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When media allow the user to interact, play and share: recent perspectives on interactive documentary 当媒体允许用户互动、播放和分享时:互动纪录片的最新视角
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-09-25 DOI: 10.1080/13614568.2019.1670270
J. V. Herrero, X. L. García
ABSTRACT The evolution of digital media has inspired new narrative forms within the media context. In the last few years, interactive documentary has presented complex and alternative ways to access information. This article presents an analysis of this statement consisting of the case study of five international productions: Bear 71, A Short History of the Highrise, Pirate Fishing, Do Not Track and Párkinson, que tiemble el camino. The production of interactive documentary in online media as a journalistic format is tackled with a multidimensional approach which incorporates the product, the user’s perception and the author’s view. The exploration of new formats in online media is linked to innovation and a contemporary response to the audiences, who are now able to interact, play and share in an environment favoured by mobile communication and the skills of the current society.
数字媒体的发展激发了媒体语境下新的叙事形式。在过去的几年里,交互式纪录片呈现了复杂和可选择的获取信息的方式。本文对这一说法进行了分析,包括对五部国际作品的案例研究:《熊71》、《高层建筑简史》、《海盗捕鱼》、《不要追踪》和《Párkinson》。作为新闻格式的在线媒体互动纪录片的制作采用多维方法,其中包括产品,用户的感知和作者的观点。在线媒体新形式的探索与创新和对受众的当代回应有关,受众现在能够在移动通信和当前社会技能所青睐的环境中进行互动,玩耍和分享。
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引用次数: 8
Systematic review and usability evaluation of writing mobile apps for children 儿童移动应用程序编写的系统回顾和可用性评估
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-07-03 DOI: 10.1080/13614568.2019.1677787
M. S. Missen, A. Javed, Hina Asmat, Mariam Nosheen, Mickael Coustaty, N. Salamat, V. B. Surya Prasath
ABSTRACT Writing apps for children have been developed in recent year to support effective learning and writing skills of students. In this work, we perform a systematic review of all currently available apps for the operating system iOS and Android. We consider a number of newly release children writing apps by focusing on their features like the range of functions, target user groups, operating language, acquisition costs, user ratings and the connection between acquisition cost and user ratings. In total, we analysed 497 apps based on functions offered and their cost to users. In addition to the systematic review of apps, we also perform a participant-based usability evaluation of a representative sample i.e. 8% sample of the total collected apps. Totally 40 apps are selected for usability evaluation including 20 apps for iOS and the remaining 20 apps for Android. As a result of usability evaluation of apps, it is found out that with the increase in the number of functions in a mobile app, the usability of the app decreases. The subjective evaluation reveals that participants felt better user experience with iPhone in comparison to Android enabled devices.
摘要近年来,为支持学生的有效学习和写作技能,开发了针对儿童的写作应用程序。在这项工作中,我们对iOS和Android操作系统中所有当前可用的应用程序进行了系统审查。我们考虑了一些新发布的儿童写作应用程序,重点关注它们的功能范围、目标用户群体、操作语言、获取成本、用户评级以及获取成本与用户评级之间的联系。总的来说,我们根据提供的功能及其对用户的成本分析了497款应用程序。除了对应用程序进行系统审查外,我们还对代表性样本进行了基于参与者的可用性评估,即所收集应用程序总数的8%样本。共选择了40个应用程序进行可用性评估,其中20个应用程序适用于iOS,其余20个适用于Android。对应用程序的可用性进行评估后发现,随着移动应用程序中功能数量的增加,应用程序的使用性会降低。主观评估显示,与安卓设备相比,参与者使用iPhone的用户体验更好。
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引用次数: 8
Utilising problem-solving: from self-assessment to self regulating 利用解决问题:从自我评估到自我调节
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-07-03 DOI: 10.1080/13614568.2019.1705922
Mohammed Alzaid, S. Hsiao
ABSTRACT With the wide adoption of online platforms in education, having the content organised and readily available for the learners to self-assess their progress is crucial to ensure academic success. However, without the support of an active mentor, it might be difficult for the learners to guide themselves on how to accurately evaluate their learning outcome. This article focuses on how students benefited from self-assessing their programming course progress using an adaptive platform, namely QuizIT. We discuss the self-assessment procedure and development as it progresses into an open student model learning platform. The initial release was designated to assist programming novices as they encounter the programming learning journey. It was then followed by an extension to open the possibilities to the learner by having access to the learning model and gaining more control over the assessment experience. Quiz Adapt, was the set of features that provided an adaptive recommender based on an open learner model. The data collected from four study setups are evaluated to show the impact on the learning gain from interacting with the system. In addition, this paper sheds light on the effectiveness of daily learning opportunities in the introductory phase of education.
