Learning and Collaboration Technologies : Second International Conference, LCT 2015, Held As Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings
معرفی کتاب «Learning and Collaboration Technologies : Second International Conference, LCT 2015, Held As Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings» نوشتهٔ Panayiotis Zaphiris; Andri Ioannou، منتشرشده توسط نشر Springer International Publishing : Imprint : Springer در سال 2015. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
The LNCS volume 9192 constitutes the refereed proceedings of the Second International Conference on Learning and Collaboration Technologies, LCT 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address addressing the following major topics: technology-enhanced learning, adaptive and personalised learning and assessment, virtual worlds and virtual agents for learning, collaboration and Learning Serious Games and ICT in education. Foreword HCI International 2015 Thematic Areas and Affiliated Conferences Conference Proceedings Volumes Full List Learning and Collaboration Technologies Program Board Chairs: Panayiotis Zaphiris, Cyprus and Andri Ioannou, Cyprus HCI International 2016 Contents Technology-Enhanced Learning An Eye-Tracking Analysis of Spatial Contiguity Effect in Educational Animations Abstract 1 Introduction 1.1 Research Questions 2 Methodology 2.1 Research Method 2.2 Participants 2.3 Multimedia Learning Material 2.4 Apparatus 2.5 Instruments 2.6 Implementation and Data Collection 2.7 Data Analysis 3 Results 3.1 Results of Test Scores 3.2 Results of Eye Movement Measures 3.2.1 Total Fixation Time 3.2.2 Fixation Count 3.2.3 Mean Fixation Duration 4 Discussion and Conclusion References Audio Cues: Can Sound Be Worth a Hundred Words? Abstract 1 Introduction 2 Theoretical Underpinnings for Audio Cues 3 Audio-Cue Framework Applied to a Narrative 4 Experimental Setup 5 Results 6 Discussions Acknowledgments References Using Augmented Reality Technology in Assisting English Learning for Primary School Students Abstract 1 Introduction 2 Related Work 3 Experimental Setup 4 Testing the Concept 4.1 Improve English Handwriting 4.2 Improve Ability to Assemble Word 4.3 Motivating English Pronunciation and Conversation 5 Results and Discussion References G-NETS – Gesture-Based Nursing Educational Training Support System Abstract 1 Introduction 2 Development of G-NETS 3 G-NETS - Cardiovascular System Assessment as an Example 3.1 Module 1: Basic Physical Assessment Practicum 3.2 Module 2: Case Simulation 4 Result and Discussion 4.1 Analysis of Learning Achievements 4.2 Analysis of Learning Attitude 4.3 Analysis of Cognitive Load 4.4 Qualitative Analysis 5 Conclusion References Dual-Coding Strategy for the Chinese Characters Learners: Chinese PCS Editor Abstract 1 Introduction 2 System Architecture 3 User Interface 4 Benefits Evaluation 5 Conclusion References Exploring Student Interactions: Learning Analytics Tools for Student Tracking Abstract 1 Introduction 2 Analysis of Tools for Learning Analytics 2.1 General Purpose Dashboards 2.2 Ad Hoc Tools for Learning Analytics 2.3 Learning Analytics Tools for Analysis of Specific Issues 2.4 Learning Analytics Frameworks and Tools 3 Method 4 Discussion References Assessments of User Centered Design Framework for M-learning Application Development Abstract 1 Introduction 1.1 User Centered Design Framework for M-earning Application Processes 2 Methodology and Research Data 3 Case Studies and the Measurements 4 Discussion 5 Conclusion and Future Work References Design and Evaluation of a Learning Assistant System with Optical Head-Mounted Display (OHMD) Abstract 