ethanporcaro/eric-fulltext-meta huggingface dataset:
Assessing the Potential of LevelUp as a Persuasive Technology for South African Learners
Author: Sibanyoni, Nhlanhla A.
Date: 2017-04-00
Type: Reports - Research
Subjects: Mathematics Instruction,Handheld Devices,Telecommunications,Case Studies,Grade 11,High School Students,Mixed Methods Research,Observation,Focus Groups,Questionnaires,Student Behavior,Study Habits,Motivation,After School Programs,Behavior Change,Attitude Change,Homework,Technology Uses in Education,Information Technology,Foreign Countries

Good study behaviour after school hours is an important way of improving learners' chances of success. Learners, once they reach high school, particularly require support that will assist them to study effectively outside the classroom. South African schools are under pressure to improve results in mathematics but besides the homework that schools set, it is difficult for them to motivate the learner to do any additional study of mathematics after school. This suggests that schools could take advantage of technology to create good study behaviour by introducing mobile phones as a persuasive technology. The ubiquity of mobile phones has raised interest in their usage as educational tools and how best to leverage them both during school hours and outside the classroom. However, research in mobile learning argues that mobile phones might enhance learning but might easily distract learners unless there is some control and structure. This paper is based on preliminary research done for a PhD thesis and does not include all the results of the data already collected. The paper conceptualises the first phase of research to assess a specific initiative incorporating the LevelUp application to motivate good studying behaviour outside the classroom for grade 11 learners studying mathematics using their mobile phones or tablets. [For the complete proceedings, see ED579190.]
RunJumpCode: An Educational Game for Educating Programming
Author: Hinds, Matthew
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Educational Games,Video Games,Computer Science Education,Programming,Programming Languages,Instructional Design,High School Students,Undergraduate Students

Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. &quot;RunJumpCode&quot; is an educational 2D platformer video game, designed and developed in Unity, to teach players the fundamental concepts of C# programming. The game enhances the player's programming knowledge by providing a fun range of challenges and puzzles to solve. We promoted the interaction of programming through a &quot;Code Box&quot;, allowing players to enter lines of predefined code that modifies in-game objects. This tool is essential in completing the challenges and puzzles we designed. To allow alterations of its properties, we made further manipulation of each object possible, which would give the player creative freedom to complete each level. Quizzes and journals were utilized to assess and collate their learnt material for future reference. In addition, we created a mobile application to track each player's statistics throughout the game and compare their progress with other users. A full evaluation study has been planned, the goal of which is to examine the effect of using the system on students' learning. [For the complete proceedings, see ED579190.]
The M-Learning Experience of Language Learners in Informal Settings
Author: Sendurur, Emine
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Informal Education,Telecommunications,Second Language Learning,Second Language Instruction,Computer Software,Teaching Methods,Usability,Feedback (Response),Independent Study,Case Studies,Computer Assisted Instruction,Handheld Devices,Semi Structured Interviews,Content Analysis

This study is designed to understand the informal language learners' experiences of m-learning applications. The aim is two-folded: (i) to extract the reasons why m-learning applications are preferred and (ii) to explore the user experience of Duolingo m-learning application. We interviewed 18 voluntary Duolingo users. The findings suggest that mobile language learning applications are perceived as complementary tools. They believe that it is impossible to learn a complete language only through the use of these apps. They find them convenient, because they spend tiny periods of their leisure such as coffee breaks at work on these applications. Duolingo is one of the most downloaded apps in the market. The participants like the method the app follows. Step-by-step flow, gamification, immediate feedback, high usability, and effortless use of the app can be considered as the good parts of user experience. Notifications could turn into a burden for some users. For advanced level users, the level of challenges is quite low. However, the flexible features and being almost completely free can contribute to the user experience in a positive manner. [For the complete proceedings, see ED579190.]
Readiness for Mobile Learning: Multidisciplinary Cases from Yaroslavl State University
Author: Khryashchev, Vladimir
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Telecommunications,Interdisciplinary Approach,College Students,Learning Readiness,Learning Processes,Learning Motivation,Blended Learning,Program Descriptions,Program Design,Foreign Countries,Student Surveys,Student Attitudes,Computer Science Education,Handheld Devices

