9,254 research outputs found

    Motivational Social Visualizations for Personalized E-Learning

    Get PDF
    A large number of educational resources is now available on the Web to support both regular classroom learning and online learning. However, the abundance of available content produces at least two problems: how to help students find the most appropriate resources, and how to engage them into using these resources and benefiting from them. Personalized and social learning have been suggested as potential methods for addressing these problems. Our work presented in this paper attempts to combine the ideas of personalized and social learning. We introduce Progressor + , an innovative Web-based interface that helps students find the most relevant resources in a large collection of self-assessment questions and programming examples. We also present the results of a classroom study of the Progressor +  in an undergraduate class. The data revealed the motivational impact of the personalized social guidance provided by the system in the target context. The interface encouraged students to explore more educational resources and motivated them to do some work ahead of the course schedule. The increase in diversity of explored content resulted in improving students’ problem solving success. A deeper analysis of the social guidance mechanism revealed that it is based on the leading behavior of the strong students, who discovered the most relevant resources and created trails for weaker students to follow. The study results also demonstrate that students were more engaged with the system: they spent more time in working with self-assessment questions and annotated examples, attempted more questions, and achieved higher success rates in answering them

    Designing Engaging Learning Experiences in Programming

    Get PDF
    In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one – Whack a Mole – which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of ‘Learning Dimensions’ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences

    Progressor: Social navigation support through open social student modeling

    Get PDF
    The increased volumes of online learning content have produced two problems: how to help students to find the most appropriate resources and how to engage them in using these resources. Personalized and social learning have been suggested as potential ways to address these problems. Our work presented in this paper combines the ideas of personalized and social learning in the context of educational hypermedia. We introduce Progressor, an innovative Web-based tool based on the concepts of social navigation and open student modeling that helps students to find the most relevant resources in a large collection of parameterized self-assessment questions on Java programming. We have evaluated Progressor in a semester-long classroom study, the results of which are presented in this paper. The study confirmed the impact of personalized social navigation support provided by the system in the target context. The interface encouraged students to explore more topics attempting more questions and achieving higher success rates in answering them. A deeper analysis of the social navigation support mechanism revealed that the top students successfully led the way to discovering most relevant resources by creating clear pathways for weaker students. © 2013 Taylor and Francis Group, LLC

    The State and Use of Virtual Tutors

    Get PDF
    Virtual tutoring is the process by which students and teachers participate in the learning experience in an online, virtual, or networked environment. This process can not only separate the participants from each other in a physical space, but it can also separate them by time. Virtual tutoring can take the form of the group of students coming together synchronously in an online setting and receiving lessons from a single tutor, or by asynchronous learning in which the teacher pre-plans lessons in advance that the students consume on their own time. The advent of online learning technologies and virtual learning environments are gaining significant attention, and are likely to become a key aspect of teaching and learning at all levels of education. With the recent advancements in technology and especially artificial intelligence, the state of the art of virtual tutoring is becoming more and more advanced as well. In this literature review, I will propose the question of \u27\u27What are the current uses and state of the art of virtual tutoring?\u27\u2

    RiPLE: Recommendation in Peer-Learning Environments Based on Knowledge Gaps and Interests

    Full text link
    Various forms of Peer-Learning Environments are increasingly being used in post-secondary education, often to help build repositories of student generated learning objects. However, large classes can result in an extensive repository, which can make it more challenging for students to search for suitable objects that both reflect their interests and address their knowledge gaps. Recommender Systems for Technology Enhanced Learning (RecSysTEL) offer a potential solution to this problem by providing sophisticated filtering techniques to help students to find the resources that they need in a timely manner. Here, a new RecSysTEL for Recommendation in Peer-Learning Environments (RiPLE) is presented. The approach uses a collaborative filtering algorithm based upon matrix factorization to create personalized recommendations for individual students that address their interests and their current knowledge gaps. The approach is validated using both synthetic and real data sets. The results are promising, indicating RiPLE is able to provide sensible personalized recommendations for both regular and cold-start users under reasonable assumptions about parameters and user behavior.Comment: 25 pages, 7 figures. The paper is accepted for publication in the Journal of Educational Data Minin

