12 research outputs found

    A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness

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    People increasingly use videos on the Web as a source for learning. To support this way of learning, researchers and developers are continuously developing tools, proposing guidelines, analyzing data, and conducting experiments. However, it is still not clear what characteristics a video should have to be an effective learning medium. In this paper, we present a comprehensive review of 257 articles on video-based learning for the period from 2016 to 2021. One of the aims of the review is to identify the video characteristics that have been explored by previous work. Based on our analysis, we suggest a taxonomy which organizes the video characteristics and contextual aspects into eight categories: (1) audio features, (2) visual features, (3) textual features, (4) instructor behavior, (5) learners activities, (6) interactive features (quizzes, etc.), (7) production style, and (8) instructional design. Also, we identify four representative research directions: (1) proposals of tools to support video-based learning, (2) studies with controlled experiments, (3) data analysis studies, and (4) proposals of design guidelines for learning videos. We find that the most explored characteristics are textual features followed by visual features, learner activities, and interactive features. Text of transcripts, video frames, and images (figures and illustrations) are most frequently used by tools that support learning through videos. The learner activity is heavily explored through log files in data analysis studies, and interactive features have been frequently scrutinized in controlled experiments. We complement our review by contrasting research findings that investigate the impact of video characteristics on the learning effectiveness, report on tasks and technologies used to develop tools that support learning, and summarize trends of design guidelines to produce learning video

