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New Realities, Mobile Systems and Applications: Proceedings of the 14th IMCL Conference (Lecture Notes in Networks and Systems, 411)

✍ Scribed by Michael E. Auer (editor), Thrasyvoulos Tsiatsos (editor)


Publisher
Springer
Year
2022
Tongue
English
Leaves
1152
Category
Library

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✦ Synopsis


This book devotes to new approaches in interactive mobile technologies with a focus on learning. Interactive mobile technologies are today the core of many―if not all―fields of society. Not only the younger generation of students expects a mobile working and learning environment. And nearly daily new ideas, technologies and solutions boost this trend.

To discuss and assess the trends in the interactive mobile field are the aims connected with the 14th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2021), which was held online from 4 to 5 November 2021.

Since its beginning in 2006, this conference is devoted to new approaches in interactive mobile technologies with a focus on learning. Nowadays, the IMCL conferences are a forum of the exchange of new research results and relevant trends as well as the exchange of experiences and examples of good practice.

Interested readership includes policy makers, academics, educators, researchers in pedagogy and learning theory, school teachers, learning Industry, further education lecturers, etc.

✦ Table of Contents


Preface
Committees
Steering Committee Chair
General Conference Chair
International Chairs
Technical Program Chairs
IEEE Liaison
Workshop, Tutorial and Special Sessions Chair
Publication Chair
Local Organization Chair
Local Organization Committee Member
Program Committee Members
4th IMCL Student International Competition for Mobile Apps Chairs
Contents
Open and Distance Mobile Learning
Problems and Prospects of Using Remote Learning Technologies in Different Countries
Abstract
1 Introduction
2 Background: Online Education During COVID-19
2.1 Challenges of Transition to Online Education During COVID-19
2.2 Capabilities of Remote Laboratories
2.3 Self-motivation During COVID-19
2.4 Problems of Monitoring and Evaluation of On-Line Learning Results
3 Analysis of the Automotive Faculty Students Transition to Online Learning
3.1 Problems of Transition: Student and Lecturer Assessment
3.2 Educational Process’ Difficulties in the Online Format
3.3 Dependence of the Exam Session Results on Various Factors in Online Learning
4 Conclusion
References
Mobile Technology for Learning During Covid-19: Opportunities, Lessons, and Challenges
Abstract
1 Introduction
2 Participants and Methods
2.1 Participants
2.2 Methods
2.3 Activities
3 Results, Lessons and Challenges
3.1 Results
3.2 Lessons Learned
3.3 Challenges Faced by the Teachers
4 Limitation of the Study
5 Conclusions, Recommendations and Summary
Acknowledgement
References
The Abrupt Shift to Full Online and then Blended Learning at a French Engineering School: Difficulties and Practices, Reaction and Adaptation
Abstract
1 Introduction and Theoretical Framework
2 ISAE-Supmeca Context and Specific Features
3 The ISAE-Supmeca Answer and Data Collection: From Reaction to Adaptation
4 Results and Comparisons on Learners’ Quality of Life
5 Results and Actions on Learning Tools and Formats
6 Conclusion and Future Research Directions
References
Greek Parents’ App Choices and Young Children’s Smart Mobile Usage at Home
Abstract
1 Introduction
2 Literature Review
3 Methods
3.1 Study Settings, Participants, Aims, and Research Questions
3.2 Study Instrument
3.3 Threats to Validity
4 Data Analysis
5 Study Limitations
6 Discussion - Conclusion
7 Conclusion
Acknowledgments
References
Mobile Simulation Game for Learning Theory of Constraints Fundamentals
1 Introduction
2 Theory of Constraints
3 Game-Based Learning
4 Game-Based Mobile Learning Approach
5 Conclusion
References
Exploring Pre-schoolers’ Feelings During Online Learning with Elements of Educational Neuroscience
Abstract
1 Introduction
2 Young Children’s Online Learning During COVID-19 Pandemic
3 Method
3.1 Participants
3.2 Procedure
3.3 Data Analysis and Findings
4 Discussion
5 Conclusions
Acknowledgments
References
Online Learning, Students’ Assessment and Educational Neuroscience
Abstract
1 Introduction
2 Assessment in the Educational Context
3 Online Learning Assessment
4 Educational Neuroscience and Student Assessment
5 Research Purpose and Research Questions
6 Method
7 Results
7.1 Type(s) of Assessment that Educators Use in Online Education
7.2 Techniques Used by Educators to Assess Student Learning Outcomes in Online Education
7.3 Digital Tools Used by Educators to Assess Student Learning Outcomes in Online Education
7.4 Assessment, Online Teaching and How it Affects Student Learning
8 Discussion
9 Conclusions
Acknowledgments
References
Cloud Technologies Application at English Language Studying and Self-control Realization for Maritime Branch Specialists
Abstract
1 Aim
2 Findings
3 Conclusion
References
Work-in-Progress: Development of VCDLN Model as Implementation of Distance Learning in the Era of the Covid-19 Pandemic in Indonesia
Abstract
1 Introduction
2 Literature Review
2.1 VCDLN Quality Control and Regulation
2.2 Element of VCDLN
2.3 Roadmap of VCDLN Based on Television Program
3 Research Method
4 Result and Discussion
4.1 Development of the VCDLN System Mapped in the Content Developer
