<p><span>Education is the cornerstone of any society; it serves as one of the foundations for many of its social values and characteristics. mis4TELā23 promotes the interaction among the scientific community to discuss applications of Technology Enhanced Learning solutions targeting not only cogniti
Methodologies and Intelligent Systems for Technology Enhanced Learning, 12th International Conference (Lecture Notes in Networks and Systems)
ā Scribed by Marco Temperini (editor), Vittorio Scarano (editor), Ivana Marenzi (editor), Milos Kravcik (editor), Elvira Popescu (editor), Rosa Lanzilotti (editor), Rosella Gennari (editor), Fernando De La Prieta (editor), Tania Di Mascio (editor)
- Publisher
- Springer
- Year
- 2022
- Tongue
- English
- Leaves
- 212
- Category
- Library
No coin nor oath required. For personal study only.
⦠Synopsis
The 12th International Conference in Methodologies and Intelligent Systems for Technology Enhanced Learning was hosted by the University of L'Aquila and was held in L'Aquila (Italy) from July 13 to 15, 2022. The conference has established itself as a consolidated fertile forum where scholars and professionals from the international community, with a broad range of expertise in the TEL field, share results and compare experiences
Technologies in TEL are capable of delivering smart, personalized, tailored, and motivating learning solutions. Methods are coming from different fields, such as education, psychology, medicine, computer science, and from diverse communities, where collaboration and co-working are used.
⦠Table of Contents
Preface
Organization of MIS4TEL 2022
General Chair
Technical Program Chairs
Paper Chairs
Workshop Chairs
Publicity Chairs
Steering Committee Representatives
Local Organizing Committee
Organizing Committee
Program Committee
MIS4TELā22 - Organizers and Sponsors
Contents
Blended Learning inĀ theĀ Foundational Design Studio
1 Technology-Enhanced Learning (TEL) inĀ theĀ Design Studio
2 Architectural Teaching atĀ theĀ First-Year Foundation Level
3 Case Study
3.1 Expected Studio Outcomes
3.2 Analysis andĀ Comparison ofĀ Design Studio Outcomes
3.3 Observed Challenges andĀ Advantages ofĀ Blended Learning
4 Conclusions
References
Is It Possible toĀ Improve theĀ Development ofĀ Executive Functions inĀ Children byĀ Teaching Computational Thinking?
1 Introduction
2 Materials andĀ Method
2.1 Outcome Measures
2.2 Intervention
3 Results
4 Discussion
5 Conclusions
References
Supporting the Semi-automatic Feedback Provisioning on Programming Assignments
1 Introduction
2 Exploring the Design Space: State of the Art
3 Adaptive Feedback Snippet Recommendations
4 Evaluation
5 Results
6 Discussion, Conclusions and Outlook
References
Educational Chatbot to Support Question Answering on Slack
1 Introduction
2 Related Work
3 Approach
3.1 Dataset
3.2 Question Answering Model
3.3 Client Server Architecture
4 Experimental Results
5 Conclusion
References
A Case Study on Students' Opinions About Adaptive and Classical Tests
1 Introduction
2 Background
2.1 CTT/FIT, IRT/CAT
2.2 Online Assessment Systems
3 Students' Opinions
4 Ability Conversion Methods
5 Discussion
6 Conclusions
References
Readability Assessment of Academic Texts at Different Degree Levels
1 Introduction
2 Related Work
3 Document Collection
4 Readability Evaluation Approach
4.1 Comparator Construction
4.2 Evaluators Process
5 Conclusion
References
Materials Science andĀ Engineering Education Based onĀ Reality-Virtuality Technologies
1 Introduction
2 Methodology
3 Results
3.1 List ofĀ Relevant Works andĀ Their Properties
3.2 Quantitative Analysis
4 Discussion
5 Conclusions
References
Kaleidoscope: AĀ Multi-perspective Technology-Enhanced Observation Method toĀ Support theĀ Development ofĀ Negotiation Skills
1 Introduction
2 Kaleidoscope: Intended Learning Objectives
2.1 Objective 1: Shed Light onĀ theĀ Complex Dynamics ofĀ aĀ Negotiation Process
2.2 Objective 2: Increasing theĀ Level ofĀ Preparation onĀ Such Dynamics
2.3 Objective 3: Enhancing Learnersā Engagement
3 Theoretical Framework
3.1 Negotiation Strategy andĀ Style
3.2 Self-efficacy
3.3 Affect andĀ Relational Dimensions
3.4 Team Effectiveness
3.5 Satisfaction
4 Final Remarks, Limitations, andĀ Future Steps
References
A New Metric to Help Teachers Unveil Meaningful Learning in Concept Maps
1 Motivations and Goals
2 Background and Related Work
2.1 Concept Maps from a Pedagogical Point of View
2.2 Concept Maps from a Structural Point of View
3 The Concept Entropy Measure
4 The HCM System
5 Case Studies
5.1 Case Study 1: Hierarchical Concept Maps
5.2 Case 2: Networked Concept Maps
5.3 Discussion
