4-5 November 2021, Mediterranean Palace Hotel, Thessalonki, Greece
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A06: Case studies in mobile learning
Key Indicators to Measure Student Performance in IoT and their Teamwork Ability
1Institute of Information and Communication Technologies at the Bulgarian Academy of Sciences, Bulgaria; 2University of Library Studies and Information Technologies,; 3Laboratory of Telematics at the Bulgarian Academy of Sciences
Ongoing digitalization affects almost every area not only of the economy, but also of every home. This determines the importance of the Internet of Things, which aims to connect physical objects in a network. That means different technologies need to be integrated including sensors, software, pro-tocols and specific application area. All of this motivate the universities to prepare well educated and qualified students in the area of Internet of Things. In this regard, the current article deals with identification and evalu-ation of key indicators to measure student progress in Internet of Things and their ability for team working. Based on these key indicators, a mathematical model is proposed for assessment of students’ performance with subsequent ranking. The numerical testing is based on a case study with small group of student assessed toward several hard and soft skills considered with different degree of importance. The obtained results show that the proposed model al-lows to make different rankings, according to given preferences for the im-portance of hard and soft skills.
Parent Perceptions of Mobile Device Use Among Preschool-Aged Children in Greece
Department of Preschool Education, University of Crete, Greece
In the last decade, interactive touchscreen devices have become ubiquitous in young children, and toddlers first experience touchscreen technology before two. Although parents have a vital role in developing the home environment as a stimulus for development, they also have conflicting views on the appropriateness of using apps to deliver educational content for assorted reasons. The purpose of the study was to reveal various aspects of children's smart mobile use at home, such as the frequency of mobile device usage, preferred app types, and parent strategies on apps acquaintance. Three hundred twenty-five parents of kindergarten children took part in this study. The present study revealed that Greek homes are ‘media rich’ homes and that parents seek to support their children's learning at home via mobile devices. Furthermore, parents lack knowledge about app developmentally appropriateness and need further guidance. We expect the present study's findings to serve as a reference for researchers leading to better information for parents and creating apps with real educational value for children.
Usage of Visual Analytics to Support Immigration-Related, Personalised Language Training Scenarios
1Centre For Research & Technology Hellas; 2Metodo Estudios Consultores
Most language learning applications are aimed at students or people who already know a language and want to improve their skills or want to learn a new language. These applications, while seeking to be interactive, are not aimed at immigrants, refugees or asylum seekers, since the latter have different needs and interests from casual learners, opting for language skills that will allow them to function independently in the host society. This research is part of the European project WELCOME, which seeks to use state-of-the-art technologies, such as Virtual Reality apps and dialogue agents, to support the reception and integration of Third Country Nationals (TCNs) in Europe. The platform will be tested in Catalan, German and Greek languages, in real situations that the TCNs, mostly immigrants, refugees and asylum seekers, face, combining linguistic activities, where aspects related to language and culture are worked on. Furthermore, a Visual Analytics Component leverages authority users’ perceptual and cognitive abilities by employing interactive visualisations as interfaces between users and learning analytics outcomes generated by amassed data. The goal is to find patterns within the characteristics of TCNs, and thus help language teachers adapt the content and tools to TCNs, contributing to greater personalisation in learning.
Web 2 0 Education Tools as Support in Digital MarketingTungurahua Case Study
Universidad Técnica de Ambato, Ecuador
This research aims to assess the impact that information and communication technologies have as support in tourism against the Covid 19 pandemic, in this way a study is developed within Digital Marketing in institutions of the tourism industry of the province of Tungurahua and how they have contributed to the dissemination of information in the field of tourism. This research was based on the implementation of a structured questionnaire of 45 Likert-scale questions, which measure the use of digital, technological and communication tools and strategies that tourism companies have used with the aim of improving their promotion with tourists based on new normality that has been applied in the face of the Covid 19 pandemic, the instrument designed and applied, obtained a level of trust of 0.831 by means of the Cronbach Alpha. The statistic test for this research was Kolmogorov Smirnov, which allowed knowing the concordance between the data and the specific theoretical distribution; with the final result obtained, the alternative hypothesis proposed in the research was accepted. The result of the project admitted to using auxiliary technological tools to boost current generations' interest and knowledge of Digital Marketing through the distribution of information in the field of tourism.
Employing Mozilla Hubs as an Alternative Tool for Student Outreach: A Design Challenge Use Case
1Faculty of Energy Systems and Nuclear Sciences, Ontario Tech University, ON, Canada; 2Faculty of Business and IT, Ontario Tech University, ON, Canada; 3Faculty of Science, Ontario Tech University, ON, Canada
Due to the 2020 COVID-19 pandemic, online alternatives for conventional teaching and academic gatherings have risen at all levels. At Ontario Tech University, traditional outreach to high schools includes in-person activities that present experiential learning opportunities where teamwork and hands-on work lead to problem-solving experiences. However, measures to prevent the spread of COVID-19 require us to maintain physical distancing, and in some cases gatherings of any number are prohibited, thus limiting social interactions to digital media. While video conferencing tools have thrived over the pandemic as the most common solution, these tools lack immersion and presence, leading to fatigue and a lack of engagement. As a solution, we hosted a Design Challenge employing the open-source virtual reality (VR) platform, Hubs by Mozilla. Feedback gathered from the participants were analyzed to understand their perception, challenges, and opportunities to refine the VR experience for future events
Dynamic Serious Game for Developing Programming Skills
Aristotle University of Thessaloniki, Greece
Learning programming is a difficult process and usually many people give up thereon. In order to motivate people who desire to acquire programming skills, a serious game named Friend Me was developed. It offers the opportunity to obtain programming skills via an interactive and fun environment. The main aim of the game is the adaptation in every programming language and the regular addendum of questions relevant to a programming language in an effortless way. During gameplay, players could learn a programming language from the beginning as the theoretical part is included and continue by practicing it. Otherwise, there is the option to play it only to improve their present knowledge. Friend me provides constantly new challenges to the learners as they have to answer programming questions to accomplish some missions.
The evaluation results show that the game has the potential to be used as an additional useful tool in learning programming.
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