4.1.1 Network Infrastructure
4.1.2 Application Infrastructure
4.1.3 Human Infrastructure
4.2 Building Communities for Developing Distance Learning Systems in the Form of e-learning, Mobile Learning, and Blended Learning System
4.3 Building a Central Community Digital Learning by Community
4.4 Evaluation Activity Learning from Students Through VCDLN
5 Conclusion
Acknowledgment
References
Rethinking Audio-Haptic Perceptual Immersion from In-Person to Remote Testing During COVID-19
Abstract
1 Introduction
2 Rethinking Virtual Drilling User Testing
2.1 Scenario
2.2 Study Design
2.3 Limitations
3 Discussion
4 Conclusions
Acknowledgements
References
Work-in-Progress About Dynamicity as a Foundation for AMI, a Mobile Intelligent and Adaptive Learning System
Abstract
1 Introduction
1.1 Purpose or Goal
2 Conceptual Background
2.1 Smart Learning and Smart Learning Environment
3 Dynamicity, the Core of the AMI Learning System
3.1 The Importance of Learner Profile
3.2 A Learner Master of His Choices
4 AMI, A Model-Driven Software Solution
4.1 The Domain Model
4.2 Towards the Dynamicity of AMI
5 Conclusions
Acknowledgments
References
Augmented-, Virtual-, Mixed- and Cross- Reality Apps
Customer Journey: Applications of AI and Machine Learning in E-Commerce
1 Introduction
2 Goal
3 Approach
4 Results
4.1 Recommendation Systems
4.2 Augmented and Virtual Reality
4.3 Recommendation Agents
4.4 Customer Analysis
5 Conclusions
References
LEXISGURU: Mobile Application for Learning Basic Lexis in English for Kids
Abstract
1 Introduction
1.1 Mobile Based Learning
1.2 Speech Recognition
1.3 Collaborative Learning
1.4 Attention Detection
2 Related Work
3 Methodology
3.1 User Knowledge Level Detection and Comparison via Pre and Post Tests
3.2 Teaching Lexis Using Storytelling Embedded with Speech Recognition
3.3 Teaching Lexis via Two-Player Collaborative Game-Based Learning
3.4 Student Attention Detecting Using Google Mobile Vision API
4 Results and Discussion
5 Conclusion
References
Augmented Reality Smart Glasses in Education: Teachers’ Perceptions Regarding the Factors that Influence Their Use in the Classroom
Abstract
1 Introduction
2 Previous Empirical Research on Smart Glasses Acceptance
3 Methodology
3.1 Participants
3.2 Procedure
3.3 Questionnaire
3.4 Data Analysis
4 Results
4.1 Intention to Use Augmented Reality Smart Glasses
4.2 Perceived Usefulness and Compatibility
4.3 Factors Which Teachers Believe Will Facilitate or Inhibit the Use of Augmented Reality Smart Glasses in Their Teaching
5 Discussion
6 Conclusion
7 Limitations and Future Research
References
“Aspects of Freedom” a Case of Design and Making of AR App for Interactive Communication in the Field of 3D Animation Production in Culture
Abstract
1 Context
2 Purpose
3 The Importance of This Project
4 Research Questions
5 Approach
6 Proper Conditions for Project Production
7 Strategic 3D Animation Production Management
8 Design of AR Image Targets with the Quality and Functional Characteristics and the Creation of the Printed Material for Physical and Digital Exhibition
9 AR Application as an Interactive Mobile Communicator/AR App as a User-Friendly Tool for Learning
10 Conclusion
11 Further Prospects
References
Building a General Purpose Educational Augmented Reality Application: The Case of ARTutor
Abstract
1 Introduction
2 Tools for Building AR Applications
3 The Case of ARTutor Version 3
3.1 Web Portal
3.2 Mobile Application
4 Evaluation of ARTutor Version 3
4.1 Methodology
4.2 Results
5 Conclusions
References
IntraPlanet: An Embodied Approach of Teaching the Seasons Using Augmented Reality
Abstract
1 Introduction
2 Literature Review
2.1 Misconceptions About How Seasons Occur and the Role of ICT
2.2 Embodied Learning and ICT
3 The Learning Environment
3.1 Learning Activities
4 Methodology
4.1 Participants
4.2 Procedure
4.3 Data Collection Instruments
5 Results
5.1 Quantitative Data
5.2 Qualitative Data
6 Discussion
7 Conclusions
References
A Hybrid Virtual-Physical Approach for Performing Control Theory Laboratories from Home
Abstract
1 Introduction
1.1 Review of Non-traditional Laboratory Delivery Options
1.2 Paper Summary and Contribution
2 Control Theory Laboratories Pre-COVID
3 Online Control Theory Laboratories Using a Hybrid Virtual-Physical Approach
3.1 Virtual Lab Component: Quanser QLabs
3.2 Physical Lab Component: Take-Home Lab Kit
3.3 Design and Implementation of a Hybrid Virtual-Physical Laboratories
4 Students’ Feedback
5 Conclusions
References
Towards a Teachers’ Augmented Reality Competencies (TARC) Framework
Abstract
1 Introduction
2 Augmented Reality in Education
3 Teachers’ AR Competencies Framework
3.1 Basic Augmented Reality Literacies
3.2 Creating AR
3.3 Use AR
3.4 Manage AR
4 Conclusions and Future Work
Appendix
Teachers’ AR Competencies (TARC) Questionnaire
References
Employing Mozilla Hubs as an Alternative Tool for Student Outreach: A Design Challenge Use Case
1 Introduction
2 Methods
2.1 About Hubs by Mozilla
2.2 VR Room Design
2.3 Iterative Design
2.4 First Iteration
2.5 Second Iteration
2.6 Final Iteration
2.7 The Design Challenge Event
3 Preliminary Results
3.1 Technical Issues
3.2 Usability
3.3 Open Feedback
4 Discussion
5 Conclusions
References
Mobile Learning Models, Theory and Pedagogy
Exploring the Utilization of Online Open-Source Environments for Mobile Applications Development in the Vocational Education and Training (VET) Curriculum
