Owing to the rapid development of gamification studies, more and more research started to consider involving game mechanics into instruction designs. Educational gamification introduced a new approach for impacting users' behaviors. Here, this study proposed the idea of figuring out the mechanism of how educational gamification impacts users' behavior. After reviewing behavior related educational gamification studies and the motivations of human behavior, this study analyzed the potential influencing factors based on the framework of the theory of planned behavior. According to the theoretical analysis, this article emphasized the significance of motivating users both intrinsically and extrinsically depends on specific cases. Then, users' attitude towards the behavior, subjective norms, and perceived behavior control were found having possibility in mediating educational gamification designs and users' behavior. Also, it was suggested that educational gamification designers need to adjust users' game flow experience and cognitive load properly in design practices. Limitations and future study recommendations of this article are presented in the end.
{"title":"Understanding how educational gamification impacts users' behavior: a theoretical analysis","authors":"Yang Chen","doi":"10.1145/3178158.3178188","DOIUrl":"https://doi.org/10.1145/3178158.3178188","url":null,"abstract":"Owing to the rapid development of gamification studies, more and more research started to consider involving game mechanics into instruction designs. Educational gamification introduced a new approach for impacting users' behaviors. Here, this study proposed the idea of figuring out the mechanism of how educational gamification impacts users' behavior. After reviewing behavior related educational gamification studies and the motivations of human behavior, this study analyzed the potential influencing factors based on the framework of the theory of planned behavior. According to the theoretical analysis, this article emphasized the significance of motivating users both intrinsically and extrinsically depends on specific cases. Then, users' attitude towards the behavior, subjective norms, and perceived behavior control were found having possibility in mediating educational gamification designs and users' behavior. Also, it was suggested that educational gamification designers need to adjust users' game flow experience and cognitive load properly in design practices. Limitations and future study recommendations of this article are presented in the end.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126095778","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
N. Ahmad, M. Junita, S. Aljunid, C. Rashidi, R. Endut
This paper presents the simulative performance of optical CDMA system incorporated with subcarrier multiplexing (SCM) technique. The system is designed based on the Recursive Combinatorial (RC) code in the Spectral amplitude coding (SAC) - OCDMA. SAC-OCDMA approaches is capable to reduce the effect of Multiple Access Interference (MAI) using code sequences with fixed in-phase cross correlation. The performance of this hybrid system is shown through simulative experiment results of bit error rate (BER) and eye patterns for various numbers of subcarrier channels and frequencies. The simulation is done using Optisys version 7.0. The simulation results shows decreasing the number of weight will produce better performance compared to increasing the number of weight. Increasing the number of weight will increase the spectral chips and makes the system more sensitive to the noise. For the weight = 3, the transmission distance is up to 9.5 km.
{"title":"Simulative performance of hybrid recursive combinatorial OCDMA subcarrier multiplexed technique based on single photodiode detection","authors":"N. Ahmad, M. Junita, S. Aljunid, C. Rashidi, R. Endut","doi":"10.1145/3178158.3178197","DOIUrl":"https://doi.org/10.1145/3178158.3178197","url":null,"abstract":"This paper presents the simulative performance of optical CDMA system incorporated with subcarrier multiplexing (SCM) technique. The system is designed based on the Recursive Combinatorial (RC) code in the Spectral amplitude coding (SAC) - OCDMA. SAC-OCDMA approaches is capable to reduce the effect of Multiple Access Interference (MAI) using code sequences with fixed in-phase cross correlation. The performance of this hybrid system is shown through simulative experiment results of bit error rate (BER) and eye patterns for various numbers of subcarrier channels and frequencies. The simulation is done using Optisys version 7.0. The simulation results shows decreasing the number of weight will produce better performance compared to increasing the number of weight. Increasing the number of weight will increase the spectral chips and makes the system more sensitive to the noise. For the weight = 3, the transmission distance is up to 9.5 km.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116132574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A large number of studies have shown that, the video traffic in the network has increased dramatically in the past several years, and it has already accounted for the most of the total traffic. What's more, the trend is predicted to continue to the foreseeable future. Therefore, to analyze the characteristics of video programs in the network is becoming increasingly significant and critical. In this paper, we summarize and analyze some important characteristics of the video program in the network, and then establish the suitable models to adapt them. According to the result, the network traffic can decrease greatly with the reasonable use of these characteristics, which leads to less network congestion, less network investment, less energy consumption, and then better user experience. The analysis results not only make the distribution and transmission of the video programs more efficient and economical, but also are helpful for the construction and development of the Internet. Overall, we are convinced that the results presented in this paper are very important and valuable to the whole network.
