scholarly journals Board 4: Computers in Education Division: Partnering to Develop Educational Software Applications: A Four-year Retrospective Study

2020 ◽  
Author(s):  
David Reeping
2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Jose Maria Garcia-Garcia ◽  
Víctor M. R. Penichet ◽  
María Dolores Lozano ◽  
Juan Enrique Garrido ◽  
Effie Lai-Chong Law

Affective computing is becoming more and more important as it enables to extend the possibilities of computing technologies by incorporating emotions. In fact, the detection of users’ emotions has become one of the most important aspects regarding Affective Computing. In this paper, we present an educational software application that incorporates affective computing by detecting the users’ emotional states to adapt its behaviour to the emotions sensed. This way, we aim at increasing users’ engagement to keep them motivated for longer periods of time, thus improving their learning progress. To prove this, the application has been assessed with real users. The performance of a set of users using the proposed system has been compared with a control group that used the same system without implementing emotion detection. The outcomes of this evaluation have shown that our proposed system, incorporating affective computing, produced better results than the one used by the control group.


Author(s):  
Virginia E. Garland

Wireless technologies have transformed learning, teaching, and leading in K-12 schools. Because of their speed and portability, laptops, planners, personal digital assistants (PDAs), and cellular telephones are major components of digital literacy. In this chapter, current international trends in the educational uses of portable technologies will be discussed. The implications of newer hardware specifications and educational software applications for laptop computers will be analyzed, including inequities in student access to the handhelds. Next, the role of planners and PDAs as more recent instructional and managerial tools will be evaluated. This study also includes a review of the current debate over whether or not cell phones, especially those with photographic capabilities, should be allowed to be used by students in schools. Finally, potential uses of wireless technologies for interactive learning and collaborative leadership on a global basis will be investigated.


2011 ◽  
pp. 1624-1636
Author(s):  
Virginia E. Garland

Wireless technologies have transformed learning, teaching, and leading in K-12 schools. Because of their speed and portability, laptops, planners, personal digital assistants (PDAs), and cellular telephones are major components of digital literacy. In this chapter, current international trends in the educational uses of portable technologies will be discussed. The implications of newer hardware specifications and educational software applications for laptop computers will be analyzed, including inequities in student access to the handhelds. Next, the role of planners and PDAs as more recent instructional and managerial tools will be evaluated. This study also includes a review of the current debate over whether or not cell phones, especially those with photographic capabilities, should be allowed to be used by students in schools. Finally, potential uses of wireless technologies for interactive learning and collaborative leadership on a global basis will be investigated.


2016 ◽  
Vol 14 (36) ◽  
pp. 59-68
Author(s):  
Betsy Mary Estrada Perea

Conventional software engineering methodologies have strategies for analysis and design of educational software applications, but they have evolved in relation to the phase of the instructional design. In this article, from the review of some models of instructional design and the identification of gaps in two proposed models for the design of virtual courses, a data model is proposed to describe the elements involved in the design of virtual courses and illustrate the relationships between such elements. In preparing this model, we take into account the activities of some models of instructional design. The construction of this data model is a contribution to formalize the design of virtual courses.


