Article
Computer Science, Interdisciplinary Applications
Alper Aslan
Summary: The study found that students who participated in live online classes using the PBL method had higher levels of learning achievement, problem-solving skills, and class interaction compared to students using teacher-based methods, but there was no significant difference in communication skills between the two groups.
COMPUTERS & EDUCATION
(2021)
Article
Computer Science, Information Systems
Albert Rego, Pedro Luis Gonzalez Ramirez, Jose M. Jimenez, Jaime Lloret
Summary: The study introduces an intelligent system based on reinforcement learning and deep learning for smart home environments to improve user experience. Experimental results show that this system outperforms traditional algorithms and can increase user QoE.
CLUSTER COMPUTING-THE JOURNAL OF NETWORKS SOFTWARE TOOLS AND APPLICATIONS
(2022)
Article
Robotics
Weiyuan Li, Ruoxin Hong, Jiwei Shen, Liang Yuan, Yue Lu
Summary: Substantial progress has been made in embodied visual navigation based on RL, but the presence of interactable objects in real cluttered scenes poses a challenge for the ego-centric visual agent. To address this, the authors propose a transformer-based memory to empower agents with historical interactive information and utilize a surrogate objective to predict the next waypoint, facilitating representation learning and bootstrapping RL.
IEEE ROBOTICS AND AUTOMATION LETTERS
(2023)
Article
Psychology, Multidisciplinary
Silvia Molina Roldan, Jesus Marauri, Adriana Aubert, Ramon Flecha
Summary: Research indicates that students without special educational needs benefit from participating in interactive learning activities with students with special educational needs by learning to respect others, accept differences, develop patience, cultivate the ability to help others learn and behave better, and derive satisfaction from these interactions.
FRONTIERS IN PSYCHOLOGY
(2021)
Review
Green & Sustainable Science & Technology
Ching-Yi Chang, Hui-Chun Chu
Summary: This study used bibliographic analysis to validate the research trends of technology-enhanced digital storytelling in education and educational research. Through analyzing top journals, frequently cited articles, keywords, research methods, and application domains, the study identified four thematic clusters and highlighted the dominant application domain of activity in DS research. The results provide recommendations for future research.
Article
Education & Educational Research
Seungoh Paek, Daniel L. Hoffman, John B. Black
Summary: This study examined how the conceptual congruency of sensory modalities influences learning in digital environments, finding that greater conceptual congruency in the aural and bodily-kinesthetic modalities led to a greater understanding of the target concept. The two modalities worked in combination to enhance participant understanding, suggesting a more-is-better impact on learning outcomes.
INTERACTIVE LEARNING ENVIRONMENTS
(2021)
Article
Education & Educational Research
Jodie Torrington, Matt Bower, Emma C. Burns
Summary: This study investigated the relationships between different measures of self-regulation for learning (SRL) and task performance for young students learning in digital contexts. The results showed that the most effective measure of SRL was a self-report written response, which could predict task performance. Teacher ratings of students' metacognitive capability were significantly correlated with task performance and self-report instruments. The associations between observed SRL behaviors and task performance in a computer-based learning environment were weak.
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY
(2023)
Article
Computer Science, Artificial Intelligence
Doaa Mohamed Elbourhamy, Ali Hassan Najmi, Abdellah Ibrahim Mohammed Elfeky
Summary: Modern approaches in education technology, such as electronic books, infographics, and mobile applications, are being used to improve education quality and learning levels. Educational data mining is a popular method for predicting student performance and monitoring progress. A model was developed to inform students about their performance in a computer networks course, and the effectiveness of infographics for teaching was proven.
PEERJ COMPUTER SCIENCE
(2023)
Article
Computer Science, Information Systems
Duygu Mutlu-Bayraktar, Pinar Ozel, Fatih Altindis, Bulent Yilmaz
Summary: The study found that the split-attention group had inferior learning performance in terms of fixation, brain wave, and memory compared to the focused attention group. More cognitive activity emerged in environments where the text was not integrated into the picture. Narration of text, instead of printed text, was more effective in focusing attention.
MULTIMEDIA TOOLS AND APPLICATIONS
(2022)
Article
Education & Educational Research
Arantxa Vizcaino-Verdu, Paloma Contreras-Pulido, Maria-Dolores Guzman-Franco
Summary: This study analyzed young Youtubers' self-perception on their multimedia, hypermedia, intertextual and transmedia competencies, finding that they consider themselves proficient in areas such as aesthetics, participation and interaction, technology, content creation, etc. The research proposed a new approach towards exploring interactive codes of young YouTube musicians.
LEARNING MEDIA AND TECHNOLOGY
(2021)
Article
Multidisciplinary Sciences
Tang Qin, Parthasarathy Poovendran, S. BalaMurugan
Summary: The use of student-centered learning environments in education has increased significantly. This study adopted the Multimedia-Assisted Student-Centered Learning model using big data analytics to help education institutions achieve transformation and improve student attention, efficiency, retention rate, involvement, and learning outcome.