摘要随着在线平台在教育中的广泛应用,组织好内容并随时为学习者提供,以自我评估自己的进步,对于确保学业成功至关重要。然而,如果没有积极的导师的支持,学习者可能很难指导自己如何准确评估学习结果。本文关注的是学生如何从使用自适应平台(即QuizIT)的编程课程进度自我评估中受益。我们讨论了自我评估程序和发展过程,使其成为一个开放的学生模式学习平台。最初的版本被指定为在编程新手遇到编程学习之旅时为他们提供帮助。然后进行了扩展,通过访问学习模型和获得对评估体验的更多控制,向学习者开放了可能性。Quiz Adapt是一组基于开放学习者模型提供自适应推荐器的功能。评估了从四个研究设置中收集的数据,以显示与系统交互对学习增益的影响。此外,本文还阐明了教育入门阶段日常学习机会的有效性。
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引用次数: 2
Design and implementation of invention learning curriculum-based serious game contents 基于严肃游戏内容的发明学习课程的设计与实现
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-07-03 DOI: 10.1080/13614568.2019.1645216
J. Yoon, Jung-Yoon Kim
ABSTRACT In this paper, invention learning curriculum-based serious game contents were designed and developed. Developed serious game contents evaluated effectiveness among elementary school students with participants classified according to enthusiasm for learning and communication condition for a period of first semester. Existing game-based learning contents tend to give too much importance to learning or amusement which has made it difficult to develop contents. To solve the above-mentioned problems, this study designed and developed serious game which strengthened organic combination between amusement and learning. Serious game contents were designed and developed ways which understand invention principle of curriculum as game play. Evaluation of effectiveness showed that serious game is effective in learning of participants in this study. It was ascertained that students with greater enthusiasm for learning who volunteered invention education course showed better recognition of invention and game than those who studied under general curriculum.
本文对基于发明学习课程的严肃游戏内容进行了设计与开发。开发严肃游戏内容,根据第一学期的学习热情和交流情况对参与者进行分类,评估小学生的有效性。现有的基于游戏的学习内容往往过于注重学习或娱乐,这给内容的开发带来了困难。针对上述问题,本研究设计开发了严肃游戏,加强了娱乐与学习的有机结合。将课程的发明原则理解为游戏玩法,设计和开发了严肃游戏内容。有效性评价表明,严肃游戏对参与者的学习是有效的。研究发现,志愿参加发明教育课程的学生对发明和游戏的认知程度高于普通课程的学生。
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引用次数: 2
Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management 结合目标检测和因果关系挖掘,高效开发基于增强现实的酒店管理在职培训系统
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-07-03 DOI: 10.1080/13614568.2019.1694594
Gukwon Koo, Namyeon Lee, O. Kwon
ABSTRACT The purpose of this study is to propose a methodology for establishing an augmented reality (AR)-based model for efficient OJT through object detection and causality mining, a novel text analysis method. Articles on hotel management published in the last decade and useful for OJT were collected, information on the causal relationships between them extracted, and related rules saved to a rule base. Using the same data, we detected various objects through SSD (Single Shot Multibox Detector), a real-time object detection system. Then we matched sets of causalities and displayed them to trainees wearing AR devices. This methodology reduces development and maintenance costs required to operate OJT programmes. Trainees are immersed in the training environment, which improves the effectiveness of the training. To show the feasibility of the proposed method, we developed a prototype AR-OJT system for hotel management training, automatically extracting knowledge on hotel management from articles according to the proposed method. The results demonstrate that the AR-OJT group shows better performance in terms of learning motivation and self-regulated learning than the control OJT group. No significant difference in learning performance was found between the two groups, which implies that traditional OJT can be substituted with AR-OJT.