    A soft computing decision support framework for e-learning

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    Tesi per compendi de publicacions.Supported by technological development and its impact on everyday activities, e-Learning and b-Learning (Blended Learning) have experienced rapid growth mainly in higher education and training. Its inherent ability to break both physical and cultural distances, to disseminate knowledge and decrease the costs of the teaching-learning process allows it to reach anywhere and anyone. The educational community is divided as to its role in the future. It is believed that by 2019 half of the world's higher education courses will be delivered through e-Learning. While supporters say that this will be the educational mode of the future, its detractors point out that it is a fashion, that there are huge rates of abandonment and that their massification and potential low quality, will cause its fall, assigning it a major role of accompanying traditional education. There are, however, two interrelated features where there seems to be consensus. On the one hand, the enormous amount of information and evidence that Learning Management Systems (LMS) generate during the e-Learning process and which is the basis of the part of the process that can be automated. In contrast, there is the fundamental role of e-tutors and etrainers who are guarantors of educational quality. These are continually overwhelmed by the need to provide timely and effective feedback to students, manage endless particular situations and casuistics that require decision making and process stored information. In this sense, the tools that e-Learning platforms currently provide to obtain reports and a certain level of follow-up are not sufficient or too adequate. It is in this point of convergence Information-Trainer, where the current developments of the LMS are centered and it is here where the proposed thesis tries to innovate. This research proposes and develops a platform focused on decision support in e-Learning environments. Using soft computing and data mining techniques, it extracts knowledge from the data produced and stored by e-Learning systems, allowing the classification, analysis and generalization of the extracted knowledge. It includes tools to identify models of students' learning behavior and, from them, predict their future performance and enable trainers to provide adequate feedback. Likewise, students can self-assess, avoid those ineffective behavior patterns, and obtain real clues about how to improve their performance in the course, through appropriate routes and strategies based on the behavioral model of successful students. The methodological basis of the mentioned functionalities is the Fuzzy Inductive Reasoning (FIR), which is particularly useful in the modeling of dynamic systems. During the development of the research, the FIR methodology has been improved and empowered by the inclusion of several algorithms. First, an algorithm called CR-FIR, which allows determining the Causal Relevance that have the variables involved in the modeling of learning and assessment of students. In the present thesis, CR-FIR has been tested on a comprehensive set of classical test data, as well as real data sets, belonging to different areas of knowledge. Secondly, the detection of atypical behaviors in virtual campuses was approached using the Generative Topographic Mapping (GTM) methodology, which is a probabilistic alternative to the well-known Self-Organizing Maps. GTM was used simultaneously for clustering, visualization and detection of atypical data. The core of the platform has been the development of an algorithm for extracting linguistic rules in a language understandable to educational experts, which helps them to obtain patterns of student learning behavior. In order to achieve this functionality, the LR-FIR algorithm (Extraction of Linguistic Rules in FIR) was designed and developed as an extension of FIR that allows both to characterize general behavior and to identify interesting patterns. In the case of the application of the platform to several real e-Learning courses, the results obtained demonstrate its feasibility and originality. The teachers' perception about the usability of the tool is very good, and they consider that it could be a valuable resource to mitigate the time requirements of the trainer that the e-Learning courses demand. The identification of student behavior models and prediction processes have been validated as to their usefulness by expert trainers. LR-FIR has been applied and evaluated in a wide set of real problems, not all of them in the educational field, obtaining good results. The structure of the platform makes it possible to assume that its use is potentially valuable in those domains where knowledge management plays a preponderant role, or where decision-making processes are a key element, e.g. ebusiness, e-marketing, customer management, to mention just a few. The Soft Computing tools used and developed in this research: FIR, CR-FIR, LR-FIR and GTM, have been applied successfully in other real domains, such as music, medicine, weather behaviors, etc.Soportado por el desarrollo tecnológico y su impacto en las diferentes actividades cotidianas, el e-Learning (o aprendizaje electrónico) y el b-Learning (Blended Learning o aprendizaje mixto), han experimentado un crecimiento vertiginoso principalmente en la educación superior y la capacitación. Su