The survey data suggest a high technical and sufficient psychological readiness of Yaroslavl State University students to use mobile devices in learning. The results of the research prove that students have an above the average level of interest and motivation in learning with the help of mobile devices. Nevertheless, it is obvious that there is a need for popularizing mobile learning among students through organization of explanatory talks and encouragement on the part of the teaching staff. Two multidisciplinary cases with using modern IT-technologies in university educational process are presented. [For the complete proceedings, see ED579190.]
Analysis of Means for Building Context-Aware Recommendation System for Mobile Learning
Author: Shcherbachenko, Larysa
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Telecommunications,Handheld Devices,Online Courses,Learning Experience,Computer Software,Educational Environment,Usability,Student Needs

One of the rapidly developing tools for online learning is learning through a mobile environment. Therefore, developing and improving mobile learning environments is an active topic now. One of the ways to adapt the learning environment to the user's needs is to use his context. Context of the user consists of the current context in online learning environment and physical context. This paper concentrates on the physical context and ways to improve the user's experience in a learning environment. For this an ontology-based system is presented, and Learning Context ontology is extended for User Context ontology. Also, a use-case is provided to show situations which will be covered by such an approach. [For the complete proceedings, see ED579190.]
Acceptance of Mobile Learning at SMEs of the Service Sector
Author: Beutner, Marc
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Foreign Countries,Electronic Learning,Adoption (Ideas),Small Businesses,Service Occupations,Qualitative Research,Interviews,Program Implementation,Educational Benefits,Technology Uses in Education,Handheld Devices

Mobile Learning (mLearning) is becoming popular in several parts of education. The increasing availability of mobile technology and devices is an important fact, which fosters this trend. However, even if it attracts more and more attention at huge enterprises it is not clear what small and medium enterprises (SMEs) think about Mobile Learning. Moreover, in a modern society, the Service Sector increases as well and here Mobile Learning could be a helpful concept to cope with rapid change and innovation on information. The texts provides results of an acceptance study with regard to Mobile Learning at SMEs in the Service Sector. This is related to advantages and disadvantages which companies expect. This qualitative interview study gathered information form 14 SMEs in Germany. As a basis for a successful implementation of mLearning in companies of the Service Sector the acceptance by decision makers and users is crucial. The results show that acceptance already exists but that there are a lot of challenges and requirements as well. [For the complete proceedings, see ED579190.]
Engaging Children in Diabetes Education through Mobile Games
Author: Baghaei, Nilufar
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Diabetes,Computer Games,Telecommunications,Life Style,Teaching Methods,Health Education,Evidence Based Practice,Health Promotion,Computer Software,Child Health,Instructional Effectiveness,Health Behavior,Foreign Countries,Handheld Devices

Traditional methods for diabetic education rely heavily on written materials and there is only a limited amount of resources targeted at educating diabetic children. Mobile games can be effective, evidence-based, and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer games aimed for educating children with diabetes and applied our design strategy to a mobile Android game (Mario Brothers). In this paper, we report the findings of a preliminary evaluation study (n = 12) conducted over 1 week. The initial results showed that the children found the game engaging and improved their knowledge of healthy diet and lifestyle. [For the complete proceedings, see ED579190.]
A Mobile Application for User Regulated Self-Assessments
Author: Lazarinis, Fotis
Date: 2017-04-00
Type: Reports - Evaluative
Subjects: Educational Technology,Technology Uses in Education,Telecommunications,Handheld Devices,Self Evaluation (Individuals),Evaluation Methods,Computer Assisted Testing,Foreign Countries,High School Freshmen,Randomized Controlled Trials,Program Effectiveness,Skill Development,Scores,Interviews,Student Attitudes,Formative Evaluation,Tests

In this paper we present a mobile application for self-assessment. The work describes the main features of the application and focuses on its acceptance by students and the increase on their learning, through its usage in real testing settings. The application supports the retrieval of questions based on a number of criteria and it was evaluated with the aid of students who self-assessed their knowledge prior to in-class pencil and paper tests. An improvement in the performance of students who actively engaged with the system has been observed. [This work has been partially supported by a grant from Stavros Niarchos Foundation (SNF). For the complete proceedings, see ED579190.]
Possible Potential of Facebook to Enhance Learners&apos; Motivation in Mobile Learning Environment
Author: Raza, Mehwish
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Social Media,Educational Technology,Technology Uses in Education,Student Motivation,Telecommunications,Handheld Devices,Foreign Countries,Interaction,Hypothesis Testing,Questionnaires,Training,Elementary Schools,Private Schools,Likert Scales,Statistical Analysis,Elementary School Teachers,Pretests Posttests,Teacher Attitudes

