1,721,042 research outputs found
Supporting Reflection and Classroom Orchestration with Tangible Tabletops
Tangible tabletop systems have been extensively proven to be able to enhance participation and engagement as well as enable many exciting activities, particularly in the education domain. However, it remains unclear as to whether students really benefit from using them for tasks that require a high level of reflection. Moreover, most existing tangible tabletops are designed as stand-alone systems or devices. Increasingly, this design assumption is no longer sufficient, especially in realistic learning settings. Due to the technological evolution in schools, multiple activities, resources, and constraints in the classroom ecosystem are now involved in the learning process. The way teachers manage technology-enhanced classrooms and the involved activities and constraints in real-time, also known as classroom orchestration, is a crucial aspect for the materialization of reflection and learning. This thesis aims to explore how educational tangible tabletop systems affect reflection, how reflection and orchestration are related, and how we can support reflection and orchestration to improve learning. It presents the design, implementation, and evaluations of three tangible tabletop systems – the DockLamp, the TinkerLamp, and the TinkerLamp 2.0 – in different learning contexts. Our experience with these systems, both inside and outside of the laboratory, results in an insightful understanding of the impacts of tangible tabletops on learning and the conditions for their effective use as well as deployment. These findings can be beneficial to the researchers and designers of learning environments using tangible tabletop and similar interfaces
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Dual Eye-Tracking Methods for the Study of Remote Collaborative Problem Solving
Applied eye-tracking has been extensively used for the study of psychological processes. More recently, some researchers have used this technique to study the interaction between people by tracking and analyzing eye-movements of two persons synchronously. However, this is generally accomplished by observing people in simple controlled settings. In this thesis, we use a similar methodology, dual eye-tracking, to study people in more natural, semantically richer, tasks with the aim of identifying dual eye-movement patterns which reflect collaborative processes. Eye-tracking, and more globally eye-movements analyses, is a complex domain involving several methodological issues, which have not yet been satisfactorily solved. This work is also an attempt to offer solutions to several of these issues. The first part of this thesis is dedicated to the improvement of the methodology of eye-tracking data analysis. We present several developments pertaining to the general methodology of eye-tracking. More specifically, we identify problems and offer solutions to the following aspects: fixation identification, systematic position errors correction and hit detection. We also tackle more specific questions concerning the method dual eye-tracking. We present issues that arise in dual eye-tracking data collection and analysis and propose some solutions. On the technical side, we deal with the question of the synchronous recording of two streams of eye-movements and on the analytical side, we extend gaze cross-recurrence, a measure of eye-movements coupling, to complex realistic collaborative tasks. The second part is devoted to experimental studies of collaboration through the use of dual eye-tracking methods. We first present four exploratory studies which allowed us to set up the stage by identifying interesting phenomena and experimental difficulties. The main results of these experiments revolve around the relationship between gaze and speech. In these respects, we extended some results found in the literature to more natural settings and we developed a computational model to make actual predictions about dialogue and visual references. Finally, the main study of this thesis is about computer program understanding. This study is composed of two experiments: a solo programming experiment, from which we identified gaze patterns of a single programmer and a pair-programming task in which we explored how gaze patterns during program comprehension are affected by collaboration
Gaze Analysis methods for Learning Analytics
Eye-tracking had been shown to be predictive of expertise, task-based success, task-difficulty, and the strategies involved in problem solving, both in the individual and collaborative settings. In learning analytics, eye-tracking could be used as a powerful tool, not only to differentiate between the levels of expertise and task-outcome, but also to give constructive feedback to the users. In this dissertation, we show how eye-tracking could prove to be useful to understand the cognitive processes underlying dyadic interaction; in two contexts: pair program comprehension and learning with a Massive Open Online Course (MOOC). The first context is a typical collaborative work scenario, while the second is a special case of dyadic interaction namely the teacher-student pair. We also demonstrate, using one example experiment, how the findings about the relation between the learning outcome in MOOCs and the students' gaze patterns can be leveraged to design a feedback tool to improve the students' learning outcome and their attention levels while learning through a MOOC video. We also show that the gaze can also be used as a cue to resolve the teachers' verbal references in a MOOC video; and this way we can improve the learning experiences of the MOOC students. This thesis is comprised of five studies. The first study, contextualised within a collaborative setting, where the collaborating partners tried to understand the given program. In this study, we examine the relationship among the gaze patterns of the partners, their dialogues and the levels of understanding that the pair attained at the end of the task. The next four studies are contextualised within the MOOC environment. The first MOOC study explores the relationship between the students' performance and their attention level. The second MOOC study, which is a dual eye-tracking study, examines the relation