1,595 research outputs found

    A conceptual model for e-learning supporting tools design based on cue model and Kansei engineering

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    The Covid-19 pandemic has triggered changes in learning due to the practice of social distancing to curb the spread of the virus. E-learning platforms have become the main platform for learning throughout the pandemic. However, e-learning does have challenges when it comes to ensuring student’s optimum participation throughout the learning experience that require extensive research about techniques and methods for an optimum e-learning experience. This includes various e-learning supporting tools that provides easy communication and immediate assistance to enhance user experience. The supporting tools or software usability and functionality design determined as imperative in enhancing the e-learning user experience. Thus, this research proposes a conceptual model for designing the e-learning supporting tools based on the CUE Model, integrated with Kansei Engineering for optimum user experience that can serve as a guideline for the e-learning supporting tools designer. The outcome of this research will create new research fields that incorporate multiple domains, including the e-learning domain, software and supporting tools design, emotions and user experience

    Learn Smarter, Not Harder – Exploring the Development of Learning Analytics Use Cases to Create Tailor-Made Online Learning Experiences

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    Our world is significantly shaped by digitalization, fostering new opportunities for technology-mediated learning. Therefore, massive amounts of knowledge become available online. However, concurrently these formats entail less interaction and guidance from lecturers. Thus, learners need to be supported by intelligent learning tools that provide suitable knowledge in a tailored way. In this context, the use of learning analytics in its multifaceted forms is essential. Existing literature shows a proliferation of learning analytics use cases without a systematic structure. Based on a structured literature review of 42 papers we organized existing literature contributions systematically and derived four use cases: learning dashboards, individualized content, tutoring systems, and adaptable learning process based on personality. Our use cases will serve as a basis for a targeted scientific discourse and are valuable orientation for the development of future learning analytics use cases to give rise to the new form of Learning Experience Platforms

    Recognizing emotional state of user based on learning method and conceptual memories

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    With the increased use of computers, electronic devices and human interaction with computer in the broad spectrum of human life, the role of controlling emotions and increasing positive emotional states becomes more prominent. If a user's negative emotions increase, his/her efficiency will decrease greatly as well. Research has shown that colors are to be considered as one of the most influential basic functions in sight, identification, interpretation, perception and senses. It can be said that colors have impact on individuals' emotional states and can change them. In this paper, by learning the reactions of users with different personality types against each color, communication between the user's emotional states and personality and colors were modeled for the variable "emotional control". For the sake of learning, we used a memory-based system with the user’s interface color changing in accordance with the positive and negative experiences of users with different personalities. The end result of comparison of the testing methods demonstrated the superiority of memory-based learning in all three parameters of emotional control, enhancement of positive emotional states and reduction of negative emotional states. Moreover, the accuracy of memory- based learning method was almost 70 percent

    Design Knowledge for Virtual Learning Companions from a Value-centered Perspective

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    The increasing popularity of conversational agents such as ChatGPT has sparked interest in their potential use in educational contexts but undermines the role of companionship in learning with these tools. Our study targets the design of virtual learning companions (VLCs), focusing on bonding relationships for collaborative learning while facilitating students’ time management and motivation. We draw upon design science research (DSR) to derive prescriptive design knowledge for VLCs as the core of our contribution. Through three DSR cycles, we conducted interviews with working students and experts, held interdisciplinary workshops with the target group, designed and evaluated two conceptual prototypes, and fully coded a VLC instantiation, which we tested with students in class. Our approach has yielded 9 design principles, 28 meta-requirements, and 33 design features centered around the value-in-interaction. These encompass Human-likeness and Dialogue Management, Proactive and Reactive Behavior, and Relationship Building on the Relationship Layer (DP1,3,4), Adaptation (DP2) on the Matching Layer, as well as Provision of Supportive Content, Fostering Learning Competencies, Motivational Environment, and Ethical Responsibility (DP5-8) on the Service Layer

    Five Lenses on Team Tutor Challenges: A Multidisciplinary Approach

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    This chapter describes five disciplinary domains of research or lenses that contribute to the design of a team tutor. We focus on four significant challenges in developing Intelligent Team Tutoring Systems (ITTSs), and explore how the five lenses can offer guidance for these challenges. The four challenges arise in the design of team member interactions, performance metrics and skill development, feedback, and tutor authoring. The five lenses or research domains that we apply to these four challenges are Tutor Engineering, Learning Sciences, Science of Teams, Data Analyst, and Human–Computer Interaction. This matrix of applications from each perspective offers a framework to guide designers in creating ITTSs

    Incorporating Learner Emotions through Sentiment Analysis in Adaptive E-learning Systems: A Pilot Study

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    This research delves into the exciting avenue of incorporating learner emotions into adaptive E-learning systems through sentiment analysis techniques. Utilizing a pilot study with 40 undergraduate computer science students, we investigated the ability of an adaptive system to detect boredom and frustration in learner forum posts and subsequently personalize content or offer support based on these emotional states. This approach proved demonstrably successful, as learners in the experimental group who received emotion-based adaptation exhibited both increased engagement (reflected in higher time spent on tasks) and improved learning outcomes (evidenced by higher post-test scores). Furthermore, qualitative feedback revealed positive responses to the personalized interventions, indicating that learners appreciated the tailored support provided by the system. While acknowledging limitations such as the small sample size and single subject area, this study firmly establishes the promising potential of emotion-aware adaptive systems. By addressing the emotional dynamics of the learning process, such systems can pave the way for truly personalized and responsive E-learning environments that cater to individual learner needs and foster deeper engagement, positive learning experiences, and ultimately, success for all students

    A Service Perspective on Designing Learning Companions as Bonding and Mindful Time Managers in Further Education

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    Further education students who work in parallel are particularly exposed to challenges such as overscheduling and exhaustion. Learning Companions (LCs) in their role as virtual relationship-oriented chatbots or voicebots in education might facilitate the burden of learning through valuable interactions. Our contribution derives design knowledge for LCs as mindful time managers from a service-oriented perspective along the three layers of the value in interaction (ViU) model. By synthesizing the findings of a systematic literature review and user needs from six qualitative interviews with the target group, we derive 24 design requirements and iteratively synthesize five design principles emerging from the evaluation of a low-fidelity prototype. On a meta-level, we intend to contextualize a value-driven, service-oriented perspective on the design of information systems such as LCs
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