{"title":"The characteristics of video programs","authors":"Junyi Men, Xingjun Wang, Li Ma","doi":"10.1145/3178158.3178199","DOIUrl":"https://doi.org/10.1145/3178158.3178199","url":null,"abstract":"A large number of studies have shown that, the video traffic in the network has increased dramatically in the past several years, and it has already accounted for the most of the total traffic. What's more, the trend is predicted to continue to the foreseeable future. Therefore, to analyze the characteristics of video programs in the network is becoming increasingly significant and critical. In this paper, we summarize and analyze some important characteristics of the video program in the network, and then establish the suitable models to adapt them. According to the result, the network traffic can decrease greatly with the reasonable use of these characteristics, which leads to less network congestion, less network investment, less energy consumption, and then better user experience. The analysis results not only make the distribution and transmission of the video programs more efficient and economical, but also are helpful for the construction and development of the Internet. Overall, we are convinced that the results presented in this paper are very important and valuable to the whole network.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116558435","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. L. Intal, R. A. C. Robielos, Alysia Georgia B. Ortega
Reservation and monitoring of facilities are some of the regular activities in management of facilities in academic institutions. However, users have encountered some problems in reservation and monitoring activities such as identifying the available facilities that can be used, securing approval for request if signatories are not available or loss of documents due to manual processing. This paper proposes a new design for Facility Management System which is based on customer requirements. Using criteria analysis, technical specification alternatives were defined and the best option that will satisfy the customer requirements had been selected and incorporated in the design of the automated system. A prototype computer system was made and tested to a group of users for effectiveness. The results showed significant improvement in the reservation and monitoring processes in terms of the level of customer satisfaction.
{"title":"Design of user driven facility management system for universities","authors":"G. L. Intal, R. A. C. Robielos, Alysia Georgia B. Ortega","doi":"10.1145/3178158.3178211","DOIUrl":"https://doi.org/10.1145/3178158.3178211","url":null,"abstract":"Reservation and monitoring of facilities are some of the regular activities in management of facilities in academic institutions. However, users have encountered some problems in reservation and monitoring activities such as identifying the available facilities that can be used, securing approval for request if signatories are not available or loss of documents due to manual processing. This paper proposes a new design for Facility Management System which is based on customer requirements. Using criteria analysis, technical specification alternatives were defined and the best option that will satisfy the customer requirements had been selected and incorporated in the design of the automated system. A prototype computer system was made and tested to a group of users for effectiveness. The results showed significant improvement in the reservation and monitoring processes in terms of the level of customer satisfaction.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116618985","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jhon Edilberto Monroy Barrios, Diego Alonso Iquira Becerra, Fabián Hugo Rucano Páucar, Fabiola Mary Talavera Mendoza
The use of the Unity3D video game engine was chosen for the development of the prototype, focusing on the subject of tangible programming, In order to improve the traditional methods of teaching mathematics. The tests were made to 8-year-old students who were in the third grade of elementary school. The focus of the design was given according to trial and error sessions, which helped to improve the understanding of the movement based on mathematical challenges. To develop the video game "MATELOGIC" the pattern Pipes and Filters combined with the ACOT model were chosen. In the present investigation it was possible to verify that the combination of algorithmic thinking concepts and the interaction of video games provide favorable results in learning, surpassing traditional methods.
{"title":"Matelogic: interactive mathematical learning based on challenges","authors":"Jhon Edilberto Monroy Barrios, Diego Alonso Iquira Becerra, Fabián Hugo Rucano Páucar, Fabiola Mary Talavera Mendoza","doi":"10.1145/3178158.3178208","DOIUrl":"https://doi.org/10.1145/3178158.3178208","url":null,"abstract":"The use of the Unity3D video game engine was chosen for the development of the prototype, focusing on the subject of tangible programming, In order to improve the traditional methods of teaching mathematics. The tests were made to 8-year-old students who were in the third grade of elementary school. The focus of the design was given according to trial and error sessions, which helped to improve the understanding of the movement based on mathematical challenges. To develop the video game \"MATELOGIC\" the pattern Pipes and Filters combined with the ACOT model were chosen. In the present investigation it was possible to verify that the combination of algorithmic thinking concepts and the interaction of video games provide favorable results in learning, surpassing traditional methods.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128510447","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper focuses on the expectation of faculty on English training and the English language skills they want to improve through online learning. There are two kinds of English language skills to aim, the skills related to academic writing and TOEFL preparation. To identify the required skills to be improved aligned with the expectation, questionnaires have been spread through online to collect data from faculty members in all majors. Collected data consists of faculties' identification, the learning difficulties, the expectation and the required skills. The result shows the required skills that are possible to be learned through online and the expectations of the faculties that are realistic to be fulfilled. The result will be used to develop online English language trainings to improve the required skills of faculty.