Abstract
1 Introduction
2 Purpose of Research
3 Programming, Specialties, and VET
4 The Model of the “Inverted” Class (“Flipped Class”) and Its Combination with Thunkable
5 Description of the Instructional Strategy
5.1 Use Case Diagram Type as a Scenario Hypothesis
5.2 An Interaction Diagram Type for Learning Analytics
5.3 An Activity Diagram Type for Teaching Analytics
6 The Experimental Part of the Lesson
7 Conclusions – Evaluation – Future Work
Acknowledgment
References
Learning Analytics - Survey and Practical Considerations for Intelligent Education
Abstract
1 Introduction
2 Methodology of Survey
3 Current State of Learning Analytics Application
3.1 Learning Analytics Methods
3.2 Learning Analytics in Intelligent Learning Environments
4 Literature Survey
5 Practical Considerations for Intelligent Education
5.1 Students’ Learning Performance Clustering
5.2 Combining Learning Analytics and Semantic Technologies
5.3 Development of Semantic Models of the Tutoring Course
6 Discussion and Conclusions
Acknowledgments
References
Fearful to Fearless: Design of ICT Based Learning Tools to Combat Extremism, Terrorism and Violence
Abstract
1 Introduction
2 Methodology
3 Discussion
3.1 Peace is Different from Practice of Non-violence
3.2 Violence and Fear are not Sustainable
3.3 Region and Problem Specific
Acknowledgment
References
The Learners’ Perceptions of Learning Design for Mobile MOOCs
Abstract
1 Introduction
2 Previous Projects that Combined mLearning with MOOCs
3 Theoretical Framework
4 Materials and Methods
5 Results
5.1 Participants’ Profile
5.2 Preferences with Respect to a Mobile MOOC Format
6 Conclusions and Discussion
Acknowledgements
References
An Extended Technology Acceptance Model in the Context of Mobile Learning for Primary School Students
Abstract
1 Introduction
2 Hypotheses and Research Model
3 Method
3.1 Research Participants and Procedure
3.2 Measure and Research Design
3.3 Data Analysis
4 Results
5 Discussion
6 Conclusions and Implications
6
References
Student Acceptance and Perceptions of Mobile Learning: An Introspection to the Pedagogical Exigencies and Psycho-Physical Hazards of Student Community
Abstract
1 Introduction
1.1 M-learning and Higher Education During COVID-19
1.2 Effectiveness and Benefits of M-learning During COVID 19
1.3 Problems and Challenges of M-learning During COVID 19
2 Methods
3 Results and Discussion
3.1 Level of Satisfaction of M-learning Among the Students
3.2 Academic Support
3.3 Meeting Academic Expectations
3.4 The Technological Expertise of Students
3.5 The Inability of M-learning to Promote Cohesiveness
3.6 Lack of Interest in M-learning
3.7 Engagement and Involvement
3.8 The Inability of Promoting Intellectual and Holistic Growth
3.9 Screen Time of the Respondents
3.10 Physical Problems
3.11 Psychological Issues
3.12 Correlations Between Cohesiveness and Satisfaction of Student-Friendly M-learning
3.13 Correlation of Interest in Online Classes and Involvement and Engagement of the Student in Online Classes
3.14 Correlation of Academic Expectation with Intellectual Growth
3.15 Correlation of Screen Time and Physical Problems
4 Recommendations
4.1 Engagement and Interest
4.2 Holistic Growth
4.3 Technical Know-How
4.4 Screen Time
4.5 Health Issues
4.6 Psychological Issues
5 Conclusion
References
Digital Didactics in Professional Education: Limitations, Risks and Prognosis
Abstract
1 Introduction
2 Methods and Results
3 Discussion and Results
3.1 Professional Education Digitalisation: Limitations
3.2 Professional Education Digitalisation: Risks
3.3 Digital Didactics Development: Prognosis
4 Conclusions
References
Hybrid Tools and Blended Learning for the Pedagogy of Clinical Courses in Special Education
Abstract
1 Introduction
2 The Impact of Covid-19 on Professional Counseling
3 The Challenges for the Educational Environment: Training Programs, Supportive Policies, Technological Solutions
4 Deploying Experiential Learning Methods as Structural Arrangements for Instruction
5 Results
6 Conclusion: Attainability, Technological Maturity and Behavioral Patterns
References
Integration of Software and Hardware AI Learning Models in the SEPT Learning Factory
Abstract
1 Introduction
2 SEPT Learning Factory
3 Machine-Health Monitoring and Prediction Systems
3.1 Excel-Based Neural Network Model Development
3.2 IoT Vibration Analysis Station Using MQTT
3.3 Fan Fault Detection and Diagnosis Using Machine Learning
3.4 Wireless Machine Health Monitoring and Prediction System
4 AI Based Vision Systems
4.1 RFID and Facial Recognition-Based Security and Monitoring System
4.2 Vision-Based Cobot for Parts Assembly System
4.3 Gesture Recognition Systems
5 Summary and Conclusions
Acknowledgement
References
Emerging Mobile Technologies and Standards
Mobile Apps in Retail: Usage Frequency Before, During, and After the SARS-CoV-2 Pandemic – Insights from the German Market
Abstract
1 Introduction
2 Material and Methods
3 Results
4 Summary and Discussion
5 Conclusion
References
Proposal for a Deployment of a Non-standalone 5G Mobile Network Architecture for Developing Countries: Case of Senegal
Abstract
1 Introduction
2 Related Works
3 Our Approach
4 Technologies Used
4.1 srsLTE
4.2 srsUE
4.3 srsENB
4.4 srsEPC
4.5 Open5gs
5 Proposed Architecture
6 Implementation of the Solution
6.1 Radio Access
6.2 Core Network
7 Results Obtained
8 Conclusion