1 Introduction 2 Related Work 3 Experiment Design 3.1 Pilot Study 3.2 Hypotheses 3.3 Data Analysis Plan 4 Prototype Implementation 4.1 Hardware 4.2 Software 5 User Study Results 5.1 Participants Demographic Information 5.2 In-Study Scale Rating 5.3 Post Quiz Questions 5.4 Post-Study Feedback 6 Discussion 7 Conclusion Acknowledgment References Prediction of Learner Native Language by Writing Error Pattern Abstract 1 Introduction 2 Related Work 2.1 Native Language Prediction 2.2 Native Language Prediction by Error Analysis 3 Data 4 Error Prediction and Error Vector 5 Trivial Biased Words 6 Method and Results 7 Conclusion Acknowledgment References An Exploration of Mobile Collaborative Writing Interface Design Abstract 1 Literature Review 2 Review Existing Products 2.1 The Open Academic Environment Collaborative Writing Tool 2.2 Comparison to Other Products 3 User Needa and Design Criteria 3.1 OAE Users and Workflow Analysis 3.2 Discover User Need in Mobile Context and Define Design Criteria 4 Design Schemes 5 Discussion and Future Work References A Tablet-Based Lego Mindstorms Programming Environment for Children Abstract 1 Introduction 2 User and Task Analysis 2.1 User Profile 2.2 Programming Workflow 3 System Design 4 User Interface Design 4.1 Creating and Editing a Program 4.2 Compilation and Downloading 5 Evaluation 6 Conclusions and Future Work References Voice-Based Computer Mediated Communication for Individual Practice to Increase Speaking Proficiency: Construction and Pilot Study Abstract 1 Introduction 2 Merits of Asynchronous CMC 2.1 Two Modes of CMC 2.2 Synchronous CMC 2.3 Merits of Asynchronous CMC 2.4 Purpose of this Study 3 Construction Backgrounds 4 Experiments 4.1 Experiment 1: System Evaluation 4.2 Experiment 2: Proficiency 5 Discussion References Supporting the Development of Computational Thinking: A Robotic Platform Controlled by Smartphone 1 Introduction 2 Related Work 3 Coffee Platform 3.1 Architecture 3.2 Users' Interaction 4 Case Study 4.1 Dynamics 4.2 Questionnaires 4.3 Proposed Problems 5 Results and Discussion 5.1 Questionnaire Results 5.2 Research Findings and Discussion 6 Conclusion References The Use of Augmented Reality Interfaces for On-site Crisis Preparedness Abstract 1 Introduction 2 Related Work 3 Background 4 The Use of Augmented Reality to Improve Trainee's Experience 5 System Architecture 6 Conclusions References Design and Implementation of Novel Word Learning System “Überall” Abstract 1 Introduction 2 Überall System 2.1 Concept 3 Experiment 3.1 Überall Prototype 3.2 Experiment 3.3 Environment of Experiment 3.4 Flash Card Contents 3.5 Process 3.6 Questionnaire 4 Results 4.1 Experiment Scores 4.2 Questionnaire Results 4.2.1 Recreation of the Memory Palace 4.2.2 Connection Between the Photos and the Words 4.2.3 Impressions About Überall 5 Discussion 5.1 Relation Between Learning Time and Results 5.2 Relation Between Words and Places 5.3 Comparison with Paper Flash Cards 5.3.1 Comparison in Learning English 5.3.2 Comparison for Learning Japanese 5.4 Comparison with Simply Electronic Flash Cards 6 Conclusion References Design Solutions for Interactive Multi-video Multimedia Learning Objects Abstract 1 Introduction 2 Related Work 3 Capture and Access System 4 Case Studies 4.1 Pilot 4.2 Students in a Real Scenario A 4.3 Students in a Real Scenario B 4.4 Professors 4.5 Summary of Results 5 Design Solution Evolution 6 Lessons Learned 7 Conclusion Acknowledgements References Adaptive and Personalised Learning and Assessment Automatic Pronunciation Error Detection and Feedback Generation for CALL Applications 1 Introduction 2 Corpus and Tools 2.1 