{"title":"The expectation of faculty on english language skills study through online learning","authors":"S. Sela, J. Luke, M. Putri","doi":"10.1145/3178158.3178180","DOIUrl":"https://doi.org/10.1145/3178158.3178180","url":null,"abstract":"This paper focuses on the expectation of faculty on English training and the English language skills they want to improve through online learning. There are two kinds of English language skills to aim, the skills related to academic writing and TOEFL preparation. To identify the required skills to be improved aligned with the expectation, questionnaires have been spread through online to collect data from faculty members in all majors. Collected data consists of faculties' identification, the learning difficulties, the expectation and the required skills. The result shows the required skills that are possible to be learned through online and the expectations of the faculties that are realistic to be fulfilled. The result will be used to develop online English language trainings to improve the required skills of faculty.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128832206","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Project Based Learning (PBL) is a teaching and learning method in which students solve real-world problems and gain knowledge and skills for actual problem-solving. Advanced Institute of Industrial Technology (AIIT) gives the master's degree based on the PBL activity, called AIIT PBL, to master course students. Most of the students in AIIT are business people, and hence the co-education of master course students and business people is an important topic for PBL educations. We present the co-education of master course students and business people by PBL in Education Network for Practical Information Technologies (enPiT) performed by Ministry of Education, Culture, Sports, Science and Technology in the Japanese government. We introduce the AIIT enPiT curriculum and perform the PBL with master course students and business people. The effectiveness of our coeducation is evaluated in questionnaires. The answers to the questionnaires show that our co-education is effective and we learn three lessons.
基于项目的学习(Project Based Learning, PBL)是一种让学生解决现实问题并获得实际解决问题的知识和技能的教学方法。高等工业技术学院(AIIT)基于PBL活动(称为AIIT PBL)向硕士班学生授予硕士学位。AIIT的学生以商务人士居多,因此研究生与商务人士的共同教育是PBL教育的一个重要课题。本文介绍了日本政府文部科学省实施的实用信息技术教育网络(enPiT)中,利用PBL对硕士班学生和商务人士的共同教育。我们引进AIIT enPiT课程,并与硕士生和商务人士进行PBL。我们男女同校的有效性是通过问卷来评估的。调查问卷的答案表明,我们的男女同校是有效的,我们学到了三个教训。
{"title":"Co-education of master course students and business people","authors":"Hiroyuki Chishiro, Y. Chubachi, Morikazu Nakamura","doi":"10.1145/3178158.3178170","DOIUrl":"https://doi.org/10.1145/3178158.3178170","url":null,"abstract":"Project Based Learning (PBL) is a teaching and learning method in which students solve real-world problems and gain knowledge and skills for actual problem-solving. Advanced Institute of Industrial Technology (AIIT) gives the master's degree based on the PBL activity, called AIIT PBL, to master course students. Most of the students in AIIT are business people, and hence the co-education of master course students and business people is an important topic for PBL educations. We present the co-education of master course students and business people by PBL in Education Network for Practical Information Technologies (enPiT) performed by Ministry of Education, Culture, Sports, Science and Technology in the Japanese government. We introduce the AIIT enPiT curriculum and perform the PBL with master course students and business people. The effectiveness of our coeducation is evaluated in questionnaires. The answers to the questionnaires show that our co-education is effective and we learn three lessons.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126100336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Objective: to observe and discuss the correlation of mental health, resilience and stress events of college students. Method: a total of 320 undergraduates were surveyed through questionnaires by using College Students Resilience Scale, Adolescent Stress Event Scale and Symptom Check List 90. Results: the correlation between resilience and mental health is significant (P <0.05 or P <0.01), and the resilience could predict the mental health positively; the correlation between the resilience and the stress events is significant (P <0.05 or P <0.01); stress events is significantly positively correlated with mental health (P <0.01). Conclusion: The correlation of college students' mental health, resilience and stress events is significant, and improving the resilience level of college students is helpful to reduce the adverse effects of stress events and improve the mental health of college students.
