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        <title>Latest Articles from JUCS - Journal of Universal Computer Science</title>
        <description>Latest 5 Articles from JUCS - Journal of Universal Computer Science</description>
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            <title>Latest Articles from JUCS - Journal of Universal Computer Science</title>
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		    <title>Design and Assessment of Adaptive Hypermedia Games for English Acquisition in Preschool</title>
		    <link>https://lib.jucs.org/article/22966/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 22(2): 161-179</p>
					<p>DOI: 10.3217/jucs-022-02-0161</p>
					<p>Authors: J. Agudo, Mercedes Rico, Héctor Sánchez</p>
					<p>Abstract: The increasing popularity of hypermedia games is reaching far beyond the boundaries of entertainment and edging its way into many educational domains. The growth in game technologies has created new teaching environments through proposals combining learning with fun and motivating expectations which make the use of digital games a relevant trend in versatile learning situations at all educational levels. Based on the implementation of the Shaiex project, funded by the government of Extremadura (Spain) and develop by the research group GexCALL, the aim of this paper is twofold. First, it analyses the steps and requirements for the design of adaptive games for the teaching of English as a foreign language at the preschool level. Exploring the general premises for task adaptation by personalizing content to children's needs and abilities, the implementation of the whole design is described in light of its applicability. Second, an assessment of the adaptive games designed is conducted, based on the assumption that selecting developmentally appropriate digital experiences to meet users' expectations and to maximize their learning potential should undergo careful evaluation.</p>
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		    <category>Research Article</category>
		    <pubDate>Mon, 1 Feb 2016 00:00:00 +0000</pubDate>
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		    <title>Determination of Secondary School Students&#039; Attitudes towards Tablet PC Supported Education</title>
		    <link>https://lib.jucs.org/article/22889/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 22(1): 4-15</p>
					<p>DOI: 10.3217/jucs-022-01-0004</p>
					<p>Authors: Fezile Ozdamli, Tahir Tavukcu</p>
					<p>Abstract: The aim of this study was to determine the attitudes of students towards tablet supported education and its effects on its usability. The study was designed as a one-group semi-experimental model using pre-test and post-test. The study group consisted of 319 students in 6th and 9th grade studying at a private college, where 160 of the students were females and 159 of them were males. Frequency, Paired t-test and Independent t-test were applied to analyze the data. The pre-test and post-test results indicated that there were significant positive differences in students' attitudes toward tablet supported education, students' attitudes towards usability of the tablets in education and also in their general attitudes. There was a significant difference between the mean scores of the female and male students' attitudes towards tablet-supported education. However, there was no significant difference between the students' attitudes towards the usability of the tablet and in their overall attitudes.</p>
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		    <category>Research Article</category>
		    <pubDate>Fri, 1 Jan 2016 00:00:00 +0000</pubDate>
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		    <title>Language Learning through Handheld Gaming: a Case Study of an English Course with Engineering Students</title>
		    <link>https://lib.jucs.org/article/23584/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 21(10): 1362-1378</p>
					<p>DOI: 10.3217/jucs-021-10-1362</p>
					<p>Authors: Mercedes Rico, J. Agudo, Héctor Sánchez</p>
					<p>Abstract: The 21st century is the generation of Digital Game-Based Learning, a generation growing up with technologies and contributing to the prevalence of digital games [Chuang et al., 10]. Thus, the use of mobile consoles (Nintendo DS or SONY PSP) for entertainment at all ages has increased dramatically, as has the availability of games that meet specific needs, requirements or users preferences. Though this field of applications is not exempt from constraints such as connectivity, usability and technical limitations [Moses, 08; Hussain and Adeeb, 09], mobile learning is now on the agenda at all levels of education [Cheon et al., 12; Frohberg et al., 09; Suki and Suki, 07]. In this study we analyze how Nintendo mobile technology used to teach vocabulary, grammar, pronunciation, writing and listening skills can help to improve the learning environment and the results in English for Engineering students. The two-fold investigation aims to (1) evaluate the student's satisfaction with mobile technology and (2) measure student learning with Nintendo DS. In the light of these hypotheses, the results show how the introduction of mobile devices can increase students' interest and motivation in the learning process, fostering the integration of activities and increasing the academic performance of students.</p>