    The accommodation experiencescape: a comparative assessment of hotels and Airbnb

    Full text link
    PURPOSE: Accommodations providers in the sharing economy are increasingly competing with the hotel industry vis-à-vis the guest experience. Additionally, experience-related research remains underrepresented in the hospitality and tourism literature. This paper aims to develop and test a model of experiential consumption to provide a better understanding of an emerging phenomenon in the hospitality industry. In so doing, the authors also expand Pine and Gilmore’s original experience economy construct. DESIGN/METHODOLOGY/APPROACH: Using data from a survey of 630 customers who stayed at a hotel or an Airbnb in the previous three months, the authors performed a multi-step analysis procedure centered on structural equation modeling to validate the model. Findings The authors demonstrate that the dimensions of serendipity, localness, communitas and personalization represent valuable additions to Pine and Gilmore’s original experience economy construct. Airbnb appears to outperform the hotel industry in the provision of all experience dimensions. The authors further define the pathways that underlie the creation of extraordinary, memorable experiences, which subsequently elicit favorable behavioral intentions. PRACTICAL IMPLICATIONS: The findings suggest the need for the hotel industry to adopt a content marketing paradigm that leverages various dimensions of the experience economy to provide customers with valuable and relevant experiences. The industry must also pay greater attention to its use of branding, signage and promotional messaging to encourage customers to interpret their experiences through the lens of these dimensions. ORIGINALITY/VALUE: The study expands a seminal construct from the field of services marketing in the context of the accommodations industry. The Accommodations Experiencescape is offered as a tool for strategic experience design. The study also offers a model of experiential consumption that explains customers’ experiences with accommodations providers

    Learning Dimensions: Lessons from Field Studies

    Get PDF
    In this paper, we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies involving a range of age groups to explore how programming tasks could best be framed to motivate learners. Our empirical findings from these four studies, described here, contributed to the design of a set of programming "Learning Dimensions" (LDs). The LDs provide educators with insights to support key design decisions for the creation of engaging programming learning experiences. This paper describes the background to the identification of these LDs and how they could address the design and delivery of highly engaging programming learning tasks. A web application has been authored to support educators in the application of the LDs to their lesson design

    Guiding and motivating students through open social student modeling: Lessons learned

    Get PDF
    Background/Context: A large number of educational resources are now made available on the web to support both regular classroom learning and online learning. The abundance of available content has produced at least two problems: how to help students find the most appropriate resources and how to engage them in using and benefiting from these resources. Personalized and social learning have been suggested as potential ways to address these problems. Our work attempts to integrate these directions of research by combining the ideas of adaptive navigation support and open student modeling with the ideas of social comparison and social visualization. We call our approach Open Social Student Modeling (OSSM). Objective/Research Questions: First, we review a sequence of our earlier projects focused on Open Social Student Modeling for one kind of learning content and formulate several key design principles that contribute to the success of OSSM. Second, we present our exploration of OSSM in a more challenging context of modeling student progress for two kinds of learning content in parallel. We aim to answer the following research questions: How do we design OSSM interfaces to support many kinds of learning content in parallel? Will current identified design principles (key features) confirm the power of the learning community through OSSM with multiple learning-resource collections? Will the OSSM visualization provide successful personalized guidance within a richer collection of educational resources? Research Design: We designed four classroom studies to assess the value of different options for OSSM visualization of one and multiple kinds of learning content in the context of programming-language learning. We examined the comparative success of different design options to distill successful design patterns and other important lessons for the future developers of OSSM for personalized and social e-learning. Findings/Results: The results confirmed the motivational impact of personalized social guidance provided by the OSSM system in the target context. The interface encouraged students to explore more topics and motivated them to work ahead of the course schedule. Both strong and weak students worked with the appropriate levels of questions for their readiness, which yielded consistent performance across different levels of complex problems. Additionally, providing more realistic content collection on the navigation-supported OSSM visualizations resulted in uniform performance for the group. Conclusions/Recommendation: A sequence of studies of several OSSM interfaces confirmed that a combination of adaptive navigational support, open student modeling, and social visualization in the form of the OSSM interface can reinforce the navigational and motivational values of these approaches. In several contexts, the OSSM interface demonstrated its ability to offer effective guidance in helping students to locate the most relevant content at the right time while increasing student motivation to work with diverse learning content
    • …
    corecore