References
Recommending a Retailer’s Mobile App – Influence of the Retailer and the Mediating Role of Push Notifications
Abstract
1 Introduction
2 Literature Review
2.1 Recommendation of Mobile Apps
2.2 Perception of Retailers
2.3 Perception of Push Notifications
3 Material and Methods
3.1 Sampling and Data Collection
3.2 Measures
4 Results
5 Discussion and Implications
6 Conclusion
References
Recommendation Engine of Learning Contents and Activities Based on Learning Analytics
Abstract
1 Introduction
2 Related Works
3 Aptitude Recommendation Engine
4 Case-Study
5 Conclusion
Acknowledgment
References
SELFIE Helper, an Automated Support Chatbot for the SELFIE Platform
Abstract
1 Introduction
2 An Overview of SELFIE Helper
3 Chatbot Interface
4 CBR Inference Engine
5 Knowledge Base
6 Backend Management System
7 Initial Internal Evaluation Results
8 Conclusions
Funding
References
NB-IoT Technology Benefits in Educational Institutes
Abstract
1 Introduction
2 Related Work
3 NB-IoT Technology
4 Benefits in Educational Institutes
4.1 Organization Operation Benefits
4.2 Students and Personnel Health Monitoring
4.3 Education Benefits
4.4 E-Learning Benefits
4.5 Research Benefits
5 Comparison Between NB-IoT and LoRa
6 Conclusion – Future Work
References
On Digitizing the Greek Music Tradition: Designing the Cretan Lute for Mobile Devices
Abstract
1 Introduction
2 The Cretan Lute
2.1 Digitization of Greek Traditional Musical Instruments
2.2 The Cretan Lute as a Digital Musical Instrument
2.3 Related Work
3 Modeling and Programming
3.1 Multi-device Support
3.2 Design
3.3 Development
4 Using the App in Real-Time Playing Conditions
5 Limitations and Future Work
6 Conclusions
References
User Experience and Music Perception in Broadcasts: Sensory Input Classification
Abstract
1 Introduction
2 Some Historical Facts: An Overture to Contemporary Music
2.1 Historical Evolution in the Western World
2.2 Contemporary Music in a Worldwide Perspective
3 Problem Formulation and Experimental Results: From Hearing to Sensing, from Sensing to Perceiving
3.1 Spotting Performance Deficiencies in Quantitative Terms
3.2 Shifting Taxonomies to Qualitative Characteristics
4 Conclusion
References
Interactive and Collaborative Mobile Learning Environments
Blockchain as an IoT Intermediary
Abstract
1 Introduction
1.1 Centralized System
1.2 Decentralized Systems
1.3 Layer-1
1.4 Layer-2
2 Internet Learning Platform
2.1 Ethereum Network-Based Solution
2.2 WIP Cardano Network-Based Solution
2.3 WIP Polkadot Network-Based Solution
3 Results
4 Conclusion
References
A Mobile Educational Application for Enhancing Cognitive and Language Skills of Children with Disabilities
Abstract
1 Introduction
2 Learning Disabilities
3 Literature Review
4 Description of the Mobile Educational Application
4.1 Indicative Example
5 Method
5.1 Design of Intervention
5.2 Instrument
5.3 Participants
6 Results and Discussion
7 Conclusions and Future Work
Acknowledgements
References
Automated Essay Feedback Generation in the Learning of Writing: A Review of the Field
Abstract
1 Introduction
2 Automated Essay Scoring Overview
3 Automated Feedback Generation
4 Summary
References
Multidisciplinary Problem-Based Learning (MPBL) Approach in Undergraduate Programs
Abstract
1 Introduction
1.1 Experiential Learning
1.2 Collaborative and Multidisciplinary-Based Learning
2 Framework
3 Limitations
4 Conclusions
References
Automatic Code-Switched Lecture Annotation
1 Introduction
2 Background
3 Methodology
3.1 System Architecture
4 Results and Discussion
4.1 Transcription Module Accuracy Results
4.2 Slide-Matching Module Accuracy Results
4.3 Discussion
5 Conclusion
6 Future Work
References
The Integrating Face-to-Face Learning, Distance Learning Technologies and M-Learning Technologies: Effectiveness
Abstract
1 Introduction
2 Literature Review
3 Materials and Method
4 Results
5 Conclusion
References
Virtual Reality Against Doping: The Case of Project VIRAL
Abstract
1 Introduction
1.1 Doping Use in Sports: Evidence from Elite and Amateur Athletes
1.2 Risk and Protective Factors for Doping Use
1.3 Education Against Doping in Sports: Where we are and Where we Need to Go
1.4 Virtual Reality as an Innovative Way to Promote Clean Sport Education
1.5 The VIRAL Project
1.6 Evaluation of the Virtual Reality Program
Acknowledgement
References
Towards a Smart Classroom Enabled Sustainability Education: A Conceptual Model
Abstract
1 Introduction
2 Background Information
3 A Conceptual Model for the Integration of the Sustainability Education in a Smart Classroom Environment
4 Conclusions, Limitations, Future Steps
Acknowledgment
References
Serious Games and Gamification
Designing a Serious Game to Teach Pre-analytical Phase for Medical Technologist Students
Abstract
1 Introduction
2 Background
3 Methods and Materials
4 Results
5 Discussion and Conclusion
References
Natural Language Processing Environment to Support Greek Language Educational Games
Abstract
1 Introduction
2 Games in Education
3 NLP for the Greek Language
3.1 Some Facts About the Greek Language
3.2 Segmentation and Tokenization
3.3 Word Processing
3.4 Sentence Based Techniques
3.5 Semantic Analysis
3.6 NLP Applications
4 Example Games
4.1 Configuration
4.2 Input Data Samples
5 Conclusions
Acknowledgment
References
Studying the Ancient Civilizations on the Balkan Peninsula Through Serious Game and Storytelling
Abstract
1 Introduction