Facebook is world's leading social network, 29% of its active members represent Pakistan. This study utilized Facebook for teachers' in-service training. Thirty teachers from different parts of Pakistan took part in this training that lasted for ten weeks. The researcher tested the impact of three independent variables namely: social interactions, quality of experiences and behavior on learners' motivation (dependent variable). The hypothesis of this study propose a positive impact of independent variables on the dependent variable, the research was able to prove the hypothesis. [For the complete proceedings, see ED579190.]
Experimenting with Support of Mobile Touch Devices for Pupils with Special Educational Needs
Author: Gybas, Vojtech
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Special Needs Students,Elementary School Students,Chemistry,Teaching Methods,Special Education,Handheld Devices,Computer Assisted Instruction,Laboratory Equipment,Scientific Concepts,Disabilities,Computer Software,Educational Benefits,Foreign Countries

The aim of this paper is to describe one of the learning option for pupils with special educational needs with the support of ICT in the educational area Man and Nature, &quot;a basic knowledge of chemistry.&quot; Form of experimental teaching is not commonly used in elementary school special education. With the support of ICT, specifically the iPad, we can try a simple experiment as a demonstration of unusual subject matter: the solubility of the substances, the density of matter, detailed structure of the fabric surface. Perception of microscopic object details is very difficult and sometimes impossible for pupils with special educational needs. Working with a microscope is very difficult because of various pupils affection, such as fine motor skills disorder, visual disturbances and so on. But if we use an iPad and an appropriate application, we can do experiments very effectively also in a special elementary school. iPad, in connection with Magniscope appropriate tool, is a great tool to capture any detail that a student with moderate mental disorder cannot notice Pupils can &quot;experiment&quot; on their own, they can create screens. These screens can be used in the creation of interactive books in Book Creator--add their descriptions, reviews and previews. [For the complete proceedings, see ED579190.]
D-Move: A Mobile Communication Based Delphi for Digital Natives to Support Embedded Research
Author: Petrovic, Otto
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Information Technology,Technological Literacy,Grounded Theory,Health,Physical Fitness,Self Evaluation (Individuals),Business,Models,Innovation,Telecommunications,Handheld Devices,Meetings,Computer Software,Attitudes,Behavior Patterns,Delphi Technique

Digital Natives are raised with computers and the Internet, which are a familiar part of their daily life. To gain insights into their attitude and behavior, methods and media for empirical research face new challenges like gamification, context oriented embedded research, integration of multiple data sources, and the increased importance of personal data. The paper presents and evaluates a method based on Delphi technique, which integrates multimedia data capturing in the field with multi-round face-to-face discussions. As the front end, a very fast and fuzzy platform was implemented, which is currently being used by over 100 million Digital Natives. It allows teaching the participants to use embedded research and to understand the impact of self-monitoring for health and fitness on business models, which was one central aim of the supported course. Additionally, it is used to gain insights into Digital Natives' attitude and behavior. [For the complete proceedings, see ED579190.]
Design of a Prototype Mobile Application to Make Mathematics Education More Realistic
Author: Jordaan, Dawid B.
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Telecommunications,Handheld Devices,Educational Technology,Technology Uses in Education,Mathematics Instruction,Foreign Countries,Technological Literacy,Distance Education,Computer Oriented Programs,Instructional Design,Qualitative Research

To enter the world of work, students require skills which include flexibility, critical thinking, problem solving, collaboration and communication. The use of mobile technologies which are specifically created for a context could stimulate motivation in students to recognise the relevance of Mathematics in the real world. South Africa in particular is a suitable location to use mobile learning across distance due to its viability, affordability and availability as opposed to web-based technology. The design team developed an app for financial Mathematics based on the principles of realistic mathematics education (RME) for mathematics teachers to use with their students. The paper describes the design process and general usability aspects of the formative evaluation of the prototype app for financial Mathematics. The authors suggest that a graphic artist becomes part of the design team to enhance the visual attractiveness of the app. [For the complete proceedings, see ED579190.]
A Framework for Flipped Learning
Author: Eppard, Jenny
Date: 2017-04-00
Type: Reports - Research
Subjects: Homework,Video Technology,Technology Uses in Education,Educational Technology,Handheld Devices,Telecommunications,Classification,Constructivism (Learning),Mastery Learning,Literature Reviews