Corpus 2.2 Annotations Tool 3 Pronunciation Error Detection 3.1 Error Classification 3.2 Language Model Training 3.3 Grammar Generation 3.4 Error Detection 3.5 Feedback Generation 4 Evaluation 4.1 Precision and Recall 4.2 Feedback Evaluation 5 Conclusion and Discussion References Feedback in Computer-Based Concept Mapping Tools: A Short Review Abstract 1 Introduction 2 Feedback: Definitions, Purposes, Typologies and Models 3 Computer-Based Concept Mapping Tools 3.1 Chang, Sung, and Chen’s Concept Mapping Tool 3.2 The COncept MaP ASSessment Tool (COMPASS) 3.3 The Verified Concept Mapping System (VCM) 3.4 The Intelligent Knowledge Assessment System (IKAS) 4 Conclusions and Future Work References Model for Detecting Student Difficulties in Solving Formative Assessments 1 Introduction 2 Proposed Model 3 Experiments 3.1 Model Implementation 3.2 Questionnaire Development 4 Results 5 Conclusions and Future Work References Enhancing the Learner’s Performance Analysis Using SMEUS Semantic E-learning System and Business Int ... Abstract 1 Introduction 2 Related Work 3 Towards an BI Semantic Model 3.1 System Structure and Design 3.2 Designing the BI Solution 3.3 An Architecture for Semantics and BI Integration 4 Results 5 Conclusions and Future Works References Creation of Meaningful-Learning and Continuous Evaluation Education System Abstract 1 Introduction 2 State of the Art 3 Application and Adaptation of the Methodology 4 Design Patterns 5 System Architecture 6 Conclusions and Future Work References A Computational Model to Determine Desirability of Events Based on Personality for Performance Motiv ... Abstract 1 Introduction 2 Psychological Principles 2.1 Emotion 2.2 Personality 3 The Proposed Model 3.1 Calculating Desirability 3.2 E-learning Environment Example 4 Results 5 Discussion 6 Conclusions References Recommendation Engine for an Online Drill System Abstract 1 Objective 2 Background and Significance 3 Methods 4 Discussion of Results References Usability of Educational Technology APIs: Findings and Guidelines 1 Introduction 2 EdTech APIs 3 Traditional API Usability 3.1 Identifying Usability Issues 3.2 Improving API Usability 4 Findings 4.1 API Usability Survey 4.2 EdTech Portal Survey 5 EdTech API Usability Requirements and Guidelines 6 Conclusions References Ontological Design to Support Cognitive Plasticity for Creative Immersive Experience in Computer Aid ... Abstract 1 Introduction 2 On Creativity and Cognitive Plasticity for CAL 3 Mixed Reality in CAL 4 Ontological Design for Cognitive Plasticity in Mixed Reality 5 Creative Immersive Experience for Computer Aided Learning 6 Concluding Remarks and Future Work References The Potential Use of the Flexilevel Test in Providing Personalised Mobile E-Assessments Abstract 1 Introduction 2 The Flexilevel Test 3 The Study 3.1 The E-Assessment Application 3.2 Methodology 3.3 Results 4 Discussion 5 Conclusion and Future Work References Supporting Golf Coaching and Swing Instruction with Computer-Based Training Systems 1 Introduction 2 Related Work 2.1 Professional Golf Instructors 2.2 Aid Tools for Golf Coaching and Training 3 Methods 4 Results 4.1 Proficient Swing and Swing Instruction (RQ1 and RQ2) 4.2 Challenges (RQ3) 5 Future Computer-Based Training Systems (RQ4) 6 Discussion 7 Conclusions References A Student-Centered Hybrid Recommender System to Provide Relevant Learning Objects from Repositories Abstract 1 Introduction 2 Basic Concepts 2.1 Learning Objects, Repositories and Federations 2.2 Recommender Systems 2.3 Student Profile 3 Related Works 4 Model Proposed 5 Experiments and Results 6 Conclusions and Future Work References