented based on these set of patterns and how the patterns proposed have helped us to evaluate and monitor the collaborative learning processes.

Paper Nr: 11
Title:

Breaking the Rules: Gamification of Learning and Educational Materials

Authors:

Carina González and Manuel Area

Abstract: The printed textbooks and the traditional instruction are in crisis. Some countries already have announced the establishment of educational politics destined to substitute the textbooks by digital educational materials. But, what characteristics should have these new alternative teaching materials to the traditional textbooks?. In this paper we explore the design features to gamify educational materials. So, we explore the mechanics of video games, wondering why games produce "engagement" in his players. Finally, we present a set of properties that can be taken into account as design guidelines for educational gamified materials. This set of properties secure the engagement of educational materials.

Paper Nr: 12
Title:

Offline Web Applications: A New Model for blended Learning

Authors:

Félix Albertos Marco, Víctor M.R. Penichetand and José A. Gallud

Abstract: Learning environments have changed during the last years mainly because the introduction of new technologies. Technology could be use inside the classrooms to support face-to-face scenarios. But the learning process goes beyond the boundaries of face-to-face tuition. Online learning is an emergent field, opening the door to several kinds of learning modalities, such us Blended Learning. There, face-to-face instruction mixes with e-Learning strategies conforming new scenarios. But there is a gap between these approaches. The transition between the classroom and student’s home affects students’ outcomes, mainly because students are distracted from the tasks they are working on. Students are interrupted while changing the context between home and the class. To fill this gap, we propose a model that deals with the problematic of using Blended-Learning strategies in disconnected scenarios. The model uses Web Applications to create Blended-Learning without the need of deploying learning content over the Internet, but taken profit of the advantages of the latest web technologies: the HTML5 standard.

Paper Nr: 15
Title:

Co-StiCap: System based on Distributed and Tangible User Interfaces to Improve Skills in Children with ADHD

Authors:

Elena de la Guía, María D. Lozano and Víctor R. Penichet

Abstract: The attention deficit disorder with hyperactivity (ADHD) has increased considerably in recent years. People who have it experience behavioral problems, learning and self-control in their lives. The therapies performed are based on activities to improve cognitive abilities. Nowadays technology is becoming a tool to facilitate the cognitive stimulation and work of therapists, family, etc. In this paper we present Co-StiCap (Stimulating Collaborative Cognitive Capabilities) is a multi-device system based on Distributed User Interfaces and games aimed at improving the communication and cognitive capabilities in children with ADHD. The system consists of a projector running the main game interface, tangible interfaces based on common objects that we use to interact through a mobile device (which integrates NFC reader) with the main interface. Moreover it has another mobile device application for therapists, which aims to control the process of children and assist in the collaboration and cooperation among them. It has carried out an assessment in order to check the effect of the system and the new technique of interaction among children and families and therapists.

Paper Nr: 17
Title:

An Interactive Educational Environment for Preschool Children

Authors:

Ahmad Zmily, Christina B. Class, Yaser Mowafi and Dirar Abu-Saymeh

Abstract: Early years in children education are vital in terms of their social, physical, intellectual, creative, and emotional progress. Those years lay the foundation for later school success and development. In recent years, the pervasiveness of mobile devices and smart phones has broadened the provision of learning content. The development of WLAN and NFC technologies in mobile devices over the last years empowered interactive learning that can provide learning content associated with learning contexts, and subsequently provide personalized learning support for each learner. In this paper, we propose a novel approach for an interactive learning environment for preschool education. The interactive environment utilizes smart handheld devices equipped with NFC and wireless sensor networks to enhance the educational environments. Our proposal focuses on creating a fun, educational, interactive environment that allows kids to learn while they play. We created a pedagogical concept for basic skills related to the number core as an important mathematical concept for children. To demonstrate the proposed approach, we developed an application that implemented parts of this concept for the Android OS.

Paper Nr: 19
Title:

Education and Training for Older People: Preparing the Future

Authors:

Inmaculada Plaza, Raúl Igual, Carlos Medrano, Angel Sánchez, Mª Pilar Pérez and Cristina López

Abstract: Older people will play an important role in aging societies. Additionally, new technologies have a massive presence in our society, leading more and more seniors to incorporate them into their daily lives. This trend will be more pronounced in the future. Therefore services should be adapted to meet the needs of older people. Specifically, their participation in education can help improve their Quality of Life. An extensive literature search has been conducted to find eLearning educational environments adapted to older users. The search has been focused on Spain and, to the best of our knowledge, we could not find specialized platforms. Additionally, the use of mobile devices for educational purposes is underestimated. Thus, this work provides a list of manuals and standards that could be considered to develop educational environments for older users. They may be useful for developers, designers and teachers interested in this new promising line of work.

