Related papers: Leveraging User Experience and Learning Analytics …
This study explores how virtual environments and artificial intelligence can enhance university students' learning experiences, with particular attention to the digital preferences of Generation Z. An experiment was conducted at the Faculty…
Written reflection assignments give students valuable opportunities for critical self-assessment, meaning making, and learning processing. Additionally, such reflections provide rich data for qualitative education research. However,…
To enhance student learning, we demonstrate an experimental study to analyze student learning outcomes in online and in-class sections of a core data communications course of the Undergraduate IT program in the Information Sciences and…
This research-to-practice work-in-progress (WIP) paper presents an AI-enabled smart tutor designed to provide homework assessment and feedback for students in an undergraduate circuit analysis course. We detail the tutor's design philosophy…
Building on successful work on studying and transforming our senior-level Advanced Lab course, we have transformed our junior-level Electronics course to engage students in a variety of authentic scientific practices, including…
This study investigates the effectiveness of Google Workspace in fostering collaboration within academic settings, specifically at the University of Makati. The aim is to evaluate its role in enhancing blended learning practices and…
Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…
The paper presents a web prototype that visualises different characteristics of research projects in the heterogeneous domain of educational research. The concept of the application derives from the project "Monitoring Educational Research"…
The rapid growth of immersive technologies in educational areas has increased research interest in analyzing the specific behavioral patterns of learners in immersive learning environments. Considering the fact that research on the…
Automatic analysis of teacher and student interactions could be very important to improve the quality of teaching and student engagement. However, despite some recent progress in utilizing multimodal data for teaching and learning…
Usability testing is a fundamental research method that user experience (UX) researchers use to evaluate and iterate their new designs. But what about evaluating and iterating the usability testing study design itself? Recent advances in…
Online tools provide unique access to research students' study habits and problem-solving behavior. In MOOCs, this online data can be used to inform instructors and to provide automatic guidance to students. However, these techniques may…
The development of technologies of multimedia, linked to that of Internet and democratization of high speed, has made henceforth E-learning possible for learners being in virtual classes and geographically distributed. One benefit to taking…
Background: While digital access has expanded rapidly in resource-constrained contexts, satisfaction with digital learning platforms varies significantly among students with seemingly equal connectivity. Traditional digital divide…
Engagement, which links to attentional, emotional, and cognitive dimensions, plays an important role in learning. In online and video-based learning environments, learners often need to regulate their own interactions with instructional…
This research study explores the conceptualization, development, and deployment of an innovative learning analytics tool, leveraging OpenAI's GPT-4 model to quantify student engagement, map learning progression, and evaluate diverse…
This paper describes the first stage of the ongoing development of two scales to measure online wellbeing and trust, based on the results of a series of workshops with younger and older adults. The first, the Online Wellbeing Scale includes…
Student's mental health problems have been explored previously in higher education literature in various contexts including empirical work involving quantitative and qualitative methods. Nevertheless, comparatively few research could be…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…
We investigate the relationship between immersion and learning across three domains (cultural heritage, environmental awareness, and high school physics) through the lens of the Cognitive Affective Model of Immersive Learning (CAMIL)…