Adaptive and Personalized Educational Ubiquitous Multi-Agent System Using Context-Awareness Services ... Abstract 1 Introduction 2 Conceptual Framework 2.1 Learning Objects, Repositories and Federations 2.2 Student Profile 2.3 Multi-agent Systems 2.4 Context-Awareness 3 Related Works 4 Model Proposed 5 Implementation and Validation 6 Conclusions and Future Work References Math and Motion: A (Coursera) MOOC to Rethink Math Assessment Abstract 1 Introduction 2 The Didactic Scenario in Math and Motion 3 Technology Integrated in Math and Motion 4 The Assessment in Math and Motion 5 The Assessment Experience in Math and Motion 6 Concluding Remarks References A Notification and Recommender Mobile App for Educational Online Discussion: A Design Research Approach Abstract 1 Introduction 2 Information Systems Design Theory for NARS for Educational Online Discussion 2.1 Purpose and Scope 2.2 Constructs 2.3 Principles of Form and Function 2.4 Artifact Mutability 2.5 Testable Propositions 2.6 Justificatory Knowledge 2.7 Principles of Implementation 2.8 Expository Instantiation 3 Evaluation of the Enhancement Approach for the Topic Discovery Method 4 Evaluation of the Prototype 5 Conclusion References Generating Quizzes for History Learning Based on Wikipedia Articles Abstract 1 Introduction 2 Related Work 3 Wikipedia Database 4 Generating Quizzes 5 Choosing Important Articles for Quiz Generation 5.1 Assigning Article Importance Using Wikipedia Hierarchical Structure 5.2 Assigning Article Importance Based on the Number of Incoming Links 6 Generating Answer Choices for History Quizzes 7 Evaluation 7.1 Evaluation of the Questions 7.2 Evaluating Article Importance 8 Conclusions and Future Directions Acknowledgements References Virtual Worlds and Virtual Agents for Learning Construction of Educative Micro-Worlds to Build Students’ Creativity in Terms of Their Own Self-Learning Abstract 1 Introduction 2 State of the Art 3 Application and Adaptation of Teaching Methods 4 Design Patterns 5 System Architecture 6 Conclusions and Future Work References The Effect of Metaphoric Gestures on Schematic Understanding of Instruction Performed by a Pedagogical Conversational Agent 1 Introduction 2 Conduit Metaphoric Gesture 3 Method 3.1 E-Learning System and Materials 3.2 Independent Variables 3.3 Dependent Variables 3.4 Participants and Procedure 3.5 Design and Hypothesis 4 Results and Discussion 4.1 Memorization and Understanding 4.2 Learning Experience and Perception of the PCA 5 Conclusion References Designing Pedagogical Agents to Evoke Emotional States in Online Tutoring Investigating the Influence of Animated Characters Abstract 1 Introduction 1.1 The Types of Characters that Can Facilitate Motivation 1.2 Effects of Gender in PCA Interactions 1.3 Aim of the Study 2 Method 2.1 Participants 2.2 Materials and Conditions 2.3 Experiment Design and Participants 2.4 Tutoring System 3 Results 3.1 Experiment 1: 3D Characters 3.2 Experiment 2: 2D Characters 3.3 Experiment 3: 2D Characters with Large Eyes 4 Discussions and Conclusion Acknowledgments References Contextualization of Archaeological Findings Using Virtual Worlds. Issues on Design and Implementati ... Abstract 1 Introduction 2 Methodology 2.1 Background 2.2 Construction of the Virtual Model 2.3 Virtual Musealization 2.4 Avatars and Gamification 2.5 Multiuser Capabilities 3 Conclusions References Enhancing the Learning Success of Engineering Students by Virtual Experiments Abstract 1 Introduction 2 State of the Art 3 Active Interaction for Remote Labs in Virtual Reality Environments 4 User Studies for Examination and Evaluation of Control Mechanisms