4,800 research outputs found

    A game theoretical model for a collaborative e-learning platform on privacy awareness

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    De nos jours, avec l'utilisation croissante des technologies numĂ©riques, l'Ă©ducation Ă  la prĂ©servation de la vie privĂ©e joue un rĂŽle important en particulier pour les adolescents. Bien que plusieurs plateformes d'apprentissage en ligne Ă  la sensibilisation Ă  la vie privĂ©e aient Ă©tĂ© mises en Ɠuvre, elles sont gĂ©nĂ©ralement basĂ©es sur des techniques traditionnelles d'apprentissage. Plus particuliĂšrement, ces plateformes ne permettent pas aux Ă©tudiants de coopĂ©rer et de partager leurs connaissances afin d’amĂ©liorer leur apprentissage ensemble. En d'autres termes, elles manquent d'interactions Ă©lĂšve-Ă©lĂšve. Des recherches rĂ©centes sur les mĂ©thodes d'apprentissage montrent que la collaboration entre Ă©lĂšves peut entraĂźner de meilleurs rĂ©sultats d'apprentissage par rapport Ă  d'autres approches. De plus, le domaine de la vie privĂ©e Ă©tant fortement liĂ© Ă  la vie sociale des adolescents, il est prĂ©fĂ©rable de fournir un environnement d'apprentissage collaboratif oĂč l’on peut enseigner la prĂ©servation de la vie privĂ©e, et en mĂȘme temps, permettre aux Ă©tudiants de partager leurs connaissances. Il serait souhaitable que ces derniers puissent interagir les uns avec les autres, rĂ©soudre des questionnaires en collaboration et discuter de problĂšmes et de situations de confidentialitĂ©. À cet effet, ce travail propose « Teens-online », une plateforme d'apprentissage en ligne collaborative pour la sensibilisation Ă  la vie privĂ©e. Le programme d'Ă©tudes fourni dans cette plateforme est basĂ© sur le RĂ©fĂ©rentiel de formation des Ă©lĂšves Ă  la protection des donnĂ©es personnelles. De plus, la plateforme proposĂ©e est Ă©quipĂ©e d'un mĂ©canisme d'appariement de partenaires basĂ© sur la thĂ©orie des jeux. Ce mĂ©canisme garantit un appariement Ă©lĂšve-Ă©lĂšve stable en fonction des besoins de l'Ă©lĂšve (comportement et / ou connaissances). Ainsi, des avantages mutuels seront obtenus en minimisant les chances de coopĂ©rer avec des pairs incompatibles. Les rĂ©sultats expĂ©rimentaux montrent que l'utilitĂ© moyenne obtenue en appliquant l'algorithme proposĂ© est beaucoup plus Ă©levĂ©e que celle obtenue en utilisant d'autres mĂ©canismes d'appariement. Les rĂ©sultats suggĂšrent qu'en adoptant l'approche proposĂ©e, chaque Ă©lĂšve peut ĂȘtre jumelĂ© avec des partenaires optimaux, qui obtiennent Ă©galement en retour des rĂ©sultats d'apprentissage plus Ă©levĂ©s.Nowadays, with the increasing use of digital technologies, especially for teenagers, privacy education plays an important role in their lives. While several e-learning platforms for privacy awareness training have been implemented, they are typically based on traditional learning techniques. In particular, these platforms do not allow students to cooperate and share knowledge with each other in order to achieve mutual benefits and improve learning outcomes. In other words, they lack student-student interaction. Recent research on learning methods shows that the collaboration among students can result in better learning outcomes compared to other learning approaches. Motivated by the above-mentioned facts, and since privacy domain is strongly linked to the social lives of teens, there is a pressing need for providing a collaborative learning platform for teaching privacy, and at the same time, allows students to share knowledge, interact with each other, solve quizzes collaboratively, and discuss privacy issues and situations. For this purpose, this work proposes “Teens-online”, a collaborative e-learning platform for privacy awareness. The curriculum provided in this platform is based on the Personal Data Protection Competency Framework for School Students. Moreover, the proposed platform is equipped with a partner-matching mechanism based on matching game theory. This mechanism guarantees a stable student-student matching according to a student's need (behavior and/or knowledge). Thus, mutual benefits will be attained by minimizing the chances of cooperating with incompatible students. Experimental results show that the average learning-related utility obtained by applying the proposed partner-matching algorithm is much higher than the average utility obtained using other matching mechanisms. The results also suggest that by adopting the proposed approach, each student can be paired with their optimal partners, which in turn helps them reach their highest learning outcomes