ARABIAN JOURNAL FOR SCIENCE AND ENGINEERING
(2023)
Article
Computer Science, Artificial Intelligence
Guodao Sun, Hao Wu, Lin Zhu, Chaoqing Xu, Haoran Liang, Binwei Xu, Ronghua Liang
Summary: With the rapid growth of video resources, the study of automated video summarization becomes increasingly crucial. This paper introduces VSumVis, a visual analysis system that aids users in understanding video summarization models through multi-feature examination and multi-level exploration.
ACM TRANSACTIONS ON INTELLIGENT SYSTEMS AND TECHNOLOGY
(2021)
Article
Chemistry, Analytical
Hung Son Nguyen, Francisco Cruz, Richard Dazeley
Summary: In this paper, the authors propose a method called Broad-Persistent Advising (BPA) that retains and reuses processed information to help trainers give more general advice and speed up the learning process in robotics. The results of testing the approach in two continuous robotic scenarios showed that the agent's learning speed increased by up to 37% in terms of reward points, while maintaining the same number of interactions required for the trainer compared to the DeepIRL approach.
Article
Computer Science, Information Systems
Mara Dionisio, Valentina Nisi
Summary: Transmedia Stories are increasingly valuable for the tourism industry, engaging and inspiring audiences both online and offline. The Fragments of Laura project demonstrates the potential of interactive multimedia storytelling in engaging tourists and enhancing their tourism experience. It also highlights the impact of such storytelling experiences on future design for tourism-driven initiatives.
MULTIMEDIA TOOLS AND APPLICATIONS
(2021)
Article
Robotics
Mayank Mittal, Calvin Yu, Qinxi Yu, Jingzhou Liu, Nikita Rudin, David Hoeller, Jia Lin Yuan, Ritvik Singh, Yunrong Guo, Hammad Mazhar, Ajay Mandlekar, Buck Babich, Gavriel State, Marco Hutter, Animesh Garg
Summary: We introduce Orbit, a modular framework for robot learning powered by Nvidia Isaac Sim. It allows easy creation of robotic environments with realistic scenes and precise body simulation. With benchmark tasks of different difficulty levels and support for diverse observations and action spaces, Orbit enables training reinforcement learning policies and collecting demonstration datasets efficiently. It comes with multiple robotic platforms, sensor modalities, motion generators, benchmark tasks, and learning library wrappers, aiming to support various research areas and foster interdisciplinary collaborations.
IEEE ROBOTICS AND AUTOMATION LETTERS
(2023)
Article
Computer Science, Interdisciplinary Applications
Elise Ameloot, Tijs Rotsaert, Thomas Ameloot, Bart Rienties, Tammy Schellens
Summary: This study investigates the impact of using learning analytics to support students' autonomy and competence needs in a blended learning environment. The findings show that teachers' adaptation based on learning analytics positively influences students' satisfaction with the adapted learning environment. However, students' basic psychological needs vary depending on the face-to-face workshop subject. The study emphasizes the importance of thoughtful blended learning course design and provides recommendations for effective learning analytics utilization in university settings.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Tzu-Chi Yang, Zhi-Shen Lin
Summary: Computational thinking is essential in the current era and learning programming is the most effective way to develop it. Introducing computational thinking and programming at an early age is recommended. Graphic organizers serve as a bridge between students' existing knowledge and new learning, enhancing their learning process. The study found that using graphic organizers improved elementary school students' computational thinking, programming skills, and learning experiences.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Yuqin Yang, Kaicheng Yuan, Gaoxia Zhu, Lizhen Jiao
Summary: The study finds that the design of collaborative analytics-enhanced reflective assessment can promote conducive epistemic emotions to knowledge building among undergraduates, and enriches our understanding of the relationships between metacognition, epistemic emotions, and knowledge building practices.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Vishal Kiran Kuvar, Jeremy N. Bailenson, Caitlin Mills
Summary: Recent research suggests that students' minds often wander off-task during learning, regardless of the learning modality. This study explores the potential of virtual reality (VR) to reduce task-unrelated thoughts (TUT) and finds that learning with VR leads to lower TUT and better performance.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Yiming Liu, Jeremy Tzi Dong Ng, Xiao Hu, Zhengyang Ma, Xiaoyan Lai
Summary: This study examines teachers' usage intention and behavior towards the Game Learning Analytics (GLA) system in K-12 classrooms. The study found that personal, environmental, and technological factors influenced teachers' intention and behavior, and that technostress moderated the intention-behavior relationship. The study also identified the heterogeneity of GLA usage among teachers with different individual characteristics.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Romina Cachia, Artur Pokropek, Nikoleta Giannoutsou
Summary: This article introduces a shortened version of the European Commission's SELFIE tool for measuring the digital capacity of schools. Two shorter measurement instruments, called midi-SELFIE and mini-SELFIE, are proposed based on the original tool. The validity and uses of these shortened versions are explored through various cases and compared to the complete instrument. The results suggest that the shortened versions of SELFIE are reliable alternatives for specific purposes.
COMPUTERS & EDUCATION
(2024)