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Research on classroom interaction has long been divided between large-scale observation and in-depth ethnographic work. We propose a framework mapping this methodological space along three dimensions--scale, duration, and modality--where a…
Children tend to be constantly exposed to technologies, such as smartphones, tablets, and gaming consoles, drawn by the interactive and visually stimulating nature of digital platforms. Thus, integrating the teaching process with…
One of the open questions in the field of interaction design is "what inputs or interaction techniques should be used with augmented reality devices?" The transition from a touchpad and a keyboard to a multi-touch device was relatively…
Parental involvement in homework is a crucial aspect of family education, but it often triggers emotional strain and conflicts. Despite growing concern over its impact on family well-being, prior research has lacked access to fine-grained,…
Group tendency is a research branch of computer assisted learning. The construction of good learning behavior is of great significance to learners' learning process and learning effect, and is the key basis of data-driven education…
The study introduces a new analysis scheme to analyze trace data and visualize students' self-regulated learning strategies in a mastery-based online learning modules platform. The pedagogical design of the platform resulted in fewer event…
We present a scantron-based survey which examines the teacher-learner collaboration. The survey includes questions which probe student preparedness, behaviors, attitudes, and expectations - as well as questions addressing key measures of…
With the interactivity and multiple representation features, computer simulations lend itself to the guided inquiry learning. However, these simulations are usually designed for post-elementary students. Thus, the aim of this study is to…
Online learning is convenient for many learners; it gives them the possibility of learning without being restricted by attending a particular classroom at a specific time. While this exciting opportunity can let its users manage their life…
To investigate the detection of students' behavioral engagement (On-Task vs. Off-Task), we propose a two-phase approach in this study. In Phase 1, contextual logs (URLs) are utilized to assess active usage of the content platform. If there…
Developing interactive software, such as websites or games, is a particularly engaging way to learn computer science. However, teaching and giving feedback on such software is time-consuming -- standard approaches require instructors to…
The modern engineering landscape increasingly requires a range of skills to successfully integrate complex systems. Project-based learning is used to help students build professional skills. However, it is typically applied to small teams…
We introduce our experiment of research-oriented teaching mainly in Nanjing University and Tsinghua University, China. The great population and enrollment in China makes it worth to concern. It lasts 20 years and involves thousands of…
With the increase of distance learning, in general, and e-learning, in particular, having a system capable of determining the engagement of students is of primordial importance, and one of the biggest challenges, both for teachers,…
The substantial growth of online learning, in particular, Massively Open Online Courses (MOOCs), supports research into the development of better models for effective learning. Learner 'confusion' is among one of the identified aspects…
In today's rapidly evolving technological landscape, organizations face the challenge of integrating external insights into their decision-making processes to stay competitive. To address this issue, this study proposes a method that…
One of the most important active methodologies for physics learning developed in recent years is peer instruction. Its technique has allowed, among other things, to monitor students' conceptual learning. In this sense,…
Autonomous robots frequently need to detect "interesting" scenes to decide on further exploration, or to decide which data to share for cooperation. These scenarios often require fast deployment with little or no training data. Prior work…
Autonomous 3D environment exploration is a fundamental task for various applications such as navigation. The goal of exploration is to investigate a new environment and build its occupancy map efficiently. In this paper, we propose a new…
This paper is about an experiment with the goal of testing a primary teacher's resource. This is the next part of a research presented at EMF2009. This resource must help a teacher to practice a research and proof activity between peers…