本研究的目的是提出一种基于增强现实(AR)的高效OJT模型的方法,该模型通过对象检测和因果关系挖掘(一种新颖的文本分析方法)来实现。收集过去十年中发表的对OJT有用的酒店管理文章,提取它们之间因果关系的信息,并将相关规则保存到规则库中。使用相同的数据,我们通过实时目标检测系统SSD (Single Shot Multibox Detector)检测各种目标。然后,我们匹配了几组伤亡情况,并将它们展示给佩戴AR设备的学员。这种方法减少了OJT项目所需的开发和维护成本。学员沉浸在培训环境中,提高了培训的有效性。为了证明所提出方法的可行性,我们开发了一个用于酒店管理培训的AR-OJT原型系统,根据所提出的方法自动从文章中提取酒店管理知识。结果表明,AR-OJT组在学习动机和自我调节学习方面的表现优于对照组。两组学习成绩无显著差异,表明AR-OJT可以替代传统OJT。
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引用次数: 9
Introduction to the special issue on advances in multimedia and educational technology 介绍多媒体及教育科技的发展
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-07-03 DOI: 10.1080/13614568.2019.1706244
Seungmin Rho, Dongwann Kang
With the advances in communication and information, multimedia and other new technologies, the paradigm of education has been shifting from the conventional paper-based instruction to technology-embedded instruction. Educational institutions around the world have been incorporating new technologies into existing curriculum and course design in order to reinforce traditional textbook-based and classroom-based instruction. These technology-mediated learning environments have helped learners interact with contents, peers, and teachers. Now, thanks to the development of digital devices such as mobile phones and smart pads, ubiquitous learning following anywhere and anytime principles has become the new educational trend. The objective of this Special Issue is to investigate and explore the impact and outcome of integrating new technologies into the field of education and training. Articles for this Special Issue address a range of education and training settings, focusing on the theory, practice, and development of multimedia and educational technology. Particularly, there is a focus on pedagogical applications of new technologies in order to offer innovative ideas and insight in the fields of education and training. The first paper entitled “Utilising behavioural analytics in a blended programming learning environment,” (Paredes, Huang and Hsiao) reports on a study of the investigation of students’ learning effectiveness in programming learning. To achieve this, they utilised Web Programming Grading Assistant, which was a homegrown educational web application that provided augmented grading and feedback giving interfaces for handwritten assignments. By analysing the relation between students’ effort and academic performances, they concluded several educational implications. The second paper “Combining object detection and causality mining for efficient development of augmented reality-based on-the-job training systems in hotel management” (Koo, Lee and Kwon) proposes an AR-based On-thejob training system which employs text mining and object detection. In the system, syntactic expression of causality is learned and stored in the casual
随着通信和信息、多媒体等新技术的发展,教育模式已经从传统的纸质教学转向了技术嵌入式教学。世界各地的教育机构一直在将新技术纳入现有的课程和课程设计,以加强传统的基于教科书和课堂的教学。这些以技术为中介的学习环境帮助学习者与内容、同伴和老师互动。现在,由于手机和智能平板等数字设备的发展,遵循随时随地原则的泛在学习已成为新的教育趋势。本期特刊的目的是调查和探讨将新技术纳入教育和培训领域的影响和结果。本期特刊的文章涉及一系列教育和培训环境,重点关注多媒体和教育技术的理论、实践和发展。特别是,重点是新技术的教学应用,以便在教育和培训领域提供创新思想和见解。第一篇题为“在混合编程学习环境中利用行为分析”的论文(Paredes,Huang和Hsiao)报告了一项关于学生在编程学习中学习有效性的调查研究。为了实现这一点,他们使用了网络编程评分助手,这是一款自主开发的教育网络应用程序,为手写作业提供增强的评分和反馈界面。通过分析学生的努力与学习成绩之间的关系,他们得出了几个教育启示。第二篇论文“将对象检测和因果关系挖掘相结合,有效开发基于增强现实的酒店管理在职培训系统”(Koo,Lee和Kwon)提出了一种基于AR的在职培训系统,该系统采用了文本挖掘和对象检测。在该系统中,因果关系的句法表达被学习并存储在时态中
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引用次数: 6
Utilising behavioural analytics in a blended programming learning environment 在混合编程学习环境中使用行为分析
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-07-03 DOI: 10.1080/13614568.2019.1695961
Yancy Vance M. Paredes, Po-Kai Huang, I-Han Hsiao
ABSTRACT In this work, we study students' behaviours from a blended programming learning environment that integrates learning analytics across physical and digital learning spaces. We designed a classroom study and collected data from a computer science class. Students' reviewing and reflecting behaviours, based on the use of a home-grown educational technology were tracked and modelled. Moreover, students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances were analysed. Results showed that high- and low-level students had distinct reviewing strategies. High-level students were more vigilant in reviewing. When they reviewed persistently, they achieved higher academic performances. Overall, students put extra emphasis on reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance. In addition, all students paid more attention to reviewing quizzes and exams toward the end of the semester.