2 New Pedagogical Approaches for History Study. Serious Games and Storytelling
3 Aquae Calidae Game Presentation
3.1 Game Interior
3.2 The Game Content, Scenario and Gameplay
3.3 Game Core
4 Conclusion
Acknowledgments
References
Designing and Developing a Learning Analytics Platform for the Coding Learning Game sCool
1 Introduction
2 Related Work
3 Design and Implementation
3.1 Data Collected
3.2 Requirements
3.3 Development Details
4 Evaluation
4.1 Participants
4.2 Instruments
4.3 Procedure
5 Results and Discussion
6 Conclusion and Future Work
References
A Game-Based Smart System Identifying Developmental Speech and Language Disorders in Child Communication: A Protocol Towards Digital Clinical Diagnostic Procedures
Abstract
1 Introduction
1.1 Clinical Background: Speech and Language Development
1.2 Technology, Sensors and Wearables as Assets in Diagnostic Procedures
2 The Process of Smart System Design
3 Defining Systems Requirements
4 System Design
4.1 System’s Specifications
4.2 System’s Administration and Architecture
5 Conclusions
Acknowledgements
References
SkyWords: A Serious Game Τo Enhance Typing and Spelling Skills
Abstract
1 Introduction
2 More About SkyWords
2.1 Game Design
2.2 Gameplay
3 Evaluation
3.1 User Evaluation Methodology
3.2 User Evaluation Results
3.3 Expert Evaluation
4 Conclusions
References
Dynamic Serious Game for Developing Programming Skills
Abstract
1 Introduction
1.1 Serious Games – Design Principles
2 Related Work
3 Game Design
3.1 Basic Characteristics
3.2 Scenario
3.3 Target Group
3.4 Graphics and Sound
3.5 Structure
4 Implementation
4.1 Gameplay
5 Evaluation
5.1 Methodology
5.2 Procedure
5.3 Results
6 Conclusions and Future Work
References
Work-in-Progress: Escape the Experiment – A Serious Game for Teaching Youth About the Dangers of Vaping
Abstract
1 Introduction
2 Background
2.1 Simcoe Muskoka District Health Unit (SMDHU)
3 Escape the Experiment Overview
4 Application Design
4.1 Main Menu
4.2 Level Selection
4.3 Level 1: Chemistry Classroom
4.4 Level 2: Biology Classroom
4.5 Level 3: Gymnasium (Gym)
4.6 Level 4: Business and Marketing Classroom
4.7 Level 5: Bathroom
4.8 Level 6: Principal’s Office
5 Evaluation Plan: Usability Study
5.1 Study Design
6 Conclusion and Future Work
References
Serious Game Concept to Promote Citizen Engagement for the Energy Transition Using Virtual Reality and Web Platforms
1 Introduction
2 Related Works
3 Concept
3.1 Theoretical Basics
3.2 Gameplay
3.3 Time Course
3.4 Roles
3.5 Decisions
3.6 Scenario
3.7 Calculation Methodology
4 Implementation
4.1 Data Resources
4.2 3D Environment Development
4.3 PolyVR Engine and Deployment
4.4 User Interaction and User Interfaces
4.5 Performance
5 Conclusion and Outlook
References
Dynamic Learning Experiences
Web 2.0 Digital Marketing Tools in the Ecuadorian Tourism Sector Against of the COVID-19 Pandemic
Abstract
1 Introduction
2 State of the Art
3 Methodology
4 Results
4.1 Profile of the Tourist in Times of COVID
4.2 Tourist Behavior
4.3 Management of Digital Marketing in Tourism Companies
4.4 Statistical Analysis
5 Conclusion
Acknowledgment
References
An Online Approach to Project-Based Learning in Engineering and Technology for Post-secondary Students
Abstract
1 Introduction
2 The iThink Program
3 The Online Version of iThink – Procedures and Outcomes
4 Future Plan for the iThink Program
5 Conclusion
References
Moodle Platform and Online Renewable Energy Laboratory at Faculty of Electrical Engineering
Abstract
1 Introduction
1.1 The Holon Institute of Technology
1.2 Faculty of Engineering
1.3 Renewable Energy and Smart Grid Excellence Centre
2 Renewable Energy Laboratory
2.1 The “Moodle” Platform
2.2 Online Renewable Energy Laboratory
3 Conclusions
References
Modeling Students’ Learning Performance and Their Attitudes to Mobile Learning
Abstract
1 Introduction
2 Research Methodology
3 Literature Review
4 Experiment and Predictive Modeling
5 Conclusion
Acknowledgments
References
Using Mobile Applications to Interact with Drones: A Teachers’ Perception Study
Abstract
1 Introduction
2 Drones and Mobile Applications
3 Theoretical Framework
4 Research Methodology
4.1 Participants
4.2 Procedure
4.3 Instruments and Data Analysis
5 Results
5.1 Perceived Ease of Use
5.2 Perceived Usefulness
5.3 Facilitating Conditions
5.4 Affordances
5.5 Type of Activities
6 Discussion and Conclusions
References
Evaluating Design Cards for Supporting Design Thinking in the Context of Open Robotics and IoT Competitions
Abstract
1 Introduction
2 Theoretical Framework
2.1 Design Thinking and Card-Based Design
2.2 Design Thinking in STEAM, Educational Robotics, and IoT
3 Methodology for Supporting Design Thinking
3.1 Design Alter Egos
3.2 Card-Based Game
4 Methodology
5 Results
5.1 Questionnaires Answers Evaluation
5.2 Qualitative Measures
6 Discussion
References
Usage of Visual Analytics to Support Immigration-Related, Personalised Language Training Scenarios
Abstract
1 Introduction
2 Related Work
2.1 Language Learning
2.2 Visual Analytics
3 Proposed Approach
3.1 Motivation for the Creation of Scenarios
3.2 Building the Learning Program: Scenario-Based Teaching
3.3 Methodological Approach for Testing Language Learning Scenarios
3.4 Visual Analytics for Language Learning Scenarios
3.5 Evaluation Visual Analytics Process
4 Conclusions and Future Work
Acknowledgements
References