6 Conclusions and Future Work
References
Mini-games toĀ Motivate andĀ Engage Users inĀ Learning Recycling Rules
1 Introduction
2 Mini-games toĀ Foster Recycling Skills
3 User Study
3.1 Questionnaires
3.2 Sample andĀ Procedure
3.3 Results andĀ Discussion
4 Conclusions andĀ Future Works
References s
Evaluation ofĀ theĀ Bibliographical Importance ofĀ Digital Educational Disruption Related toĀ Social Networks. The Case ofĀ LinkedIn Learning
1 Evolution ofĀ Education Linked toĀ Digital Development
2 Methodology
3 Results
4 Discussion andĀ Conclusions
References
May aĀ Distance Learning Course inĀ Statistics Satisfy Medical Students? The Experience withĀ anĀ Italian University Sample During theĀ Covid Pandemic
1 Introduction
2 Related Work
3 Module Structure
3.1 Medical Statistics Module
4 The Study
5 Results
6 Discussion andĀ Conclusions
References
Combining Learner Model and Reinforcement Learning for Adaptive Sequencing of Learning Activities
1 Introduction
2 Q-Learning: Q-Table and Q-Function
3 Our Approach and Contributions
4 Problem Formulation
4.1 Student Knowledge State and Learning Activities
4.2 Reward Function
5 3-Step Process for Learning a Sequencing Policy
6 Experimental Study
6.1 Simulated Students
6.2 Results
7 Conclusion
References
Effects of VR on Learning Experience and Success
1 Introduction
1.1 Background and Research Questions
2 Present Study
2.1 Study Design
2.2 Results
3 Discussion
3.1 Limitations and Future Research
References
Educational Code-Review Tool: A First Glimpse
1 Introduction
2 Related Work
2.1 Code Review
2.2 Pedagogical Code Review
3 Educational Setting
3.1 Courses
3.2 Methodology
4 Previous Experience with a Peer-Review Tool
5 New Code-Review Tool
5.1 Commenting on Code Blocks
5.2 Other New Features
5.3 Testing
6 Conclusions
References
Retrieving Key Topical Sentences with Topic-Aware BERT When Conducting Automated Essay Scoring
1 Introduction
2 Data
2.1 Automated Student Assessment Prize (ASAP) Dataset
2.2 Topical Keywords
2.3 Human Annotated KTS Dataset
3 Methods
3.1 Topic-Aware BERT
3.2 Using Self-attention for Retrieval of Key Topical Sentences
4 Experiments and Results
4.1 Topic-Aware BERT Training, Evaluation, and Results
4.2 Key Topical Sentence Retrieving Method Evaluation
5 Conclusion, Limitations and Future Work
References
Automatic Educational Concept Extraction Using NLP
1 Introduction
2 Data
3 Methods
3.1 Model
3.2 Experiments
4 Results
5 Discussion
References
Digital Environment forĀ Literacy andĀ Future Education. AĀ Pilot Experience ofĀ Serious Game Co-design
1 Introduction
2 From Evaluation toĀ Self-assessment
2.1 The Self-assessment asĀ Connectors Between Teaching andĀ Learning Process
2.2 AĀ Co-design Methodology Through aĀ TEL Experience
3 DIG4LIFE Serious Game: AĀ Self-assessment Tool toĀ Improve Digital Skills
3.1 DIG4LIFE Serious Game Prototype
3.2 DIG4LIFE Serious Game: The Main Features
3.3 Train theĀ Teachers: The Training Path
4 Conclusive Remarks
References
How Learnweb Can Support Science Education Research on Climate Change in Social Media
1 Introduction
2 Theoretical Framework and Research Questions
3 Learnweb Components and Data Collection
4 Pilot Study Setting and Learnweb Tasks
5 Results and Analysis
6 Conclusions and Future Work
References
Open Government Data in Higher Education: A Multidisciplinary Innovation Teaching Experience
1 Introduction
2 Related Work
3 Multidisciplinary Activities
3.1 Open Government Data Understanding
3.2 Open Government Data Access
3.3 Open Government Data Analysis
3.4 Open Government Data Exploitation
4 Empirical Results
5 Conclusions
References
Design and Computational Thinking with IoTgo: What Teachers Think
1 Introduction
2 Background
2.1 Design Thinking
2.2 Computational Thinking
3 Study Design
3.1 Research Goal and Questionnaire
3.2 Participants and Setting
3.3 IoTgo Material
3.4 IoTgo Protocol
4 Study Results
4.1 Closed Format
4.2 Open Format
5 Discussion and Conclusions
5.1 Discussion of the Study Results
5.2 Limitations and Future Work
References
Brewing Umqombothi: Technicalities ofĀ aĀ VR Prototype Merging STEM andĀ South African Intangible Cultural Heritage
1 Introduction
2 Related Work
2.1 Learning Through Embodied Interaction
3 The Development ofĀ aĀ Virtual Reality Prototype
3.1 Gameplay Overview andĀ Logging System
4 Future Work
References
Serious Games for Autism Based on Immersive Virtual Reality: A Lens on Methodological and Technological Challenges
1 Introduction
2 Related Work
3 Research Methodology
4 Analysis and Discussion of the Results
5 Conclusion and Future Work
References
Author Index
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