for Remote Labs 4.1 Design of Experiment and Expectations 4.2 Correlational Approach 5 Conclusion and Outlook References The Learning Effect of Augmented Reality Training in a Computer-Based Simulation Environment Abstract 1 Introduction 2 Literature Review 3 Method 3.1 Participants 3.2 Measures 3.3 AAWC Human-in-the-Loop Simulation 3.4 Augmented Reality Training System 3.5 Procedure 4 Results 5 Discussion and Conclusion References Virtual Music Teacher for New Music Learners with Optical Music Recognition Abstract 1 Introduction 2 Background & Related Works 3 Proposed System 4 Light-Weight Optical Music Recognition Method 4.1 Preprocessing 4.2 Music Symbol Recognition 5 Recognize Music Notes Based on Audio 6 Experiments and Implementations 6.1 OMR 6.2 Recognize Note’s Pitch Based on Audio 6.3 Implementation 7 Conclusion References The Visual Design and Implementation of an Embodied Conversational Agent in a Shared Decision-Making Context (eCoach) Abstract 1 Introduction 2 Health Literacy and Shared Decision-Making 3 Embodied Conversational Agents for Health Decision Aids 4 Decision Aids for Prostate Cancer 5 Effects of Appearance in Embodied Conversational Agents 5.1 Agent Realism 5.2 Agent Gender, Race and Age 5.3 Interactions Between Agent Appearance and Task Domain 6 eCoach: An ECA-Based Prostate Cancer Decision Aid 6.1 User-Centered Design Process for Creating an ECA 6.2 Prototype ECA Evaluation 6.3 Results 7 Conclusion 8 Future Work References CyberPLAYce, A Cyber-Physical-Spatial Storytelling Tool: Results from an Empirical Study with 8-10-Y ... Abstract 1 Introduction 1.1 Play and Storytelling 2 Design Process 3 Empirical Study 3.1 Research Activity 4 Four Things Learned 5 Future Work 6 Import for HCI International Community References Collaboration and Learning What Do My Colleagues Know? Dealing with Cognitive Complexity in Organizations Through Visualizations 1 Introduction 2 Related Work 2.1 Visual Recommender Systems 3 Visualization Prototypes 4 Method 5 Results 5.1 Sample Description 5.2 Quantitative Results 5.3 Qualitative Results 6 Conclusion 6.1 Limitations 6.2 Outlook References From Formal to Informal 3D Learning. Assesment of Users in the Education Abstract 1 Introduction 2 Background 2.1 Informal Education: The Citizenship Background in Architectural Education 2.2 Improving the Student’s Motivation: Assessment of IT in Education 3 Case of Study 4 Informal Feedback. Main Results 5 Conclusions References Evolution of the Conversation and Knowledge Acquisition in Social Networks Related to a MOOC Course Abstract 1 Introduction 2 Materials and Methods 2.1 Materials 2.2 Methods 3 Results 4 Discussion 5 Conclusions Acknowledgments References CATALYST: Technology-Assisted Collaborative and Experiential Learning for School Students Abstract 1 Introduction 2 Catalyst Framework 3 Experiment Design 3.1 Participants 3.2 Experimental Process 3.3 Measuring Tools 4 Experimental Evaluation 4.1 Quantitative Comparison 4.2 Qualitative Comparison 5 Conclusion References A Study to Activate Communication by Using SNS on Mobile Phone Abstract 1 Introduction 2 Related Works and Our Method 2.1 Related Works About Mobile Learning 2.2 21st Century Learning 3 Our Original System, PNS (Pupils Network System) 3.1 Our Method to Teach Mobile Literacy 3.2 Purpose to Create Original System 3.3 Characteristic Points of Our Original System, PNS 4 The Characteristic Points of Mobile Phone and Our Experiment 4.1 Purpose of the Experiment 4.2 Essay Lesson Using SNS System 4.3 Questionnaires Before and After the Essay Lesson 5 Conclusion References Collaborative Tablet PC the System for Self-Active