Paper Nr: 23
Title:

Graphical Evaluation of Students’ Academicals Expedients

Authors:

Habib M. Fardoun, Abdulfattah S. Mashat and Lorenzo Carretero Gonzaléz

Abstract: Whenever one evaluates school data it is somewhat difficult to get an overview of the capabilities of a particular student or the class in general. This is because information about them is stored as numerical values, which need to be evaluated at a later date. This article proposes a system for generating rapid visual results, resulting in saving the teacher time and effort. This system is based on generating graphs, similar to those of football video games, showing the capabilities of a particular player, but instead of displaying such characteristics; it will show graphs concerning their ratings by subjects or their personal capacities. This will display the progress achieved and talents of each student, quickly and easily, making it easier for companies to assess each student, without taking the time to see their full record.

Paper Nr: 24
Title:

Creating Interactivity inside eLearniXML Educative Platform

Authors:

Habib M. Fardoun, Iyad Katib and Lorenzo Gonzaléz

Abstract: Nowadays, the speed of response and interaction are very important factors for most applications. In addition, institutions, educational or not, have less Internet bandwidth due to the fact that they have to filter major information quantity. In this paper, we present the design and development of a module for the eLearniXML platform; this consists of its communication with the server, and the use of technologies such as HTML5 and JavaScript in order to improve the interaction between the user and the application. Thus, an improved user experience is obtained with greater flexibility and efficient communication.

Paper Nr: 26
Title:

Creating New Teaching Techniques with ITCs following the Montessori Method for Uneducable Young Students

Authors:

Habib M. Fardoun, Abdullah AL-Malaise AL-Ghamdi and Antonio Paules Cipres

Abstract: Nowadays, it is important to help students’ critical and independent thinking skills development by promoting the capacity to resolve problems on an individual or group basis. Cognitive development is the term used by experts to describe the learning process, mind expansion and the capacity to resolve problems happening inside students’ minds when working on their own or with-in groups while interacting with their peers. In this paper we present the design and development of a system for the students to work at schools as well as at home following the “Montessori” method using technologically enhanced learning sensory. We have implemented the Montessori suggested patters by designing and developing a system, also having the capacity to monitor and measure students’ evaluation and actual grading. The proposition is directed towards the first cycle of primary education, where basic skills are acquired.

Paper Nr: 27
Title:

A Comparative Study of the Learning Curve of a Novel Interface for the Deafblind: Implications for Educational Environments

Authors:

Nicholas Caporusso and Giovanni Perrone

Abstract: In addition to communication and mobility issues, the blind and the deafblind suffer from poor social inclusion. This is particularly due to scarce literacy and lack of access to adequate educational resources. In this paper, we introduce dbGLOVE, an innovative and low-cost wearable interface based on a tactile communication system especially designed for the deafblind. We compare the performances of dbGLOVE with the state-of-the-art technology for the blind and the deafblind, i.e., the Braille display. Results from our study show that dbGLOVE has a faster learning curve, and it outperforms the Braille display both in accuracy and in speed. Finally, we discuss the implications of our findings and we detail the features that render dbGLOVE particularly suitable for educational purposes.

Short Papers
Paper Nr: 7
Title:

Educational Games and Simulations at School: Experimental Comparison with Classic Teaching Methods and Requirements of Successful Implementation into School Environment and Curricula

Authors:

Michaela Buchtová, Vít Šisler and Cyril Brom

Abstract: Digital game-based learning is increasingly penetrating formal schooling system; however, it is still largely unknown which game elements (if any) have the most influential effect on learning. Based on qualitative exploratory study, we present outcomes suggesting that real-world grounding, complex systems/processes simulation and teacher’s attitude, are crucial elements for increasing students’ learning engagement and knowledge acquisition. The study stems from focus group discussions conducted as part of a complex experiment taking place at three high-schools in the Czech Republic in 2011 (N=64; M=32, F=32). Additional data were obtained from in-depth interviews with 8 teachers (M=5, F=3) who used at least one game within their classwork. The exploratory study utilized three educational games: Orbis Pictus Bestialis (animal training); Bird Breeder (genetics heredity); Europe 2045 (EU political, economic, and social is-sues). The study has been conducted within a research project focusing on devel-oping a complex educational game Czechoslovakia 38-89 (contemporary Czech history).