Experiential Learning in Vehicle Dynamics Education via a Scaled Experimental Platform: Handling Performance Analysis
Abstract
1 Introduction
2 Learning Outcomes and Teaching Strategy
3 Scaled Model Experimentation: Road Vehicle Handling Performance
4 Practical Laboratory Framework: Implementation of Kolb’s Experiential Learning Cycle
4.1 Kolb’s Concrete Experience
4.2 Kolb’s Reflective Observation
4.3 Kolb’s Abstract Conceptualization
4.4 Kolb’s Active Experimentation
4.5 Summary of Kolb’s Learning Stages and Course Learning Outcomes
5 Conclusion
References
Work in Progress: Immersive Web Environments to Support Pedagogical Activities in Formal Contexts
Abstract
1 Introduction
2 Immersive Web Environments: Research
2.1 Research 1 – Meta Cognition in Immersive Web Environments Personalized by Students
2.2 Research no. 2 – Mapping the Use of Immersive Web Environments in Educational Practices by Primary and Secondary School Teachers
2.3 Research 3 – Interaction and Engagement in Immersive Web Environments
3 Conclusion
References
Key Indicators to Measure Student Performance in IoT and Their Teamwork Ability
Abstract
1 Introduction
2 Literature Review
3 Key Indicators for Measuring Student Performance
4 Mathematical Model to Assess Student Performance in IoT and Teamwork Ability
5 Numerical Application
6 Result Analysis and Discussion
7 Conclusions
Acknowledgment
References
Implementation of Experiential Learning in Aerodynamic Design of Road Vehicles
Abstract
1 Introduction
2 Learning Outcomes and Teaching Strategy
3 Scaled Model Experimentation: Aerodynamic Drag Estimation
4 Practical Laboratory Framework: Implementation of Kolb’s Experiential Learning Cycle
4.1 Kolb’s Concrete Experience
4.2 Kolb’s Reflective Observation
4.3 Kolb’s Abstract Conceptualization
4.4 Kolb’s Active Experimentation
4.5 Summary of Kolb’s Learning Stages and Course Learning Outcomes
5 Conclusion
References
Mobile Health Care, Healthy Lifestyle and Training
An Assessment of the Advantages Using Smartphone – Based Tele- Audiology and Its Effects on Hearing Care Professionals’ Willingness for Integration into the Fitting Process
Abstract
1 Introduction
2 Literature Review
3 Hypotheses
4 Methodology
5 Results
6 Discussion
7 Conclusion
References
Work-In-Progress: Carpal Tunnel Syndrome Rehabilitation: An Approach Using a Smartphone
Abstract
1 Introduction
2 Background
3 Materials and Methods
3.1 Description of the Mobile Application
3.2 Application Design
3.3 Evaluation Procedure
3.4 Application Usage
4 Results
5 Discussion and Conclusion
References
A Micro Review Relevant to the Impact of New Mobile and Wearable Technologies on Pregnant Women
Abstract
1 Introduction
2 Operating Principle of SAPW
3 Methodology (SALSA)
4 Materials and Methods
4.1 Research Questions
4.2 Search Strategy and Eligibility Criteria
4.3 Data Extraction
5 Results
6 Literature in Brief
7 Discussion
8 Conclusions
References
A Voice Handicap Index Study Based on Receiver Operating Characteristic Analysis: The Unified Monitoring of Adult Smokers Intended for Mobile Applications
Abstract
1 Introduction
2 Materials and Methods
2.1 Participants and Data Collection
2.2 Data Collection
2.3 Statistical Analysis
3 Results and Statistical Analysis
4 Mobile Application’s Diagram and Protocol
5 Discussion
6 Conclusions
References
Experiment-Supported Mobile Application for Monitoring Human Activities Using Neural Networks
Abstract
1 Introduction
2 Implementation of the Solution
2.1 Data Processing from Accelerometer Sensor
2.2 Neural Network Design
2.3 Training Process for a Neural Network
2.4 Inference
3 Results
4 Conclusions and Future Work
References
Work-in-Progress: Construction Safety Using Visual Technological Support
Abstract
1 Project CSETIR - Introduction
2 Identification of Tools and Strategies
3 Training Methods
4 Example of Training Scenario
5 Conclusions
References
Remote and Online Laboratories
Case Study of a Virtual Lab Environment Using Virtualization Technologies and a Desktop as a Service Model
1 Introduction
2 Virtualization and Cloud Computing
2.1 Technical Terms and Technology Variants of Virtualization
2.2 Technical Terms and the Scope of Cloud Computing
3 State of the Art
3.1 Online and Remote Labs
3.2 Virtual Labs
4 Technical Approach and Experiences
4.1 IT Requirement Analysis
4.2 Case Study: Virtual Lab Environment Using Virtualization
4.3 Verification of the Technical Requirements
5 Structure of the Seminar
5.1 Didactic Changes in Teaching Practice
6 Results and Discussion
6.1 From the Lecturer's Point of View
6.2 From the Student's Point of View
7 Conclusion
References
Virtual Laboratory as a Tool to Increase Student Motivation in the Context of Engineering Education Digitalization
Abstract
1 Introduction
2 Problems of Motivation, Challenges and Solutions to Modern Engineering Education
3 Application of Virtual Reality in Automotive Industry and Engineering Vehicle Education
3.1 Using Virtual Reality in the Automotive Industry
3.2 Creation of a Virtual Experimental Environment for Studying Technological Processes
4 Results and Discussions. Experience with Virtual Reality Laboratory in Automotive Education
4.1 Development and Use of a Virtual Reality Laboratory for Automotive Students
4.2 Features of the Proposed Methodology for Developing and Using the Virtual Reality
4.3 Impact of the Proposed System on the Motivation Level and Training Quality
5 Conclusions
References