1995 ◽  
Author(s):  
Γεώργιος Γυφτοδήμος

THE AIM OF THE THESIS IS TO EXPLORE THE POSSIBILITY OF USING COMPUTERS IN EDUCATION AS OPEN INTERACTIVE PROGRAMMABLE ENVIRONMENTS. FOR THAT PURPOSE, A SIX-VALUED LOGIC MODEL IS DEVELOPED, PERMITTING THE CHARACTERISATION OF SITUATIONSAS: A) EXPANSIONS OF THE BASIC LOGIC MODEL OF THE OBJECT STUDIED BY THE LEARNER; B) ESTIMATIONS ON THE SAME LOGIC OBJECT, MADE BY DIFFERENT AGENTS (COMPUTERMICROWORLD-LEARNER) AND POSSIBLY DIFFERENT. C) EVOLUTION OF A "WORLD", DUE TOEXTERNAL ACTIONS. THIS MULTI-VALUED MODEL IS IMPLEMENTED IN A FUNCTIONAL ENVIRONMENT, WHICH PERMITS A DIRECT USAGE OF THAT MODEL BY THE END-USER. THIS IMPLEMENTATION PERMITS THE CONSTRUCTION OF EDUCATIONAL SOFTWARE AS A FLEXIBLE ENVIRONMENT, ALLOWING BOTH THE LEARNER AND THE TEACHER TO INTERFERE WITHIN THE KNOWLEDGE SPACE.


Author(s):  
B Chimbo ◽  
J H Gelderblom ◽  
M R De Villiers

The learnability principle relates to improving the usability of software, as well as users’ performance and productivity. A gap has been identified as the current definition of the principle does not distinguish between users of different ages. To determine the extent of the gap, this article compares the ways in which two user groups, adults and children, learn how to use an unfamiliar software application. In doing this, we bring together the research areas of human-computer interaction (HCI), adult and child learning, learning theories and strategies, usability evaluation and interaction design. A literature survey conducted on learnability and learning processes considered the meaning of learnability of software applications across generations. In an empirical investigation, users aged from 9 to 12 and from 35 to 50 were observed in a usability laboratory while learning to use educational software applications. Insights that emerged from data analysis showed different tactics and approaches that children and adults use when learning unfamiliar software. Eye tracking data was also recorded. Findings indicated that subtle re- interpretation of the learnability principle and its associated sub-principles was required. An additional sub-principle, namely engageability was proposed to incorporate aspects of learnability that are not covered by the existing sub-principles. Our re-interpretation of the learnability principle and the resulting design recommendations should help designers to fulfill the varying needs of different-aged users, and improve the learnability of their designs.Keywords: Child computer interaction, Design principles, Eye tracking, Generational differences, human-computer interaction, Learning theories, Learnability, Engageability, Software applications, UasabilityDisciplines: Human-Computer Interaction (HCI) Studies, Computer science, Observational Studies


2008 ◽  
pp. 1040-1052
Author(s):  
Virginia E. Garland

Wireless technologies have transformed learning, teaching, and leading in K-12 schools. Because of their speed and portability, laptops, planners, personal digital assistants (PDAs), and cellular telephones are major components of digital literacy. In this chapter, current international trends in the educational uses of portable technologies will be discussed. The implications of newer hardware specifications and educational software applications for laptop computers will be analyzed, including inequities in student access to the handhelds. Next, the role of planners and PDAs as more recent instructional and managerial tools will be evaluated. This study also includes a review of the current debate over whether or not cell phones, especially those with photographic capabilities, should be allowed to be used by students in schools. Finally, potential uses of wireless technologies for interactive learning and collaborative leadership on a global basis will be investigated.


1992 ◽  
Vol 21 (1) ◽  
pp. 71-78 ◽  
Author(s):  
William Leigh ◽  
Noemi Paz

This article presents techniques for developing simplified, functional versions of software applications for training purposes. Representatives of this type of educational software are explained, the design rationale and process are reviewed, and implementation methods are outlined. Three short case studies, exemplifying three categories of this replica software, are included.


2020 ◽  
Vol 34 (09) ◽  
pp. 13502-13503
Author(s):  
Maria Hwang ◽  
Calvin Williamson

As more open source educational software applications become available, higher educational institutions have the opportunity to utilize these cost efficient tools to deliver the instruction traditionally taught off line with heavy associated costs. Here we introduce a machine learning course that uses a simple, cloud computing approach to creating course materials. We see this type of serverless, cloud-based, literate programming to be the future of computer science education in non-traditional higher educational institutions in particular serving students who will need the basic literacy for computing and computation but will not pursue the traditional computer scientist path.


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