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L@S 2016: Third (2016) ACM Conference on Learning @ Scale Apr 25, 2016-Apr 26, 2016 Edinburgh, Scotland Uk. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
While the focus of the UX research and design discipline and the Learning Sciences and instructional design disciplines is often similar and almost always tangential, there seems to exist a gap, i.e. a lack of communication between the two fields. Not much has been said about how UX Design can work hand-in-hand with instructional design to advance learning. The goal of this book is to bridge this gap by presenting work that cuts through both fields. To illustrate this gap in more detail, we provide a combined view of UX Research and Design & Educational Technology. While the traditional view has perceived the Learning Experience Design as a field of Instructional Design, we will highlight its connection with UX, an aspect that has become increasingly relevant. Our focus on user experience research and design has a unique emphasis on the human learning experience: we strongly believe that in learning technology the technological part is only mediating the learning experience, and we do not focus on technological advancements per se, as we believe they are not the solution, in themselves, to the problems that education is facing. This book aims to lay out the challenges and opportunities in this field and highlight them through research presented in the various chapters. Thus, it presents a unique opportunity to represent areas of learning technology that go very far beyond the MOOC and the classroom technology. The book provides an outstanding overview and insights in the area and it aims to serve as a significant and valuable source for learning researchers and practitioners. The chapter "User requirements when designing learning e-content: interaction for all" is available open access under a CC BY 4.0 license at link.springer.com
Higher education faces the ongoing challenge of engaging students in successful lifelong learning despite rapidly evolving environments. Traditional teaching methods need to be revised to prepare students for the complexities of modern society, as they currently leave a gap between theory and practice. To address this dilemma, Implementing Interactive Learning Strategies in Higher Education offers a comprehensive framework and the latest empirical research to help educators address students' diverse learning needs. The book focuses on active and interactive learning strategies, cognitive and metacognitive approaches, and social-emotional learning techniques. It provides practical insights for educators across disciplines, including adaptive learning strategies and innovative digital engagement methods.
This two-volume set LNCS 11625 and 11626 constitutes the refereed proceedings of the 20th International Conference on Artificial Intelligence in Education, AIED 2019, held in Chicago, IL, USA, in June 2019. The 45 full papers presented together with 41 short, 10 doctoral consortium, 6 industry, and 10 workshop papers were carefully reviewed and selected from 177 submissions. AIED 2019 solicits empirical and theoretical papers particularly in the following lines of research and application: Intelligent and interactive technologies in an educational context; Modelling and representation; Models of teaching and learning; Learning contexts and informal learning; Evaluation; Innovative applications; Intelligent techniques to support disadvantaged schools and students, inequity and inequality in education.​
This edited volume fills the gaps in existing literature on visualization and dashboard design for learning analytics. To do so, it presents critical tips to stakeholders and acts as guide to efficient implementation. The book covers the following topics: visualization and dashboard design for learning analytics, visualization and dashboard preferences of stakeholders, learners’ patterns on the dashboard, usability of visualization techniques and the dashboard, dashboard and intervention design, learning and instructional design for learning analytics, privacy and security issues about the dashboard, and future directions of visualization and dashboard design. This book will be of interest to researchers with interest in learning analytics and data analytics, teachers and students in higher education institutions and instructional designers, as it includes contributions from a wide variety of educational and psychological researchers, engineers, instructional designers, learning scientists, and computer scientists interested in learning analytics.
The COVID-19 pandemic has accelerated growth in online education across the world, forcing many to learn remotely. Presenting case studies from authors around the globe, this volume provides College and university personnel with research, theoretical foundations, and best practice to support and engage online learners.
Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.