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Computer Supported Education: 14th International Conference, CSEDU 2022, Virtual Event, April 22–24, 2022, Revised Selected Papers (Communications in Computer and Information Science)

✍ Scribed by James Uhomoibhi (editor)


Publisher
Springer
Year
2023
Tongue
English
Leaves
193
Category
Library

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✦ Synopsis


This book constitutes the refereed post-proceedings of the 14th International Conference on Computer Supported Education, CSEDU 2022, Virtual Event, April 22–24, 2022. The conference was held virtually due to the COVID-19 crisis.
The 8 full papers included in this book were carefully reviewed and selected from 181 submissions. The papers included in CSEDU 2022 proceedings contribute to the understanding of relevant trends of current research on Computer Supported Education, including: Emerging Technologies in Education for Sustainable Development, Instructional Design, Pre-K/K-12 Education, Machine Learning, Learning with AI Systems, Higher Order Thinking Skills, Game-Based and Simulation-Based Learning, Educational Data Mining, Course Design and eLearning Curriculae and Constructivism and Social Constructivism.

✦ Table of Contents


Preface
Organization
Contents
A Descriptive and Historical Review of STEM + C Research: A Bibliometric Study
1 Introduction
2 Research Background
2.1 A Battle of Definition
2.2 Related Work
3 Methods
3.1 Data
3.2 Analysis
4 Results
4.1 RQ 1. What are the Current Trends in Number of Publications and Citations in STEM + C Research?
4.2 RQ 2. What are the Most Prolific Countries/Regions, Institutions, Resources, and Authors in STEM + C Research?
4.3 RQ 3. What are the Collaboration Patterns in STEM + C Research?
4.4 RQ 4. What are the Most Mentioned Keywords and Their Evolving Trends in STEM + C Research?
4.5 RQ 5. What are the Potential Research Directions Based on Current Literature in STEM + C Research?
5 Discussion
5.1 Trends
5.2 Potential Topics for Future Research
5.3 The Role of CT or CS Education in STEM + C Research
5.4 Limitation
6 Conclusion
References
An Exploratory Test Design and Execution Learning Approach: A Definition of Syllabus and Teaching Plan
1 Introduction
2 Background
2.1 Teaching Exploratory Test Design and Execution
2.2 Curriculum for Supporting
2.3 Active Methodologies
3 Research Methodology
3.1 Step 1: Literature Review
3.2 Step 2: Analysis of Assets from Curricula and Guide for Software Testing
3.3 Step 3: Perception of Professionals Regarding Support Resources for Exploratory Testing
3.4 Step 4: Construction of Syllabus
3.5 Step 5: Definition of Teaching Plan
4 Related Works
5 Syllabus
6 Teaching Plan
7 Evaluation of the Approach
8 Conclusion
Appendix A
References
Understanding Geolocation Data: Learning Scenarios for School Informatics
1 Introduction
2 Learning Scenarios for Understanding Geolocation Data
2.1 Design Methodology
2.2 Evaluation Methodology
3 Exploring and Recording Geolocation Data
3.1 Objectives
3.2 Design of the Learning Scenario
3.3 Results of Internal Quality Evaluation
3.4 Results of External Quality Evaluation
3.5 Discussion
4 Playing and Analyzing a Location-Based Game
4.1 Objectives
4.2 Design of the Learning Scenario
4.3 Results of Internal Quality Evaluation
4.4 Results of External Quality Evaluation
4.5 Discussion
References
Game Design Tools: A Systematic Literature Review: Choice of a Game Design Tool for an Experimentation in the Nursing Field
1 Introduction
2 Related Work
3 The PRISMA Method
3.1 Developing a Review Protocol
3.2 Identification of the Need for a Review
3.3 Specifying the Research Question(s)
3.4 Identification of Research, and Selection of Studies
3.5 Data Extraction
3.6 Data Synthesis, and Reporting the Review
4 Discussion
5 Experimentation
6 Conclusion and Perspectives
References
Development and Evaluation of a Trusted Achievement Record of Accomplishments for Students in Higher Education Using Blockchain
1 Introduction
2 Related Work
3 Conceptual Model Design and Implementation
3.1 DApp Layer
3.2 Blockchain Layer
3.3 Smart Contract
3.4 Transaction and Gas
3.5 Implementation
4 System Use-Cases
4.1 Use-Case: Admin
4.2 Use-Case: University
4.3 Use-Case: Student
4.4 Use-Case: Employer
5 Evaluation
5.1 System Usability Scale (SUS)
5.2 Assessing the Motivation and Utility of Learning
5.3 Transactions Confirmation Time and Transactions Cost
5.4 Comparison of the Proposed System with the CVSS System
6 Conclusion
References
Students' Perceptions of Computer Science and the Role of Gender
1 Introduction
2 Early STEM
3 Theoretical Background
4 Methodology
5 Preliminary Results
5.1 Definitions of Computer Science
5.2 Tasks of Computer Scientists
5.3 Reasons for (not) Pursuing a Career in Computer Science
6 Results
6.1 Students' Interest in CS and the Aim of Working in CS
6.2 Students' Aim of Working in CS and Role Models in CS
6.3 Students' Interest in CS and Role Models in CS
7 Summary
8 Discussion
References
Adaptive Kevin: A Multipurpose AI Assistant for Higher Education
1 Introduction
2 Literature Review
3 Architecture Design
4 Quantitative and Qualitative Assessment
4.1 Quantitative Assessment
4.2 Qualitative Assessment
4.3 Discussion
5 Conclusion and Future Work
References
Comparing Multi-objective GA and PSO for the Pedagogical Activities Sequencing from Bloom's Digital Taxonomy
1 Introduction
2 Related Works
3 Background
3.1 RASI Profile
3.2 Bloom's Taxonomy
3.3 Relationship Between RASI and BT
4 Problem Formulation
4.1 Solution Representation
4.2 Objective Functions
4.3 Multiobjective Binary PSO
4.4 Multiobjective GA
5 Experiments, Results and Discussion
5.1 Students' Profiles
5.2 Sequencing Analysis
6 Conclusions
References
Author Index


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