Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

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Session Overview
Session
A08: Dynamic learning experiences
Time:
Friday, 05/Nov/2021:
2:30pm - 4:00pm

Session Chair: George Palaigeorgiou, George Palaigeorgiou
Virtual location: Zoom Room A

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Presentations

Evaluating Design Cards for Supporting Design Thinking in the Context of Open Robotics and IoT Competitions

Ioannis Arvanitakis, George Palaigeorgiou, Tharrenos Bratitsis

University of Western Macedonia (School of Social Sciences and Humanities), Florina, Greece

Although educational robotics and IoT competitions have been described as a productive learning field in the context of STEAM education, there is a lack of research concerning the design process that occurs in student teams and the connection with design thinking methodologies. This study aims to propose and evaluate an approach for supporting design thinking in the context of STEAM, educational robotics and IoT, for elementary school students. The proposed methodology relies on participatory design approaches and is based on 40 design cards, which aim at the supported exploration of problems, needs, opportunities, and ideas. It was applied in 4 sessions with 19 students, who participated in an open educational technologies competition. Questionnaires and focus groups were used to gather data from the students who argued that the proposed design process allowed them to explore the problem at hand in an unexpected, creative and productive way and it was crucial for the novelty of their final pool of ideas. They also stated that the structure and elements of the process played an important role. Weaknesses of the proposed framework are also identified and reported.



Work-in-Progress: Immersive Web Environments to Support Pedagogical Activities in Formal Contexts

Bárbara Cleto, Maria Ferreira, Ricardo Carvalho

Universidade de Aveiro, Portugal

The present research is in its initial phase and has originated three studies. This meta-study aims to investigate the use of Immersive Web Environments (IWE) to support pedagogical activities in formal contexts. The general objectives are related to the conceptualization regarding the use and creation of environments suitable for learning contexts, to promote and integrate them and, finally, to search for the most appropriate pedagogical practices for their use. In this article, the conceptualization proposals of the three investigations are described, addressing the ideas and motivations that led to their realization.



Web 2 0 Digital Marketing Tools in the Ecuadorian Tourism Sector Against of the COVID-19 Pandemic

Leonardo Ballesteros-López1, Santiago Peñaherrera-Zambrano1, Sonia Armas-Arias2, Sonia López-Pérez3

1Facultad de Ciencias Administrativas, Grupo de investigación Marketing C.S., Universidad Técnica de Ambato, Ecuador; 2Facultad de Ciencias Humanas y de la Educación, Grupo de investigación Marketing C.S., Universidad Técnica de Ambato, Ecuador; 3Centro de Idiomas, Universidad Técnica de Ambato, Ecuador

The goal of this was based on analyzing the behavior of the Ecuadorian tourist, specifically from the province of Tungurahua, which was focused on the use of digital marketing tools and social networks during the COVID-19 pandemic. The problem was a low number of tourists in the country's tourist destinations of the province, as well as low and zero income from economic activities related to tourism. Thereby, it is a descriptive-prospective study with an exploratory approach and quantitative data. Two samples were considered per canton: tourists (potential of the economically active population) and companies related to this type of activity to which two surveys validated by Cronbach's alpha statistic were applied. In this process, the Cronbach's Q test, the KMO test, and factor analysis were used. The results of the study were obtained with them, in this way tourism companies use digital media as marketing tools to promote their services, their attractions and show the biosecurity measures that are implemented in each of the cantons. Finally, during the pandemic, tourists have a youth profile with an affinity for social networks, who mostly prefer destinations considered safe and prefer to be in contact with nature.



The Development Of iThink Project-Based Learning For Online Engineering Education

Fei Geng, Seshasai Srinivasan, Zhen Gao, Steven Bogoslowski, Amin Reza Rajabzadeh

McMaster University, Canada

The development of Integrated Thinking (iThink) in W Booth School of Engineering Practice and Technology (SEPT) at McMaster University demonstrates the goals to achieve a smooth transition for online-based engineering education. In this online project-based learning, the in-class pilot projects of collaborative group work performed by the students for the development of their own research project, the students are tasked to demonstrate an open-ended objective using the technology of biosensors for organic sample detection. Students were prescribed to validate an applicable approach, from the online deliverable content provided by instructors, in order to facilitate a project-based learning engineering development in an online environment. The learning outcomes from this project paired with the learning outcomes of their in-class theoretical background, used to formulate the deliverables for student evaluation. The open-ended nature of the online, project-based approach required engineering students to design their own experiments, learn the laboratory techniques at the specialized technical level and produce project ideas amongst their group.

Projected goals of the iThink initiative for online educational scaffolding, offers an expansion into further implementation of a fully online deliverable with involvement of multidisciplinary action in the already present active learning environment at McMaster University.



Implementation of Experiential Learning in Aerodynamic Design of Road Vehicles

Moein Mehrtash

W Booth School of Engineering Practice and Technology Faculty of Engineering. McMaster University 200 Longwood Road South, Hamilton, ON, Canada L8P 0A6

In the 21st century, education is about training graduates with various competencies and reducing the gap between the classroom and the real-world environment via professional practice and simulating a work environment in the curriculum. This paper explores the pedagogical benefits and methodology of implementing experiential learning in the automotive engineering curriculum. In automotive engineering, developing an experiential learning environment with real-world problems is challenging due to various restrictions such as space, cost, and safety. The paper demonstrates a methodology for employing experiential learning in aerodynamic design and analysis of road vehicles in an academic environment.



Modeling Students’ Learning Performance and their Attitudes to Mobile Learning

Malinka Ivanova1, Tatyana Ivanova1, Valentina Terzieva2, Katia Todorova2

1Technical University of Sofia, Bulgaria; 2Institute of Information and Communication Technologies, Bulgarian Academy of Sciences

The paper presents an exploration of the role of mobile technology for the realization of personalized learning and for improvement the students’ learning performance within an intelligent educational environment. The two of the created predictive models show the patterns and anomalies in students’ learning behavior and their learning performance. The utilized supervised machine learning algorithms: Random Forest, ID3, Naïve Bayes, Deep learning, k-NN are evaluated, and the results points out that the most suitable algorithms for solving these classification tasks are decision tree-based Random Forest and ID3. A multi-layer perceptron is used for predicting the students’ group learning performance at whole.



 
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