Over the last few decades, with the rapid developments of mobile technology, the advent of Web 2.0 sites, and the expansion of social media, there has been an incremental use of technology in the classroom. One of the approaches for technological integration into the classroom is via flipped learning. This pedagogical method has become increasingly popular and there is a growing body of literature that is investigating the implementation of this teaching methodology in the various classrooms. The present paper is an overview of the research related to the flipped classroom. The goals are threefold: a) to provide a synthesis of the definitions of the concept of the flipped learning as used in field b) to review the various theories and models that may explain the theoretical underpinnings for flipped classroom; and c) to develop a tentative framework based on the literature. [For the complete proceedings, see ED579190.]
Tablets and Applications to Tell Mathematics&apos; History in High School
Author: Dias, Eduardo Jesus
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Handheld Devices,Telecommunications,Mathematics Instruction,Computer Oriented Programs,History,Mathematics,Secondary School Mathematics,Foreign Countries,Technology Uses in Education,Secondary School Teachers,High School Freshmen,Mathematical Concepts,Educational Technology,Interdisciplinary Approach,Questionnaires,Observation

In this article, we suggest that the history in Mathematics Education combined with mobile technology, can provide analysis of concepts, theories and significant logical structures in the process of teaching and learning of Mathematics, as the main objective of this study is to analyze the students' motivation and learning using tablets in the classroom. From a collaborative work, high school students have created applications that told a little the Mathematics' history. A private school situated in the east side of São Paulo city conducted this experiment. With the participation of 4 teachers and 107 students of the first year of the high school, we observed that the tablet generated a stimulating and challenging environment in search of mathematical historical elements to explain concepts and theories so far not questioned by students in conventional classes. The results presented in the study indicate that the use of tablets in the work development was of paramount importance not only in the motivational issue, but also in getting knowledge about some mathematical theories put in its history. [For the complete proceedings, see ED579190.]
How Can Tablets Be Used for Meaning-Making and Learning
Author: Lofthus, Liv
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Handheld Devices,Computer Assisted Instruction,Teaching Methods,Interdisciplinary Approach,Observation,Interviews,Sociocultural Patterns,Video Technology,Documentation,Social Sciences,Foreign Countries,History Instruction,Civics,Geography Instruction,Secondary School Students,Student Attitudes

The background for my research project is to look closer at how social sciences such as history, geography and civic life can be taught outside the classroom by using tablets as a tool. This paper looks closer into how tablets can be used as a learning recourse in an interdisciplinary project outside the classroom. I will follow a group of pupils that are used to using iPad in all subjects to see how they, in small groups, use their tablets outside the classroom. I will see how they use their tablets for orientation, collecting information and documentation. The methods used is observation, interview, and video documentation. The project spans from work inside the classroom to prepare for the task outside, and after the project has come to an end I will document how they work with it inside the classroom. The aim of the analyses will be to describe how the pupils use the tablets, from a socio cultural perspective, as a tool for learning. [For the complete proceedings, see ED579190.]
Small Private Online Research: A Proposal for A Numerical Methods Course Based on Technology Use and Blended Learning
Author: Cepeda, Francisco Javier Delgado
Date: 2017-04-00
Type: Speeches/Meeting Papers
Subjects: Blended Learning,Models,Methods Courses,Teaching Methods,Scientific Research,Telecommunications,Handheld Devices,Visualization,Research Methodology,Research Projects,Engineering Education,Physics,Microbiology,Mathematics,Higher Education

This work presents a proposed model in blended learning for a numerical methods course evolved from traditional teaching into a research lab in scientific visualization. The blended learning approach sets a differentiated and flexible scheme based on a mobile setup and face to face sessions centered on a net of research challenges. Model is presented being supported by previous research works about its performance in terms of effective evaluation and skill development. [For the complete proceedings, see ED579190.]
#gottacatchemall: Exploring Pokemon Go in Search of Learning Enhancement Objects
Author: Cacchione, Annamaria
Date: 2017-04-00
Type: Reports - Evaluative
Subjects: Computer Games,Handheld Devices,Electronic Learning,Language Acquisition,Context Effect,Educational Benefits,Evaluation

The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact of this game on learning and how it may be leveraged to enhance the design of mobile and ubiquitous technologies for mobile and situated language learning. This paper analyses the game Pokemon Go and the players' experiences according to a framework developed for evaluating mobile language learning and discusses how Pokemon Go can help to meet some of the challenges faced by earlier research activities. [For the complete proceedings, see ED579190.]