habilidad inherente para romper distancias tanto físicas como culturales, para diseminar conocimiento y disminuir los costes del proceso enseñanza aprendizaje le permite llegar a cualquier sitio y a cualquier persona. La comunidad educativa se encuentra dividida en cuanto a su papel en el futuro. Se cree que para el año 2019 la mitad de los cursos de educación superior del mundo se impartirá a través del e-Learning. Mientras que los partidarios aseguran que ésta será la modalidad educativa del futuro, sus detractores señalan que es una moda, que hay enormes índices de abandono y que su masificación y potencial baja calidad, provocará su caída, reservándole un importante papel de acompañamiento a la educación tradicional. Hay, sin embargo, dos características interrelacionadas donde parece haber consenso. Por un lado, la enorme generación de información y evidencias que los sistemas de gestión del aprendizaje o LMS (Learning Management System) generan durante el proceso educativo electrónico y que son la base de la parte del proceso que se puede automatizar. En contraste, está el papel fundamental de los e-tutores y e-formadores que son los garantes de la calidad educativa. Éstos se ven continuamente desbordados por la necesidad de proporcionar retroalimentación oportuna y eficaz a los alumnos, gestionar un sin fin de situaciones particulares y casuísticas que requieren toma de decisiones y procesar la información almacenada. En este sentido, las herramientas que las plataformas de e-Learning proporcionan actualmente para obtener reportes y cierto nivel de seguimiento no son suficientes ni demasiado adecuadas. Es en este punto de convergencia Información-Formador, donde están centrados los actuales desarrollos de los LMS y es aquí donde la tesis que se propone pretende innovar. La presente investigación propone y desarrolla una plataforma enfocada al apoyo en la toma de decisiones en ambientes e-Learning. Utilizando técnicas de Soft Computing y de minería de datos, extrae conocimiento de los datos producidos y almacenados por los sistemas e-Learning permitiendo clasificar, analizar y generalizar el conocimiento extraído. Incluye herramientas para identificar modelos del comportamiento de aprendizaje de los estudiantes y, a partir de ellos, predecir su desempeño futuro y permitir a los formadores proporcionar una retroalimentación adecuada. Así mismo, los estudiantes pueden autoevaluarse, evitar aquellos patrones de comportamiento poco efectivos y obtener pistas reales acerca de cómo mejorar su desempeño en el curso, mediante rutas y estrategias adecuadas a partir del modelo de comportamiento de los estudiantes exitosos. La base metodológica de las funcionalidades mencionadas es el Razonamiento Inductivo Difuso (FIR, por sus siglas en inglés), que es particularmente útil en el modelado de sistemas dinámicos. Durante el desarrollo de la investigación, la metodología FIR ha sido mejorada y potenciada mediante la inclusión de varios algoritmos. En primer lugar un algoritmo denominado CR-FIR, que permite determinar la Relevancia Causal que tienen las variables involucradas en el modelado del aprendizaje y la evaluación de los estudiantes. En la presente tesis, CR-FIR se ha probado en un conjunto amplio de datos de prueba clásicos, así como conjuntos de datos reales, pertenecientes a diferentes áreas de conocimiento. En segundo lugar, la detección de comportamientos atípicos en campus virtuales se abordó mediante el enfoque de Mapeo Topográfico Generativo (GTM), que es una alternativa probabilística a los bien conocidos Mapas Auto-organizativos. GTM se utilizó simultáneamente para agrupamiento, visualización y detección de datos atípicos. La parte medular de la plataforma ha sido el desarrollo de un algoritmo de extracción de reglas lingüísticas en un lenguaje entendible para los expertos educativos, que les ayude a obtener los patrones del comportamiento de aprendizaje de los estudiantes. Para lograr dicha funcionalidad, se diseñó y desarrolló el algoritmo LR-FIR, (extracción de Reglas Lingüísticas en FIR, por sus siglas en inglés) como una extensión de FIR que permite tanto caracterizar el comportamiento general, como identificar patrones interesantes. En el caso de la aplicación de la plataforma a varios cursos e-Learning reales, los resultados obtenidos demuestran su factibilidad y originalidad. La percepción de los profesores acerca de la usabilidad de la herramienta es muy buena, y consideran que podría ser un valioso recurso para mitigar los requerimientos de tiempo del formador que los cursos e-Learning exigen. La identificación de los modelos de comportamiento de los estudiantes y los procesos de predicción han sido validados en cuanto a su utilidad por los formadores expertos. LR-FIR se ha aplicado y evaluado en un amplio conjunto de problemas reales, no todos ellos del ámbito educativo, obteniendo buenos resultados. La estructura de la plataforma permite suponer que su utilización es potencialmente valiosa en aquellos dominios donde la administración del conocimiento juegue un papel preponderante, o donde los procesos de toma de decisiones sean una pieza clave, por ejemplo, e-business, e-marketing, administración de clientes, por mencionar sólo algunos. Las herramientas de Soft Computing utilizadas y desarrolladas en esta investigación: FIR, CR-FIR, LR-FIR y GTM, ha sido aplicadas con éxito en otros dominios reales, como música, medicina, comportamientos climáticos, etc.Postprint (published version