between the individual and collaborative gaze patterns and their relation with the learning outcome. This study also explores the idea of activating students' knowledge, prior to receiving any learning material, and the effect of different ways to activate the students' knowledge on their gaze patterns and their learning outcomes. The third MOOC study, during which we designed a feedback tool based on the results of the first two MOOC studies, demonstrates that the variables we proposed to measure the students' attention, could be leveraged upon to provide feedback about their gaze patterns. We also show that using this feedback tool improves the students' learning outcome and their attention levels. The fourth and final MOOC study shows that augmenting a MOOC video with the teacher's gaze information helps improving the learning experiences of the students. When the teacher's gaze is displayed the perceived difficulty of the content decreases significantly as compared to the moments when there is no gaze augmentation. In a nutshell, through this dissertation, we show that the gaze can be used to understand, support and improve the dyadic interaction, in order to increase the chances of achieving a higher level of task-based success.CHIL
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
The Complementarity of Tangible and Paper Interfaces in Tabletop Environments for Collaborative Learning
The current trend in Human-Computer Interaction aims at bridging the gap between the digital and the real world, exploring novel ways to engage users with computational devices. Computers take new forms that are better integrated into our environment and can be embedded in buildings, furniture or clothes. Novel forms of interfaces take advantage of people's intuitive knowledge of everyday objects to offer more direct and natural interactions. Tangible User Interfaces (TUIs) allow users to interact with digital objects through tangible artifacts, building on their rich physical affordances. Paper User Interfaces (PUIs) add digital capabilities to paper documents, synchronizing for instance their content with their digital counterpart. Unique properties of paper are also used to create engaging and intuitive interfaces to computer applications. This dissertation is interested in the complementarity of tangible and paper interfaces in tabletop environments. We introduce the concept of Tangible and Paper Environments (TaPEs) where Interactive Paper Forms (IPFs), a particular type of PUIs based on the paper form metaphor, are used as a complementary interface to a TUI. We evaluate the potential of IPFs to overcome two main shortcomings of TUIs, in terms of scalability and pedagogy. The scalability issue comes from the limited expressiveness of task-specific physical artifacts, which offer rich physical affordances but limit the complexity of applications that can be controlled by a TUI. The pedagogy issue is raised by the lack of consistent evidence regarding the use of physical manipulatives in educational settings, which is one of the main application domain of TUIs. IPFs overcome the scalability issue by offering a set of generic interaction elements that allow TaPEs to cope with applications of any complexity. In a pedagogical setting, IPFs present learners with abstract representation which facilitate understanding by the embodied and concrete representations offered by tangible artifacts. A TaPE, the Tinker Environment, has been developed with two logistics teachers in the context of the Swiss vocational training system. It consists of a warehouse physical small-scale model (TUI) and TinkerSheets, our implementation of IPFs. It aims at helping apprentices understand theoretical concepts presented at schools. We followed a Design-based Research (DBR) approach: ten studies were conducted during the development of the Tinker Environment in authentic classroom settings. Controlled experiments were conducted to address specific questions. v The general research questions concern the respective affordances of paper and tangible components of TaPEs. The analysis is not limited to usability aspects but also considers their impact on group problem-solving activities and their potential in terms of integration of the system in its context of use. A descriptive model is proposed, built around three interaction circles: individual (usability), group (collaboration) and context (integration). Results identify design guidelines that limit the impact of the less direct interaction modality offered by IPFs, allowing TaPEs to overcome the scalability issue while supporting rich interactions. At the group level, observations of groups of apprentices solving problems around the Tinker Environment show that the consistent physical interaction modality offered by TaPEs naturally supports collaborative interactions. Apprentices tend to take implicit roles based on their location around the system. Regarding the context circle, we observed that carefully designed IPFs play the role of bridges between offline and online activities and contribute to a tight integration of the system in a its context (i.e. a classroom). The specific research questions address the potential of the Tinker Environment in this pedagogical context and its appropriation by teachers. The observations conducted with the Tinker Environment show that the warehouse small-scale model reduces the complexity of problems and allows apprentices to engage in meaningful problem-solving activities. Controlled experiments comparing a TUI to a mulitouch interface demonstrate that tangible artifacts lead to a higher learning gain and an increased performance in a problem-solving activity. Collaboration quality and perceived playfulness are also improved. The teacher plays a central role in the use of the environment, guiding apprentices through activities and encouraging reflections during debriefing sessions. The design of IPFs, emphasizing either their interface or document nature, has a strong influence on their ability to support teachers. We finally discuss the two-way adaptation process that took place between teachers and the system during the development of the Tinker Environment
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
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