Paper Nr: 14
Title:

SocialWire: Social Software for Informal Learning

Authors:

M. E. Sousa-Vieira, J. C. López Ardao, M. Rodríguez-Pérez and M. Fernández-Veiga

Abstract: Despite the fact that online social networks (OSN) are widely recognized as a powerful vector for adding a new social dimension to the learning management systems (LMS), OSNs do not fully integrate the specific features of the learning process yet. In this paper, we report the design and implementation of a software platform that leverages on the basic capabilities of an OSN and extends the functionality toward its use in education. It does so by the embedding of a variety of collaborative activities of informal nature, jointly with tailored assessment procedures and an associated reputation system for the users. The latter is essential in order to foster the students’ engagement and improve their learning performance. This software system, though still work in progress, has been in use for two years in different subject areas. The outcomes and the feedback provided both by teachers and students are encouraging.

Paper Nr: 20
Title:

Development of a Student Centered Educational Design for Piano Playing and Singing Skills

Authors:

Katsuko T. Nakahira and Muneo Kitajima

Abstract: One of challenging subjects for education is construction of skill transfer environment. As an effort to pursue this challenge, we have engaged in development of piano playing and singing skill transfer education for years. In this paper, we propose a student centered educational design for skill transfer by adopting the Cognitive Chrono-Ethnography method. We constructed a relation map for piano playing and singing skills and derived 15 critical parameters that should affect the performance of the students. We observed the activities of elite monitors’ while they used the educational design we developed. The collected data were analyzed in terms of the critical parameters, and we found that we could classify them into a set of “syntax” parameters and a set of “semantic” parameters. We conclude the skills associated with the former is more easily trained by a student centered educational design than those associated with the latter.

Paper Nr: 21
Title:

Involving Teachers in the Educational Video Games Design Process

Authors:

Natalia Padilla-Zea, Francisco L. Gutiérrez Vela, Nuria Medina-Medina and Carina González

Abstract: Teachers usually have problems to find games properly designed to teach their subjects since the ones included in textbooks are not fun enough to catch the students’ attention. They would like those games to be as fun as the ones which students play at home. The main problem is that designing an educational game is complex and people with different goals are involved. In order to allow teachers to participate in the educational video games design process more easily, we here present an approach with which teachers are able to describe the contents they want to include in the game. This educational contents organization eases the latter design of video games’ challenges and allows relating both levels in order to obtain an approximate mark of the learning achieved.

Paper Nr: 22
Title:

New Educational Environments: TechnoMuseum, Discovering the Use of the Technology

Authors:

Raul Igual, German Carro-Fernandez, Inmaculada Plaza and Ramon Carrasco

Abstract: Experimentation is at the core of the educational process. Learners must actively construct knowledge by drawing it out of meaningful experiences. In this sense, we present the TechnoMuseum project, an interactive educational initiative with a double purpose: to help create a technological culture and to show the important role that technology can play helping disabled people in their daily lives. These objectives will be achieved thought the interaction with technological devices in a museum context. The project is aimed at the general public, but with particular attention to school students. Two interactive prototypes have been developed so far: a device to support the teaching-learning process of the Braille alphabet and an assistive device for dependent people. They are available to be used by the visitors of the museum. The preliminary results are promising since visitors feel that they can experience firsthand how the technology may contribute to facilitate the lives of disabled people.

Paper Nr: 25
Title:

Cloud Computing Platform to Structure Students Educative Time after Schools Time

Authors:

Habib M. Fardoun, Daniyal M. Alghazzawi and Antonio Paules Cipres

Abstract: Nowadays, new information technologies near to Cloud Systems are being applied on Educative techniques for primary and secondary students. These have been following established attributes to facilitate and support interaction with other Clouds where the needed services are hosted, providing the system flexibility and capacity to add more and new services. In this paper we present a study related to the minimum platform necessities aiding at supporting teachers and parents to help students structuring and organizing their time after the school classes. Other than managing students’ free time, the platform is also designed and developed so to study techniques for scholar centers according to departments’ orientation and to aid everyday students’ homework feedback.