    Design and Evaluation of a Collaborative Educational Game: BECO Games

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    This paper describes the design and validation of a game based on a platform for easy deployment of collaborative educational games, named BECO Games platform. As an example of its potential, a learning experience for an Economics subject was created through a collaborative game to understand the concept of common goods. The effectiveness of the game was tested by comparing the performance of Bachelor students who used the platform and those who did not (137 students vs. 92 students). In addition, it was controlled that in previous years when students played the game through forums and an Excel sheet, these differences did not exist. Results indicate that the performance differences between students who participated in the online game and those who did not were greater than in previous years. In addition, a satisfaction survey was delivered to the students to understand their impressions better. This survey assessed student opinion about the platform, about the educational experience, and about their behavior during the game

    Learning activities based on social constructivism theory to promote social interaction and Student’s Performance Through Social Media (EPSISM)

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    As language learners in second language context, learning English is deemed to be difficult for students to master. Because of the low proficiency and lack of confidence to use the English language, this contribute to low interaction between student and teacher, student and student as well as interaction towards the learning content itself. Therefore, concern should be given to this matter in order to increase student’s proficiency in English language. As for that, through the latest technology development, this research adopting social media platform as a tool to improve student’s social interaction in English learning. In a way to improve the potential of this platform, researcher integrated Social Constructivism Theory by Vygotsky (1978), in promoting the student’s social interaction that eventually able to improve student’s performance in the language. According to Karen Swan (2002), social interaction through online technology supported in three perspectives which are student-teacher, student-student and student-learning content interactions, while the student’s performance was evaluated through their writing skill. In this research, social media Facebook, WhatsApp and Google Meet had been implemented in a qualitative research design which involved 6 stage 2 primary students that had been chose through purposive sampling for 5 weeks learning. Observation through video towards student’s interaction in social media and learning activities as well as document analysis had been the instruments for data collection in this qualitative research. From the findings, it shows that learning activities based on Social Constructivism Theory through social media able to help improving and increasing the social interaction between student-teacher, student-student as well as student-learning content which eventually able to improve the student’s performance in English language. As the conclusion, by integrating social media, it can help to increase the social interaction not only between teacher and peers, but also towards the learning content which had contribute to the increasing of performance in English language

    Power to the Teachers:An Exploratory Review on Artificial Intelligence in Education

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    This exploratory review attempted to gather evidence from the literature by shedding light on the emerging phenomenon of conceptualising the impact of artificial intelligence in education. The review utilised the PRISMA framework to review the analysis and synthesis process encompassing the search, screening, coding, and data analysis strategy of 141 items included in the corpus. Key findings extracted from the review incorporate a taxonomy of artificial intelligence applications with associated teaching and learning practice and a framework for helping teachers to develop and self-reflect on the skills and capabilities envisioned for employing artificial intelligence in education. Implications for ethical use and a set of propositions for enacting teaching and learning using artificial intelligence are demarcated. The findings of this review contribute to developing a better understanding of how artificial intelligence may enhance teachers’ roles as catalysts in designing, visualising, and orchestrating AI-enabled teaching and learning, and this will, in turn, help to proliferate AI-systems that render computational representations based on meaningful data-driven inferences of the pedagogy, domain, and learner models

    Computer Programming E-Learners’ Personality Traits, Self-Reported Cognitive Abilities, and Learning Motivating Factors

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    Educational systems around the world encourage students to engage in programming activities, but programming learning is one of the most challenging learning tasks. Thus, it was significant to explore the factors related to programming learning. This study aimed to identify computer programming e-learners’ personality traits, self-reported cognitive abilities and learning motivating factors in comparison to other e-learners. We applied Learning Motivating Factors Questionnaire, the Big Five - 2, and the SRMCA instruments. The sample consisted of 444 e-learners, including 189 computer programming e-learners, mean age was 25,19 years. It was found that computer programming e-learners demonstrated significantly lower scores of extraversion and significantly lower scores of motivating factors of individual attitude and expectation, reward and recognition, and punishment. No significant differences were found in the scores of self-reported cognitive abilities between the groups. In the group of computer programming e-learners, extraversion was a significant predictor of individual attitude and expectation; conscientiousness and extraversion were significant predictors of challenging goals; extraversion and agreeableness were significant predictors of clear direction; open-mindedness was a significant predictor of diminished motivating factor of punishment; negative emotionality was a significant predictor of social pressure and competition; comprehension-knowledge was a significant predictor of individual attitude and expectation; fluid reasoning and comprehension-knowledge were significant predictors of challenging goals; comprehension-knowledge was a significant predictor of clear direction; visual processing was a significant predictor of social pressure and competition. The SEM analysis demonstrated that personality traits (namely, extraversion, conscientiousness, and reverted negative emotionality) statistically significantly predict learning motivating factors (namely, individual attitude and expectation, and clear direction), but the impact of self-reported cognitive abilities in the model was negligible in both groups of participants and non-participants of e-learning based computer programming courses, χ² (34)=51.992, p =.025; CFI =.982; TLI =.970; NFI =.950; RMSEA =.051 [.019-.078]; SRMR =.038. However, as this study applied self-reported measures, we strongly suggest applying neurocognitive methods in future research

    Engineering serendipity in large scale learning environments:A design-based research investigation into the impact of visualising peer produced content in real-time in FutureLearn courses