    Adapting Collaborative Learning Tools to Support Group Peer Mentorship

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    Group peer mentorship is a relatively new addition to the area of collaborative learning. We see an untapped potential in supporting this model of mentorship with the existing collaborative learning tools like peer review and wiki. Therefore, we proposed to use a modified peer review system and a modified wiki system. From our preliminary studies using both peer review and wiki systems, we found that participants preferred the peer-review system to the wiki system in supporting them for mentorship. Therefore, this dissertation specifically addresses how to adapt the peer review system to support group peer mentorship. We proposed a modified peer review system, which comprises seven stages – initial submission of the first draft of the paper by the author, the review of author’s paper by peer reviewers, release of review feedback to the author, back-evaluation of their reviews by the authors, modification of the paper by the author, submission of the final paper and the final stage where both authors and reviewers provide an evaluation of the peer review process with respect to their learning, their perception of the helpfulness of the process, and their satisfaction with the process. We also proposed to use our group matching algorithm, based on some constraints and the principles of the Hungarian algorithm, to achieve a diversified grouping of peers for each peer review session. With these, we conducted six peer review studies with the graduate and undergraduate students at the University of Saskatchewan and teachers in Chile. This dissertation reports on the findings from these studies. We found that peer review, with some modifications, is a good tool to facilitate group peer mentorship. An evaluation of the performance of our group matching algorithm showed an improvement over three other algorithms, with respect to three metrics – knowledge gain of peers, time and space consumption of the algorithm. Finally, this dissertation also shows that wiki has the potential to support group peer mentorship, but needs further research

    Management, Technology and Learning for Individuals, Organisations and Society in Turbulent Environments

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    This book presents the collection of fifty papers which were presented in the Second International Conference on BUSINESS SUSTAINABILITY 2011 - Management, Technology and Learning for Individuals, Organisations and Society in Turbulent Environments , held in Póvoa de Varzim, Portugal, from 22ndto 24thof June, 2011.The main motive of the meeting was growing awareness of the importance of the sustainability issue. This importance had emerged from the growing uncertainty of the market behaviour that leads to the characterization of the market, i.e. environment, as turbulent. Actually, the characterization of the environment as uncertain and turbulent reflects the fact that the traditional technocratic and/or socio-technical approaches cannot effectively and efficiently lead with the present situation. In other words, the rise of the sustainability issue means the quest for new instruments to deal with uncertainty and/or turbulence. The sustainability issue has a complex nature and solutions are sought in a wide range of domains and instruments to achieve and manage it. The domains range from environmental sustainability (referring to natural environment) through organisational and business sustainability towards social sustainability. Concerning the instruments for sustainability, they range from traditional engineering and management methodologies towards “soft” instruments such as knowledge, learning, and creativity. The papers in this book address virtually whole sustainability problems space in a greater or lesser extent. However, although the uncertainty and/or turbulence, or in other words the dynamic properties, come from coupling of management, technology, learning, individuals, organisations and society, meaning that everything is at the same time effect and cause, we wanted to put the emphasis on business with the intention to address primarily companies and their businesses. Due to this reason, the main title of the book is “Business Sustainability 2.0” but with the approach of coupling Management, Technology and Learning for individuals, organisations and society in Turbulent Environments. Also, the notation“2.0” is to promote the publication as a step further from our previous publication – “Business Sustainability I” – as would be for a new version of software. Concerning the Second International Conference on BUSINESS SUSTAINABILITY, its particularity was that it had served primarily as a learning environment in which the papers published in this book were the ground for further individual and collective growth in understanding and perception of sustainability and capacity for building new instruments for business sustainability. In that respect, the methodology of the conference work was basically dialogical, meaning promoting dialog on the papers, but also including formal paper presentations. In this way, the conference presented a rich space for satisfying different authors’ and participants’ needs. Additionally, promoting the widest and global learning environment and participation, in accordance with the Conference's assumed mission to promote Proactive Generative Collaborative Learning, the Conference Organisation shares/puts open to the community the papers presented in this book, as well as the papers presented on the previous Conference(s). These papers can be accessed from the conference webpage (http://labve.dps.uminho.pt/bs11). In these terms, this book could also be understood as a complementary instrument to the Conference authors’ and participants’, but also to the wider readerships’ interested in the sustainability issues. The book brought together 107 authors from 11 countries, namely from Australia, Belgium, Brazil, Canada, France, Germany, Italy, Portugal, Serbia, Switzerland, and United States of America. The authors “ranged” from senior and renowned scientists to young researchers providing a rich and learning environment. At the end, the editors hope, and would like, that this book to be useful, meeting the expectation of the authors and wider readership and serving for enhancing the individual and collective learning, and to incentive further scientific development and creation of new papers. Also, the editors would use this opportunity to announce the intention to continue with new editions of the conference and subsequent editions of accompanying books on the subject of BUSINESS SUSTAINABILITY, the third of which is planned for year 2013.info:eu-repo/semantics/publishedVersio

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Computer Science and Technology Series : XV Argentine Congress of Computer Science. Selected papers

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    CACIC'09 was the fifteenth Congress in the CACIC series. It was organized by the School of Engineering of the National University of Jujuy. The Congress included 9 Workshops with 130 accepted papers, 1 main Conference, 4 invited tutorials, different meetings related with Computer Science Education (Professors, PhD students, Curricula) and an International School with 5 courses. CACIC 2009 was organized following the traditional Congress format, with 9 Workshops covering a diversity of dimensions of Computer Science Research. Each topic was supervised by a committee of three chairs of different Universities. The call for papers attracted a total of 267 submissions. An average of 2.7 review reports were collected for each paper, for a grand total of 720 review reports that involved about 300 different reviewers. A total of 130 full papers were accepted and 20 of them were selected for this book.Red de Universidades con Carreras en InformĂĄtica (RedUNCI

    Enhancing Free-text Interactions in a Communication Skills Learning Environment

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    Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs
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