在这项工作中,我们从一个混合编程学习环境中研究学生的行为,该环境集成了物理和数字学习空间的学习分析。我们设计了一个课堂研究,并收集了计算机科学课的数据。学生的复习和反思行为,基于使用国产教育技术进行跟踪和建模。此外,我们还分析了学生复习的频率、时间以及与学业成绩的关系。结果表明,高水平和低水平的学生具有不同的复习策略。高水平学生在复习时更加警惕。当他们坚持复习时,他们取得了更高的学习成绩。总的来说,学生们更加重视考试前的复习,他们的努力表明了他们渴望复习正式的评估,而不管他们的学习成绩是否评分。此外,临近学期末,所有学生都更加注重复习小测验和考试。
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引用次数: 1
Video-based learning assistant scheme for sustainable education 可持续教育视像辅助学习计划
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-07-03 DOI: 10.1080/13614568.2019.1678682
Seung‐Won Jung, Minjae Son, Chung-il Kim, Jehyeok Rew, Eenjun Hwang
ABSTRACT Recently, owing to the development of information technology, there have been many changes in learning activities and equipment. For instance, compared with traditional textbook-based learning, e-learning has freed learners from spatial-temporal restrictions, and other educational media are replacing textbooks. Specifically, educational videos have become very popular, as they are effective at conveying their content or meaning. Furthermore, their accessibility has been improved because of the emergence of platforms that enable the sharing and delivery of such videos. However, when learners use such platforms, they tend to face difficulty in finding videos they want, as these platforms have a lot of videos. They also experience the inconvenience of performing additional searches because of the lack of information relevant to the video. To solve these problems, we propose a learning assistant system for educational video platforms. Our system helps learners find videos based on their readability level and contents. Moreover, it provides learners with useful information such as keywords and named entities for further learning activities. To demonstrate the effectiveness, we implemented a prototype system on a website dealing with speech videos and performed various experiments. By reporting some results, we show that our scheme can be used to implement sustainable education.
摘要近年来,随着信息技术的发展,学习活动和设备发生了许多变化。例如,与传统的基于教科书的学习相比,电子学习使学习者摆脱了时空限制,其他教育媒体正在取代教科书。具体来说,教育视频已经变得非常受欢迎,因为它们能够有效地传达其内容或意义。此外,由于出现了能够共享和交付此类视频的平台,它们的可访问性得到了改善。然而,当学习者使用这些平台时,他们往往很难找到自己想要的视频,因为这些平台有很多视频。由于缺乏与视频相关的信息,他们还经历了执行额外搜索的不便。为了解决这些问题,我们提出了一个用于教育视频平台的学习辅助系统。我们的系统帮助学习者根据视频的可读性水平和内容找到视频。此外,它还为学习者提供了有用的信息,如关键字和命名实体,用于进一步的学习活动。为了证明其有效性,我们在一个处理语音视频的网站上实现了一个原型系统,并进行了各种实验。通过报告一些结果,我们表明我们的计划可以用于实施可持续教育。
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引用次数: 9
A novel approach for finding research areas for new researchers 为新研究人员寻找研究领域的新方法
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-07-03 DOI: 10.1080/13614568.2019.1653996
Nouman Malik, H. Khan, C. Faisal, Ahsan Mahmood, Sanghyun Seo, M. R. Bhutta
ABSTRACT In academia, choosing a research area is always too important because it determines the future of the researchers. However, in the current scenario, it is not possible for a new researcher to identify the attractive research areas of their interest based on the published papers due to the huge amount of data availability. Therefore, choosing the right research area is of great potential. If the right area for the research is chosen by the researcher, it can help in getting more citations and better research outcome in terms of acceptability of the work. In this