Awareness in a Dormitory Environment Abstract 1 Introduction 2 Basic Configuration 3 Practice and Evaluation 4 Conclusions References A Knowledge Management System to Classify Social Educational Resources Within a Subject Using Teamwo ... Abstract 1 Introduction 2 Research Context and Teamwork Methodology 3 Results 3.1 Types of Generated Knowledge 3.2 Knowledge Organization 4 Discussion 5 Conclusions References Let’s Play, Video Streams, and the Evolution of New Digital Literacy Abstract 1 Introduction 2 The Minecraft Example 3 The New Use of Videos in Education 3.1 Providers 3.2 Channels 3.3 Streams 4 Digital Literacy 4.1 Curation 4.2 Creation 4.3 Participation 5 Game Design Education Through Videos and Let’s Plays 6 Conclusion References Human-Human Interaction Modeling of Trainer Abstract 1 Introduction 2 Features of the Trainer Cockpit 3 The Model to Describe the Human-Human Interaction of Trainer Cockpit 4 Interaction Ways and Media 5 Features of Interaction Styles 6 Features of the Tasks and Matching with Interaction Styles 7 Improvement of Interaction Styles 8 Conclusions References Serious Games A Platform for Supporting the Development of Mixed Reality Environments for Educational Games Abstract 1 Introduction 2 Related Work 3 MR-GREP 3.1 Virtual World and EG Definition: GREP 3.2 Augmentation of the Real World 3.2.1 Augmented Scenes Editor (AS Editor) 3.2.2 Augmented Scenes Player (AS Player) 3.2.3 Virtual and Augmented Scenes Matching 4 Use Case: Firefighter Simulation 5 Conclusions and Future Work References Can Games Motivate Urban Youth for Civic Engagement? Abstract 1 Introduction 2 Game Prototypes and Engagement 2.1 The CityCrafter 2.2 Open Explorations 3 Making Sense of Motivation to Participate 4 Conclusion References H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Histor ... Abstract 1 Introduction 2 Motivation and Related Work 2.1 Motivation 2.2 Related Work 3 System Design 3.1 Basic Architecture 3.2 Sensor Design 3.3 Application 4 Experimental Results 4.1 Game Design 4.2 Evaluation Method 4.3 Observations and Interviews 5 Conclusions and Future Work References Developing an Educational Game for Art Education - Gesture Recognition-Based Performance Guidance fo ... Abstract 1 Introduction 2 STEAM Education 3 Mozart’s Opera Magic Flute and STEAM Education 4 Development of Game 4.1 System Architecture 4.2 Game System Setting 4.3 Activity-Based Scenarios in Serious Game 4.4 User Experience 5 Discussions 6 Conclusion References Transferring an Educational Board Game to a Multi-user Mobile Learning Game to Increase Shared Situational Awareness Abstract 1 Introduction 2 Problem Situation in Logistics 3 Shared Situational Awareness 4 Board Game Design and Experience 5 ARLearn Platform for Mobile Serious Games 6 Transfer of the Board Game into a Mobile Serious Game 7 Conclusion 8 Future Work Acknowledgements References Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an ... Abstract 1 Introduction 2 Gamification 2.1 Game Elements 3 Gamified e-Learning Systems 4 Conceptual Model for Gamification of e-Learning Environments 5 Gamification of AdaptWeb® Environment 6 Conclusions References Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage Abstract 1 Introduction 2 Determinants of Skill Acquisition 2.1 Personal Features Influencing Skill Acquisition 2.2 Task Properties Influencing Skill Acquisition 3 Current Study 4 Method 4.1 Participants 4.2 Measures 4.3 Procedure 5 Results 6 Discussion 7 Conclusion References Inspecting Quality of Games Designed for Learning Programming Abstract 1 Introduction 2 Rationale and Background 3 Research Framework 4 Results 5 