Pedroza-Méndez Blanca-E, G. Juan-M, G. Josefina, Collazos Cesar, Ramírez-Cruz José-F
Even though the digital age is so advanced around the globe, nowadays Mexico does not have necessary conditions for any institution to use fully automated tools. Disadvantages such as poor infrastructure, lacking computers, and inadequate internet access are some of the most common obstacles that do not allow for the most of the Mexican educational institutions to use automated techno-pedagogical strategies. In this work, we propose a semi-automated tool, based on tangible user interfaces and apply gamification, for teaching algebra. The major challenge of this project is the context of use, where the proposal was initially valued using statistical experimental designs through a hypothesis test and a regression analysis. In both, a longitudinal study with two measures at different times of a related sample, composed of 19 students, is considered. In the hypothesis test the difference between the before and after of application of an instructional design with the game management through the gamified board was contrasted, obtaining as a result that the average in the ability to solve problems in the pre-test is of 0.1184 and in the post-test of 0.5586, therefore, the difference between means, before and after the instructional design allows to accept the hypothesis that if there are changes in the ability to solve problems of algebra, before and after the use of the gamified board. The regression analysis allows us to state that 16.9% of the ability to solve algebra problems can be influenced by the number of activities that the student performs with the gamified board.
{"title":"Attach me and detach me: an interactive device to help to teach algebra","authors":"Pedroza-Méndez Blanca-E, G. Juan-M, G. Josefina, Collazos Cesar, Ramírez-Cruz José-F","doi":"10.1145/3123818.3123858","DOIUrl":"https://doi.org/10.1145/3123818.3123858","url":null,"abstract":"Even though the digital age is so advanced around the globe, nowadays Mexico does not have necessary conditions for any institution to use fully automated tools. Disadvantages such as poor infrastructure, lacking computers, and inadequate internet access are some of the most common obstacles that do not allow for the most of the Mexican educational institutions to use automated techno-pedagogical strategies. In this work, we propose a semi-automated tool, based on tangible user interfaces and apply gamification, for teaching algebra. The major challenge of this project is the context of use, where the proposal was initially valued using statistical experimental designs through a hypothesis test and a regression analysis. In both, a longitudinal study with two measures at different times of a related sample, composed of 19 students, is considered. In the hypothesis test the difference between the before and after of application of an instructional design with the game management through the gamified board was contrasted, obtaining as a result that the average in the ability to solve problems in the pre-test is of 0.1184 and in the post-test of 0.5586, therefore, the difference between means, before and after the instructional design allows to accept the hypothesis that if there are changes in the ability to solve problems of algebra, before and after the use of the gamified board. The regression analysis allows us to state that 16.9% of the ability to solve algebra problems can be influenced by the number of activities that the student performs with the gamified board.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129282853","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}
Victor M. Peñeñory, C. Manresa-Yee, Sandra P. Cano, H. Fardoun
To1 design interactive experiences for rehabilitation, we need to identify previously the variables to take into account in the design and development. Therefore, the aim of this work is to propose a model to help in the gathering of appropriate information previous to the design of interactive systems for psychomotor therapies for children with hearing impairments. We followed the User Centered Design (UCD) and the Theory of activity to support the design of satisfying and efficient rehabilitation interactive experiences for people with hearing impairments.
{"title":"Proposal of a model for the analysis of requirements and activities for the design of interactive experiences aimed at the psychomotor rehabilitation of children with hearing impairments","authors":"Victor M. Peñeñory, C. Manresa-Yee, Sandra P. Cano, H. Fardoun","doi":"10.1145/3123818.3123831","DOIUrl":"https://doi.org/10.1145/3123818.3123831","url":null,"abstract":"To1 design interactive experiences for rehabilitation, we need to identify previously the variables to take into account in the design and development. Therefore, the aim of this work is to propose a model to help in the gathering of appropriate information previous to the design of interactive systems for psychomotor therapies for children with hearing impairments. We followed the User Centered Design (UCD) and the Theory of activity to support the design of satisfying and efficient rehabilitation interactive experiences for people with hearing impairments.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126680685","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}
Usability is an important element to consider in the development of different software products. Because sets of generic usability heuristics may not evaluate specific features of different applications, several authors have developed new sets of usability heuristics in order to evaluate the usability of these specific applications. Many of these authors follow informal processes to develop new heuristics, which can generate sets of usability heuristics that do not evaluate effectively the usability. Therefore, it is necessary to formalize the process to develop usability heuristics. This research aims to formalize a methodology for developing usability heuristics.