paper, our focus was to find attractive research areas for a new scholar. The amount of work done in this research area is very limited therefore, there is very little past work done in this field. In order to identify the attractive research fields for new scientists, we use statistical-based approach to find the new emerging fields and top trends in research as well as comparison of our work with other models used in the same field. The results show that our approach is feasible and we find the attractive research fields effectively from the real-world research paper database in form of DBLP. GRAPHICAL ABSTRACT
摘要在学术界,选择一个研究领域总是太重要了,因为它决定了研究人员的未来。然而,在目前的情况下,由于数据量巨大,新的研究人员不可能根据发表的论文来确定他们感兴趣的有吸引力的研究领域。因此,选择合适的研究领域具有很大的潜力。如果研究人员选择了正确的研究领域,就有助于在工作的可接受性方面获得更多的引用和更好的研究结果。在这篇论文中,我们的重点是为一位新学者寻找有吸引力的研究领域。在这一研究领域所做的工作数量非常有限,因此,过去在这一领域所做工作很少。为了确定对新科学家有吸引力的研究领域,我们使用基于统计的方法来寻找新出现的领域和研究的最高趋势,并将我们的工作与同一领域使用的其他模型进行比较。结果表明,我们的方法是可行的,并且我们以DBLP的形式从真实世界的研究论文数据库中有效地找到了有吸引力的研究领域。图形摘要
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引用次数: 1
Digital narrative conventions in heritage trail mobile apps 遗产追踪移动应用程序中的数字叙事约定
IF 1.2 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2019-04-03 DOI: 10.1080/13614568.2019.1642963
N. Basaraba, Owen Conlan, J. Edmond, Peter Arnds
ABSTRACT Galleries, libraries, archives and museums (GLAMs) are increasingly using digital technologies for storytelling and creating mobile applications (apps) for cultural heritage content, but how apps are used in practice to communicate information to users has not been widely studied. A team of people from a heritage organisation, a university, and mobile app development group plan to create a bespoke heritage trail app for Ireland, but to date design conventions/recommendations for this genre are lacking. This article applies a systematic approach to digital narrative content analysis to better understand how apps are being used specifically for heritage trails with the aim of identifying what the common features are, which modalities and narrative techniques are used. The selected corpus included 55 apps downloaded from the Google Play Store. The results of this content analysis—based on the App Walkthrough Method (Light, B., Burgess, J., & Duguay, S. (2018). The walkthrough method: An approach to the study of apps. New Media & Society, 20(3), 881–900)—show that there is a gap between academic research themes/trends and how digital narrative is actually being communicated in the current market, and it aims to inform the future development of heritage trail apps by including a list of design and content features common to this genre.
摘要画廊、图书馆、档案馆和博物馆(GLAM)越来越多地使用数字技术讲述故事,并为文化遗产内容创建移动应用程序,但如何在实践中使用应用程序向用户传达信息尚未得到广泛研究。一个来自遗产组织、大学和移动应用程序开发小组的团队计划为爱尔兰创建一个定制的遗产追踪应用程序,但迄今为止,缺乏这一类型的设计惯例/建议。本文将系统的方法应用于数字叙事内容分析,以更好地了解应用程序是如何专门用于遗产步道的,目的是确定共同特征是什么,使用了哪些模式和叙事技术。选定的语料库包括从Google Play商店下载的55个应用程序。该内容分析的结果——基于应用程序演练方法(Light,B.,Burgess,J.,&Duguay,S.(2018)。演练方法:一种研究应用程序的方法。新媒体与社会,20(3),881–900)表明,学术研究主题/趋势与当前市场中数字叙事的实际传播方式之间存在差距,其目的是通过包括这一类型常见的设计和内容功能列表,为遗产追踪应用程序的未来发展提供信息。
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引用次数: 8
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New Review of Hypermedia and Multimedia
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