Teaching MATLAB Programming by Utilizing Image Processing and Graphical User Interface Basics
1 Introduction
2 Approach
2.1 Lecture Sessions
2.2 Online Courses
2.3 Designing MATLAB App
3 Results and Analyses
3.1 MATLAB App Results
3.2 Discussion and Feedback
4 Conclusions
References
Renewable Energy by Remote and Online Laboratories
Abstract
1 Introduction
1.1 Academic Resource
1.2 Social Resource
2 Methodology
3 Implementation
4 Results
5 Conclusions
References
HAS-200 Lab Virtualization in Times of Pandemic
Abstract
1 Introduction
2 Virtualization of Laboratory HAS-200
2.1 Conceptualization
2.2 HAS-200 – Highly Automated System
2.3 Modeling
2.4 Development of Plans
2.5 Virtual Search of Standardized and/or Commercial Elements
2.6 Modeling of Sub-assemblies of Each Station
2.7 Assembly of Workstations
2.8 Assembly of the Manufacturing Cell
2.9 Simulation of the Movements of Station 1 of the HAS 200 Manufacturing Cell
3 Conclusions
References
Introduction of Online Labs to Enhance the Quality of the Real-Time Systems Course
Abstract
1 Introduction
2 Materials and Methods
2.1 Integration into the Course Outline
2.2 Lab Materials and Prerequisite
3 Results and Discussions
4 Conclusion
References
Development and Use of IoT Boards for Online Labs
Abstract
1 Introduction
2 MacIoT Board
3 Learning with the MacIoT Board
4 MacIoT Trainer Board
5 Learning with the MacIoT Trainer Board
6 Summary
Acknowledgement
References
A Virtual Reality Prototype for the VISIR Remote Lab
Abstract
1 Introduction
2 Software for VR Development
2.1 Game Engines
2.2 3D Modelling Software
3 Prototype Development
3.1 Game Concept
3.2 Scene
3.3 User Interactions and Input
3.4 VISIR Components
4 Conclusion and Future Work
References
Mobile STEAM Learning and Teaching
Teaching Artificial Intelligence in K-12 Education: Competences and Interventions
Abstract
1 Introduction
2 Skills and Competences in an AI Era
2.1 European Digital Competence Frameworks (DigComp, DigCompEdu)
2.2 Add AI Competences to DigComp
3 AI Curricula for K-12 Classrooms
4 Implementation of AI-Based Interventions in the Classroom
4.1 Teaching Variables in Computing Education with a Voice Assistant
4.2 Students’ Perception of a Voice Assistant
5 Conclusions
References
The Design of a Serious Game to Enable the Exploration of the Binary System
Abstract
1 Introduction
2 Gamifying Maths
3 The Design of the Binary Arithmetic Serious Game
3.1 Gameplay
3.2 Arithmetic Operations
4 Other Games to Learn the Binary System
5 Conclusions and Future Plans
Acknowledgments
References
Cooking STEAM: A Case Study on Establishing a STEAM Learning Community using a Performative Framework and Cooking
Abstract
1 Introduction
2 Design Principles Adopted from the PerFECt Framework
3 Rationale of the Cooking STEAM Activity
4 Cooking STEAM Sessions Design and Algorithmic Representation of Recipes
5 Conclusions
Acknowledgments
References
EPuppet: A Mobile App to Extend a Digital Storytelling Platform with New Capabilities
Abstract
1 Introduction
2 Structure and Representation of Digital Puppets
3 Design and Implementation of ePuppet Mobile App
4 Evaluation Results
5 Conclusions and Future Plans
Acknowledgments
References
A Rudimentary Progression Model for Artificial Intelligence in Education Competencies and Skills
Abstract
1 Introduction
2 Digital Competency Development for AIED
3 Digital Competencies for Teaching and Learning Using AIED: The AIEDComp Framework
4 The AIED Progression Model
5 Conclusions
Acknowledgements
References
Py4hs: A Computer Science Teacher Training Programme Promoting Python Code Clubs
Abstract
1 Introduction
2 Previous Steps on Promoting Coding in Schools Within a Creative Learning Context
3 Teachers’ Training
4 Establishment of Code Clubs and Evaluation
5 Conclusions and Future Plans
Acknowledgments
References
University – Industry – Developer Collaborations
Authentication Methods with a High Degree of Security in Accessing Moodle E-Learning Platform
Abstract
1 Introduction
2 Evolution of Digital Certificate
3 Purpose of Two Factor Authentication Method
4 Approaching the Solution by Validating the Developed Plugin
5 Actual or Anticipated Outcomes
6 Conclusions
Acknowledgement
References
Mobile Models for Biosensors with Diffusion Layer Through Enzyme Receptor
Abstract
1 Introduction
2 Modeling of the Enzyme-FET with Diffusion Membrane
3 Mobile Modeling Versus Experiment
4 Mobile Content for Biodevices
5 Conclusions
Acknowledgement
References
Intelligent IoT Biomedical Bluetooth Data Acquisition System
Abstract
1 Introduction
2 PSoC6 Application
3 Serial Communication (LabVIEW)
4 Bluetooth Mobile Application
5 PCB
6 Artificial Intelligence
7 Conclusion
References
Electronic Laboratory Educational Board
Abstract
1 Introduction
1.1 Related Work
2 Experiments and Applications
2.1 PSoC Voltage DAC Sine Wave Generator and Double Channel Data Acquisition and Amplification System
2.2 Red, Green and Blue (RGB) LED Brightness Control Through LabVIEW
2.3 RGB LED ON/OFF Control with Bluetooth Low Energy (BLE)
2.4 Pmod Based UART Proximity Sensor Application
3 Conclusion
Acknowledgements
References
Modern Measurement System Transferred from Education to Industry
Abstract
1 General Gas Measuring Approach - Purpose of the Gas Measuring
2 Hardware Configuration
3 Software Developments
4 Conclusions
Acknowledgement
References
Case Studies
Connected School Bus for Learning and Safety
Abstract
1 Education in Urban and Rural Economy