{"title":"A methodology to develop usability / user experience heuristics","authors":"Daniela Quiñones Otey","doi":"10.1145/3123818.3133832","DOIUrl":"https://doi.org/10.1145/3123818.3133832","url":null,"abstract":"Usability is an important element to consider in the development of different software products. Because sets of generic usability heuristics may not evaluate specific features of different applications, several authors have developed new sets of usability heuristics in order to evaluate the usability of these specific applications. Many of these authors follow informal processes to develop new heuristics, which can generate sets of usability heuristics that do not evaluate effectively the usability. Therefore, it is necessary to formalize the process to develop usability heuristics. This research aims to formalize a methodology for developing usability heuristics.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125188207","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}
Algorithmic abilities are fundamental when it comes to solving computational problems. This article shows the advance in design of a development methodology for a Tutor System on algorithmic abilities, considering gamification techniques added to the strategy of instructional design to improve these abilities. Furthermore, an interface is integrated and evaluated with usability tests; obtaining a satisfactory level, contemplating the comments that will improve the interfaces in the future.
{"title":"Proposal of development methodology on tutoring system for developing algorithmic abilities","authors":"Sánchez Román Guillermina","doi":"10.1145/3123818.3123821","DOIUrl":"https://doi.org/10.1145/3123818.3123821","url":null,"abstract":"Algorithmic abilities are fundamental when it comes to solving computational problems. This article shows the advance in design of a development methodology for a Tutor System on algorithmic abilities, considering gamification techniques added to the strategy of instructional design to improve these abilities. Furthermore, an interface is integrated and evaluated with usability tests; obtaining a satisfactory level, contemplating the comments that will improve the interfaces in the future.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127738208","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 this paper, a method for constructing a manual ontology for a Computer Sciences Master program is described using some elements from the METHONTOLOGY, Grüninger and Fox, and Bravo's methodologies. We follow a series of steps in order to represent the knowledge-base of the Master's Degree program, some competency answers are done as part of the process, and the answering of those question lead us to the evaluation of the ontology. The queries are made into Protégé and written in SPARQL query language.
{"title":"Ontology for the description of a masters degree program in computer sciences","authors":"Cecilia Reyes Peña, M. Tovar, Stephanie Vázquez","doi":"10.1145/3123818.3123836","DOIUrl":"https://doi.org/10.1145/3123818.3123836","url":null,"abstract":"In this paper, a method for constructing a manual ontology for a Computer Sciences Master program is described using some elements from the METHONTOLOGY, Grüninger and Fox, and Bravo's methodologies. We follow a series of steps in order to represent the knowledge-base of the Master's Degree program, some competency answers are done as part of the process, and the answering of those question lead us to the evaluation of the ontology. The queries are made into Protégé and written in SPARQL query language.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134147195","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}
Yuliana Vanesa Puerta Cruz, S. ToniGranollers, Josefina Guerrero García
Interaction pattern languages represent a solution to user-centered interface design problems. Throughout the years, different authors have dedicated their efforts to developing collections of patterns aimed at addressing usability issues. However, their authors have organized them in different ways, making it difficult to compare and transfer patterns from one language to another. This article presents a review of the state of the art of interaction pattern languages, their structure, organization and the relationships between them. Finally, it shows the adaptation of a set of interaction patterns to guarantee better results in obtaining user experience
{"title":"Structure, organization and categorization of languages of interaction patterns","authors":"Yuliana Vanesa Puerta Cruz, S. ToniGranollers, Josefina Guerrero García","doi":"10.1145/3123818.3123845","DOIUrl":"https://doi.org/10.1145/3123818.3123845","url":null,"abstract":"Interaction pattern languages represent a solution to user-centered interface design problems. Throughout the years, different authors have dedicated their efforts to developing collections of patterns aimed at addressing usability issues. However, their authors have organized them in different ways, making it difficult to compare and transfer patterns from one language to another. This article presents a review of the state of the art of interaction pattern languages, their structure, organization and the relationships between them. Finally, it shows the adaptation of a set of interaction patterns to guarantee better results in obtaining user experience","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117293277","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}
Camila Pérez-Arévalo, C. Manresa-Yee, Victor M. Peñeñory Beltrán
Children1 with hearing impairments have deficits and delays in their psychomotor skills, among them in the perception of rhythm. In this work we present the design procedure and criteria of an app that can help these children to train their rhythm skills and consequently improve their visual motor coordination.
{"title":"Game to develop rhythm and coordination in children with hearing impairments","authors":"Camila Pérez-Arévalo, C. Manresa-Yee, Victor M. Peñeñory Beltrán","doi":"10.1145/3123818.3123853","DOIUrl":"https://doi.org/10.1145/3123818.3123853","url":null,"abstract":"Children1 with hearing impairments have deficits and delays in their psychomotor skills, among them in the perception of rhythm. In this work we present the design procedure and criteria of an app that can help these children to train their rhythm skills and consequently improve their visual motor coordination.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115481925","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}
M. Ortega, M. Redondo, A. Molina, Crescencio Bravo, C. Lacave, Yoel Arroyo, Santiago Sánchez-Sobrino, María Ángeles García, C. Collazos, Javier Alejando Jiménez Toledo, H. Luna-García, J. Velázquez‐Iturbide, Raúl Abad Gómez-Pastrana
Basic "computing literacy" is said to be deemed necessary for all citizens, and provides an opportunity to prepare, over longer periods of time, future computing engineers. The iProg Project intends to achieve computing literacy research objectives by means of a number of applications for Programming Education, based on different techniques for advanced Computer-Human Interaction and visualization, including augmented reality and gesture-based interaction. The evaluation of Usability and User Experience of these new forms of interaction will require the use of advanced interaction techniques, including eye tracking and the gathering of biometric information.