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    This thesis investigates social learning in large scale courses, from the perspective of exploiting the benefits of massive participation. Specifically, I examine the affordances of the FutureLearn course platform, analysing their impact on learner interactions. I then create new affordances through a novel mediating artefact, the Comment Discovery Tool, and develop innovative pedagogical models which are refined through 3 phases of design-based research. The Comment Discovery Tool is an interactive visualisation of all learner commentary that allows learners to see conversations and emergent themes from the course in a non-linear fashion. In the second phase of design-based research I use formal learning design frameworks to introduce inquiry and reflection activities into the pedagogical toolkit. These are generally missing from the established model of large scale course design which values completion, progress and retention only. The third phase of design-based research continues the pedagogical innovation by encouraging learners to alter their writing style towards the development of communities of ‘ambient affiliation’. This demonstrates that learning at scale requires a reconceptualisation of online courses, placing massive-ness and cooperation at the heart of the pedagogic design. This thesis is a case study into how this can be achieved by using design-based research, placing learners at the centre of the design process, and levelling up the human activity of learning to one where learners can extend the range of their own environment for the benefit of others. The research represents an original contribution because I demonstrate how real-time visualisations can encourage cooperative activity and demonstrate how pedagogical innovation can be achieved through a rigorous user-centric analysis, starting from the materiality of the platform, and integrating theoretical frameworks. I also use a GPL open-source licence for the tool which enables others to download, remix and re-use the technology on other courses

    Blended learning environments to foster self-directed learning

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    This book on blended learning environments to foster self-directed learning highlights the focus on research conducted in several teaching and learning contexts where blended learning had been implemented and focused on the fostering of self-directed learning. Several authors have contributed to the book, and each chapter provides a unique perspective on blended learning and self-directed learning research. From each chapter, it becomes evident that coherence on the topics mentioned is established. One of the main aspects drawn in this book, and addressed by several authors in the book, is the use of the Community of Inquiry (CoI) framework when implementing teaching and learning strategies in blended learning environments to foster self-directed learning. This notion of focusing on the CoI framework is particularly evident in both theoretical and empirical dissemination presented in this book. What makes this book unique is the fact that researchers and peers in varied fields would benefit from the findings presented by each chapter, albeit theoretical, methodological or empirical in nature – this, in turn, provides opportunities for future research endeavours to further the narrative of how blended learning environments can be used to foster self-directed learning

    7th International Conference on Higher Education Advances (HEAd'21)

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    Information and communication technologies together with new teaching paradigms are reshaping the learning environment.The International Conference on Higher Education Advances (HEAd) aims to become a forum for researchers and practitioners to exchange ideas, experiences,opinions and research results relating to the preparation of students and the organization of educational systems.Doménech I De Soria, J.; Merello Giménez, P.; Poza Plaza, EDL. (2021). 7th International Conference on Higher Education Advances (HEAd'21). Editorial Universitat Politècnica de València. https://doi.org/10.4995/HEAD21.2021.13621EDITORIA

    Blended learning environments to foster self-directed learning

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    This book on blended learning environments to foster self-directed learning highlights the focus on research conducted in several teaching and learning contexts where blended learning had been implemented and focused on the fostering of self-directed learning. Several authors have contributed to the book, and each chapter provides a unique perspective on blended learning and self-directed learning research. From each chapter, it becomes evident that coherence on the topics mentioned is established. One of the main aspects drawn in this book, and addressed by several authors in the book, is the use of the Community of Inquiry (CoI) framework when implementing teaching and learning strategies in blended learning environments to foster self-directed learning. This notion of focusing on the CoI framework is particularly evident in both theoretical and empirical dissemination presented in this book. What makes this book unique is the fact that researchers and peers in varied fields would benefit from the findings presented by each chapter, albeit theoretical, methodological or empirical in nature – this, in turn, provides opportunities for future research endeavours to further the narrative of how blended learning environments can be used to foster self-directed learning
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