1.1 Smart Education
1.2 Global Digital Divide
2 Transport of School Children
2.1 Connected Bus: Architecture
2.2 Connected Bus: Technology
3 Learning and Safety Through a Connected Bus
3.1 Connecting School Children
3.2 School Children Tracking Technology
4 A Case Study
4.1 To Increase Student Safety and Services in a Rural School District in the US
4.2 Some Classic Examples
5 Business Opportunity from a Connected School Bus
6 Conclusion
References
Artificial Intelligence in Study-Abroad Program Recommendations
Abstract
1 Introduction
2 Literature Review
2.1 Recommendation Systems
2.2 Study-Abroad Agents or Platforms
3 Artificial Intelligence in Study-Abroad Program Recommendations
3.1 Needs Analysis
3.2 Approach
3.3 Actual or Anticipated Outcomes
3.4 Overall Architecture
4 Conclusions
References
Mobile Learning in Project-Based Contexts in the Higher Education Sector
Abstract
1 Blending Mobile and Project-Based Learning: Context of the Course
2 A Structure for Mobile and Project-Based Learning: Description of the Course Design
3 Evaluation of the Course
4 “…Absolutely Necessary for My Project.” Findings of the Qualitative Study
5 Outlook: “An Appropriate Blending is Important…”
References
Can Eye Tracking Identify Prognostic Markers for Learning Disabilities? a Preliminary Study
Abstract
1 Introduction
2 Materials and Methods
3 Results & Discussion
4 Conclusions
Acknowledgements
References
Comparing Lightweight Algorithms to Secure Constrained Objects in Internet of Things
Abstract
1 Introduction
2 Internet of Things Technology
3 Cryptography
3.1 Cryptography and Security Services
3.2 Cryptographic Primitives
3.3 Symmetric Key Cryptography
3.4 Asymmetric Key Cryptography
4 Lightweight Cryptography
4.1 Lightweight Cryptography Classification
4.2 Lightweight Asymmetric Cryptography
4.3 Lightweight Symmetric Cryptography
4.4 Lightweight Block Ciphers
5 Compared Algorithms
5.1 HIGHT (High Safety and Lightweight) [23]
5.2 LBlock [24]
5.3 PRESENT [25]
5.4 LED (Light Encryption Device) [26]
6 Results
7 Discussions
8 Conclusion
References
Web 2.0 Education Tools as Support in Digital Marketing: Tungurahua Case Study
Abstract
1 Introduction
2 State of the Art
3 Methodology
4 Results
5 Conclusions
Acknowledgements
References
Reflecting on the Remote Control of the EI-Edurobot Through an IS and a Mobile Application
Abstract
1 Introduction
2 Our System
2.1 The EI-EDUROBOT
2.2 The Information System Platform
2.3 The Mobile Application
3 Educational Robotics in Elementary Schools
3.1 Testing EI - Edu Robot and the Application in Practice
4 Teachers’ Feedback
5 Conclusions
Acknowledgements
References
A Board Game for Sustainable Development Education: Kindergarten Students as Game Designers
Abstract
1 Introduction
2 Theoretical Background
2.1 Game Based Learning
2.2 Board Games as an Educational Tool
2.3 Mobile Learning and Devices
2.4 AR and QR Technologies in Education
2.5 Education for Sustainable Development in Kindergarten
3 Game Description
4 Discussion and Further Plans
References
Mobile Learning Application Integrated with Learning Management System
Abstract
1 Introduction
1.1 Canvas Video Support
1.2 Canvas Class Interaction Support
2 Method
2.1 Access Applications Through LTI
2.2 Class Live Streaming and VOD System
2.3 Roll Call and Polling System
3 Result
4 Conclusion and Suggestion
References
Work-In-Progress: Hybrid Education: From Telecommuting with e-Learning to Broadcasting Ourselves
Abstract
1 Introduction
2 Broadcasting Clarification
2.1 Validation of Engagement
2.2 An Example
2.3 Challenges of the Post-pandemic Era in Education
3 Policy Making to Educational and Informational Programming
3.1 Examples
3.1.1 Example of USA
3.1.2 Example of Australia
3.2 Connection with Academia
4 Raising the Standards: Providing Professional-Level Expertise
5 Conclusion
References
Digital Technology in Sports
Evaluating a Serious Game for Halting Harassment and Abuse in Sports
Abstract
1 Introduction
2 Related Work
3 More About the Serious Game
3.1 Game Design
3.2 Game Scenarios
3.3 Gameplay
4 User’s Evaluation
4.1 Evaluation Methodology
4.2 Evaluation Results
5 Conclusions
Acknowledgment
References
Preliminary Evaluation of a Platform Integrating a VCOP to Prevent Abuse in Sports and a Whistleblowing Service
Abstract
1 Introduction
2 The Potentials of COPs
3 Halt Vcop
3.1 VCOP Platform
4 HALT Whistleblowing
5 Evaluation
5.1 Participants
5.2 Instruments
6 Data Analysis
6.1 Evaluation of VCOP and Structure
6.2 Evaluation of Informative Material
6.3 Impact of the VCOP
6.4 Usability Evaluation of the Observatory
7 Conclusion and Future Work
Acknowledgement
References
Evaluating a Serious Game to Promote Healthy Lifestyle in Young People
Abstract
1 Introduction
1.1 Related Work
2 More About Battle4Health
2.1 Game Design
2.2 Gameplay
3 Evaluation
3.1 Procedure
3.2 Results
4 Conclusions
Acknowledgment
References
Design and Implementation of an Online European Network for Monitoring Fitness in Youth
Abstract
1 Introduction
1.1 Fitness and EU Policy on Surveillance and Monitoring of HEPA
2 The EUFITMOS Project
2.1 Description
2.2 Added Value
3 Design Phase
3.1 Requirements
4 Implementation Phase
4.1 Login – Change Password
4.2 Dashboard – Main Screen
4.3 Add or Edit Teachers/Students
4.4 Reports
5 Conclusion - Future Work
Acknowledgment
References
Author Index


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