{"title":"iProg: development of immersive systems for the learning of programming","authors":"M. Ortega, M. Redondo, A. Molina, Crescencio Bravo, C. Lacave, Yoel Arroyo, Santiago Sánchez-Sobrino, María Ángeles García, C. Collazos, Javier Alejando Jiménez Toledo, H. Luna-García, J. Velázquez‐Iturbide, Raúl Abad Gómez-Pastrana","doi":"10.1145/3123818.3123874","DOIUrl":"https://doi.org/10.1145/3123818.3123874","url":null,"abstract":"Basic \"computing literacy\" is said to be deemed necessary for all citizens, and provides an opportunity to prepare, over longer periods of time, future computing engineers. The iProg Project intends to achieve computing literacy research objectives by means of a number of applications for Programming Education, based on different techniques for advanced Computer-Human Interaction and visualization, including augmented reality and gesture-based interaction. The evaluation of Usability and User Experience of these new forms of interaction will require the use of advanced interaction techniques, including eye tracking and the gathering of biometric information.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"124 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121934548","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}
Miguel Angel Ortiz Esparza, J. M. Arteaga, Juana Canul-Reich, Víctor Larios Osorio, Francisco Javier Álvarez Ramírez, Alfredo Mendoza-González
A large diversity of educational content 1 can dynamically contribute to the construction of basic knowledge for elementary school children, these contents can be used to develop or expand such knowledge and this becomes different when it needs to be applied to children with learning problems in basic mathematics. Then, it is necessary to manage effectively educational resources, current work proposes the use of an architectural model in order to support teaching activities of a multidisciplinary group of specialist in inclusive education. A case study presents some examples of teaching activities such as the specification of context and the management of educational resources according the learning problems of children at elementary school.
{"title":"Use of an architectural model to assist children with learning problems in basic mathematics","authors":"Miguel Angel Ortiz Esparza, J. M. Arteaga, Juana Canul-Reich, Víctor Larios Osorio, Francisco Javier Álvarez Ramírez, Alfredo Mendoza-González","doi":"10.1145/3123818.3123840","DOIUrl":"https://doi.org/10.1145/3123818.3123840","url":null,"abstract":"A large diversity of educational content 1 can dynamically contribute to the construction of basic knowledge for elementary school children, these contents can be used to develop or expand such knowledge and this becomes different when it needs to be applied to children with learning problems in basic mathematics. Then, it is necessary to manage effectively educational resources, current work proposes the use of an architectural model in order to support teaching activities of a multidisciplinary group of specialist in inclusive education. A case study presents some examples of teaching activities such as the specification of context and the management of educational resources according the learning problems of children at elementary school.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129043340","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 presents a brief overview of the design and evaluation process of a Virtual Heritage (VH) experience for children in the context of Refugi 307, a bomb shelter built during the Spanish Civil War. The shelter currently belongs to the History Museum of Barcelona, which provides guided tours through the cultural heritage site for schools and the general public. The goal of the study is to evaluate suitable design methods to define the requirements for the design of a first prototype grounded on the World-as-Support (WaS) interaction paradigm, which is based on projective Augmented Reality (AR). We conducted an ethnographic study and Participatory Design (PD) workshops in order to analyse different aspects of the requirements and to include multiple needs and viewpoints of the involved children.
{"title":"Moving through the past: design and evaluation of a full-body interaction learning environment for a public space","authors":"Maria Santos, Marie-Monique Schaper, N. Parés","doi":"10.1145/3123818.3133833","DOIUrl":"https://doi.org/10.1145/3123818.3133833","url":null,"abstract":"This paper presents a brief overview of the design and evaluation process of a Virtual Heritage (VH) experience for children in the context of Refugi 307, a bomb shelter built during the Spanish Civil War. The shelter currently belongs to the History Museum of Barcelona, which provides guided tours through the cultural heritage site for schools and the general public. The goal of the study is to evaluate suitable design methods to define the requirements for the design of a first prototype grounded on the World-as-Support (WaS) interaction paradigm, which is based on projective Augmented Reality (AR). We conducted an ethnographic study and Participatory Design (PD) workshops in order to analyse different aspects of the requirements and to include multiple needs and viewpoints of the involved children.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121422050","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}