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			]]></description>
		    <category>Research Article</category>
		    <pubDate>Thu, 1 Oct 2015 00:00:00 +0000</pubDate>
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		    <title>Discovering Learner Styles in Adaptive e-Learning Hypermedia Systems</title>
		    <link>https://lib.jucs.org/article/23628/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 19(11): 1522-1542</p>
					<p>DOI: 10.3217/jucs-019-11-1522</p>
					<p>Authors: Mahnane Lamia, Laskri Tayeb</p>
					<p>Abstract: A distinct feature of an adaptive e-learning hypermedia system (AEHS) is the learner model it employs, that is, a representation of information about an individual learner. Learner modeling and adaptation are strongly correlated, in the sense that the amount and nature of the information represented in the learner model depend largely on the kind of adaptation effect that the system has to deliver. In fact, we see a problem arising when teachers assume similar learning styles, thinking styles, levels of knowledge and abilities for learners. This is because learners that are less able will feel that it is too difficult for them to follow and those that are more capable will feel as though the learning method is too easy. Teachers can adjust the standards; however, there may be conflicts between learners with varied styles. Thinking style, learning style, level of knowledge, preferences and ability of learner are part of learners characteristics, which have significant influence on the activity of learners in the learning process. In this paper we have focused our attention on the learner model, which allows for the discovery of preferences, needs and interests of users that have access to an AEHS. In order to observe the psychological and pedagogical characteristics of a learner, a quantitative and qualitative research is conducted based on a questionnaire. The thinking style of a learner is analyzed. Based on the statistical results, we figure out the rules about pedagogical activity decision-making. This study presents two subsequent experiments. The first experiment explores the relationship of thinking style and pedagogical activities to validate this specific psychological construct in the context of an AEHS. The second experiment reduces the questionnaire to 60 questions, using a filtering principle keeping the validity of the original questionnaire.</p>
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			]]></description>
		    <category>Research Article</category>
		    <pubDate>Sat, 1 Jun 2013 00:00:00 +0000</pubDate>
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		    <title>Multimedia Modules and Virtual Organization Website for Collaborative Research Experience for Teachers in STEM</title>
		    <link>https://lib.jucs.org/article/29990/</link>
		    <description><![CDATA[
					<p>JUCS - Journal of Universal Computer Science 17(9): 1347-1364</p>
					<p>DOI: 10.3217/jucs-017-09-1347</p>
					<p>Authors: Magdy Iskander, James Baker, Jill Nakatsu, Soo Lim, Nuri Celik</p>
					<p>Abstract: Wireless enabled cyber physical systems and applications, highly interactive multimedia modules, and virtual organization tools and capabilities provide attractive avenues for boosting interest and improving teaching effectiveness of STEM courses in schools. In this paper we describe the Research Experience for Teachers (RET)Hawaii program and present features of some of the developed multimedia modules for middle schools. It is shown that with the production of highly interactive modules that include virtual labs, virtual instruments, and virtual participation in practical applications, the RET-Hawaii program has grown and is presently being used in 28 schools across the islands of Hawaii. To help maintain teachers connectivity, and facilitate exchange of information and sharing of implementation experiences, a virtual organization website was developed and is being used throughout the program. Features of the developed multimedia modules are described and capabilities of the developed virtual organization website are discussed. Outcomes from the RET-Hawaii program are highlighted to demonstrate some of the gained benefits from the program.</p>
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			]]></description>
		    <category>Research Article</category>
		    <pubDate>Sun, 1 May 2011 00:00:00 +0000</pubDate>
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