{"title":"Study on the correlation of mental health, resilience and stress events of college students","authors":"Wu Yue, Liu Fangli","doi":"10.1145/3178158.3178210","DOIUrl":"https://doi.org/10.1145/3178158.3178210","url":null,"abstract":"Objective: to observe and discuss the correlation of mental health, resilience and stress events of college students. Method: a total of 320 undergraduates were surveyed through questionnaires by using College Students Resilience Scale, Adolescent Stress Event Scale and Symptom Check List 90. Results: the correlation between resilience and mental health is significant (P <0.05 or P <0.01), and the resilience could predict the mental health positively; the correlation between the resilience and the stress events is significant (P <0.05 or P <0.01); stress events is significantly positively correlated with mental health (P <0.01). Conclusion: The correlation of college students' mental health, resilience and stress events is significant, and improving the resilience level of college students is helpful to reduce the adverse effects of stress events and improve the mental health of college students.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127929028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In open source software (OSS) communities, volunteers collaborate and integrate expertise to develop the software online via the Internet in a decentralized, highly interactive and knowledge-intensive process. Development of qualified and secured software products relies mainly on the ability of OSS participants to acquire, refine and use new aspects of secure programming knowledge. Many OSS proponents believe that the open source innovation offers significant learning opportunities from its best practices. However, studies that specifically explore learning of software security in the context of open source development are scarce. This paper aims to empirically assess present knowledge sharing and learning about secure programming knowledge in the context of OSS communities utilized a socio-technical approach on OSS projects based on an ethnographic observation. Our motivation is not only to evaluate the knowledge sharing and learning mechanisms and the extent to which they may be viable and successful but also to gain insight into the security culture and project factors that affect learning processes of secure programming in OSS communities.
{"title":"Learning secure programming in open source software communities: a socio-technical view","authors":"Shao-Fang Wen","doi":"10.1145/3178158.3178202","DOIUrl":"https://doi.org/10.1145/3178158.3178202","url":null,"abstract":"In open source software (OSS) communities, volunteers collaborate and integrate expertise to develop the software online via the Internet in a decentralized, highly interactive and knowledge-intensive process. Development of qualified and secured software products relies mainly on the ability of OSS participants to acquire, refine and use new aspects of secure programming knowledge. Many OSS proponents believe that the open source innovation offers significant learning opportunities from its best practices. However, studies that specifically explore learning of software security in the context of open source development are scarce. This paper aims to empirically assess present knowledge sharing and learning about secure programming knowledge in the context of OSS communities utilized a socio-technical approach on OSS projects based on an ethnographic observation. Our motivation is not only to evaluate the knowledge sharing and learning mechanisms and the extent to which they may be viable and successful but also to gain insight into the security culture and project factors that affect learning processes of secure programming in OSS communities.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116355675","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The study aims to develop a theoretical model to ascertain factors predicting Chinese preservice EFL teachers' acceptance of augmented reality (AR) mobile systems in their future language learning classrooms. Drawing on prior theoretical models related to the adoption of technology in educational context, seven salient theoretical constructs pertinent to individuals' intention to use augmented reality mobile systems were identified, which included perceived ease of use, perceived usefulness, attitudes towards using AR mobile systems, technology self-efficacy, subjective norms, facilitating conditions, and technological pedagogical and content knowledge. Furthermore, a model was proposed by reviewing prior empirical evidence. The proposed model consists of four independent variables, three mediating variables, and one dependent variable. Based on the model, 13 hypotheses were formulated for next-step empirical validation via structural equation modelling.
{"title":"Riding the waves of augmented reality in preservice EFL teacher education: model development","authors":"Shuxia Yang","doi":"10.1145/3178158.3178168","DOIUrl":"https://doi.org/10.1145/3178158.3178168","url":null,"abstract":"The study aims to develop a theoretical model to ascertain factors predicting Chinese preservice EFL teachers' acceptance of augmented reality (AR) mobile systems in their future language learning classrooms. Drawing on prior theoretical models related to the adoption of technology in educational context, seven salient theoretical constructs pertinent to individuals' intention to use augmented reality mobile systems were identified, which included perceived ease of use, perceived usefulness, attitudes towards using AR mobile systems, technology self-efficacy, subjective norms, facilitating conditions, and technological pedagogical and content knowledge. Furthermore, a model was proposed by reviewing prior empirical evidence. The proposed model consists of four independent variables, three mediating variables, and one dependent variable. Based on the model, 13 hypotheses were formulated for next-step empirical validation via structural equation modelling.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121148408","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}