Discussion and Conclusion References E-Learning and Serious Games Abstract 1 Introduction 2 Urban Planning and Urban Design Training 3 Gamification and Serious Games as Learning Strategies 4 Understanding the Multiple Facets of Urban Spaces 5 Proposed Experience Outline 5.1 Serious Game Proposal 5.2 Gamification Elements 5.3 Participants’ Behavior Data Collection 6 Conclusions and Future Work References Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games Abstract 1 Introduction 1.1 Objectives of This Paper 1.2 Structure of Paper 2 Study of Game Design 2.1 Game Mechanics 2.2 Game Rhetoric 3 Interaction Design: Cognition into Persuasion 3.1 The Persuasive Element in Games 3.2 From Interaction into Persuasion 4 Proposed Model 4.1 Learner Characteristics 4.2 Pedagogy 4.3 Context 4.4 Interaction Design 5 Discussion 6 Conclusion Acknowledgement References ICT in Education Just-in-Case or Just-in-Time Training? -- Excerpts from a Doctoral Research Study Abstract 1 Introduction 2 Purpose of Study 3 Review of Literature 4 Method 5 Research Design 6 Participants and Sampling 7 Instruments 8 Procedures 9 Treatment Development and Data Collection 10 Data Analysis 11 Results 11.1 Data Analysis for Research Question 1 11.2 Data Analysis for Research Question 2 12 Findings and Conclusions 13 Recommendations for Further Research References Users and Technologies in Education: A Pending Course Abstract 1 Introduction 2 Literature Review 3 Theoretical Model Developed 4 Methodology 5 Analysis and Results 6 Discussion References Free Software User Interfaces: Usability and Aesthetics Abstract 1 Introduction 2 Literature Review 3 Evaluation of UX 4 Method 4.1 Evaluating Usability 4.2 Evaluating Hedonic Qualities 4.3 The Procedure 5 Results 5.1 Usability and SUS Analysis 6 Conclusion References Impacting the Digital Divide on a Global Scale - Six Case Studies from Three Continents Abstract 1 Context for the International Integration of Digital Technologies in Education: Inequities in Rural Environments 2 Methods 3 Results 4 Discussion 5 Conclusion Acknowledgements References Differentiation of Student Perceptions for Online Courses, Over Time Abstract 1 Introduction 2 Methodology 3 Results 4 Conclusion and Discussion References The Future of Electronic Textbooks from a User Perspective Abstract 1 Introduction 2 Method 2.1 Survey Design 2.2 Dissemination and Data Protection 3 Results 3.1 Respondent Description 3.2 Reliability of Data 3.3 Components Perceived as Desirable 3.4 Components Perceived as Undesirable 3.5 General Rank of Components 4 Discussion 4.1 Sampling and Bias 4.2 General Student Perceptions of Components 5 Conclusion References Out of Classroom Instruction in the Flipped Classroom: The Tough Task of Engaging the Students Abstract 1 Introduction 2 Problem-Based Learning and the Flipped Classroom 3 Methodology 4 Combining Experiences and Results from Two Survey Studies 4.1 Impact on Learning and Understanding 4.2 Self-reported Engagement 4.3 Information Overload and Filtering 4.4 Out-of-Classroom and Classroom Instruction 5 Discussion 6 Conclusions References Understanding Nomophobia: A Modern Age Phobia Among College Students Abstract 1 Introduction 2 Method 2.1 Design 2.2 Participants 2.3 Materials 2.4 Procedures 2.5 Data Analysis 2.6 Trustworthiness 3 Findings 3.1 Not Being Able to Communicate 3.2 Losing Connectedness 3.3 Not Being Able to Access Information 3.4 Giving up Convenience 4 Conclusions References Author Index
دانلود کتاب Learning and Collaboration Technologies : Second International Conference, LCT 2015, Held As Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings