Latest Articles from JUCS - Journal of Universal Computer Science Latest 8 Articles from JUCS - Journal of Universal Computer Science https://lib.jucs.org/ Thu, 28 Mar 2024 23:35:32 +0200 Pensoft FeedCreator https://lib.jucs.org/i/logo.jpg Latest Articles from JUCS - Journal of Universal Computer Science https://lib.jucs.org/ Perceptual Learning Modules (PLM) in CS1: a Negative Result and a Methodological Warning https://lib.jucs.org/article/96347/ JUCS - Journal of Universal Computer Science 29(9): 988-1009

DOI: 10.3897/jucs.96347

Authors: Ricardo Caceffo, Jacques Wainer, Guilherme Gama, Islene Garcia, Rodolfo Azevedo

Abstract: Perceptual Learning Modules (PLMs) is a variation of Perceptual Learning based on multiple-choice questionnaires. There exists successful research of the use of PLMs in math and flight training. The possibility of designing and adopting PLMs in Introductory Programming Courses (CS1) is still an open area of study. The goal of this study is to test whether students that received a PLM training on recognising segments of programs will perform better at writing programs. Two PLM interventions were administered to students. The first intervention was a nonrandom controlled experiment, in which students opted to answer the PLM questionnaire (N=40), while the control group consisted of students that did not answer it (N=629). The second intervention was a randomized controlled experiment with a placebo, in which students were randomly assigned to perform either the PLM questionnaire (N=51) or another a placebo activity (N=51). The different forms of analysis of the first experiment results yielded Cohen’s d ranging from 0.23 to 0.34 in favor of the PLM intervention. For the second experiment, the effect size was d = -0.11 against the PLM intervention, but the two results were significant. We believe that the cautious conclusion is that there is a null effect in using a PLM activity as part of a CS1 course. The paper is also of interest because of the methodological decisions and techniques used.

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Research Article Thu, 28 Sep 2023 08:00:03 +0300
Behavioral and Psychophysiological Measures of Engagement During Dynamic Difficulty Adjustment in Immersive Virtual Reality https://lib.jucs.org/article/89412/ JUCS - Journal of Universal Computer Science 29(1): 16-33

DOI: 10.3897/jucs.89412

Authors: Oscar I Caldas, Mauricio Mauledoux, Oscar F Aviles, Carlos Rodriguez Guerrero

Abstract: Dynamically Difficulty Adjustment (DDA) has been widely used to preserve engagement in serious and entertaining games, reach better learning, and enhance user performance. A variety of studies suggests that in DDA, task performance (score) rises until hitting a plateau associated with the skill level. However, the sense of engagement is individual and context-dependent, and the effect of DDA on other engagement indicators for immersive virtual environments is still unclear. This study measured objective indicators of engagement while study subjects played an immersive virtual game with DDA to find evidence of dynamic response, similar to game performance. Participants were demanded to perform repetitive upper-limb motions while recording the following indicators: Response Latency as perceptive engagement (elapsed time after sensory stimulus), Exercise Intensity as motion engagement (hand velocity), and psychophysiological responses as emotional engagement (Heart Rate, Skin Conductance, and Respiratory Rate). In addition, 30 features were extracted from the signals to evaluate their variations between time windows. Results indicate that response latency, vertical hand velocity, and heart rate showed significant changes over time during DDA and grew until hitting a plateau, i.e., at the subject's maximum performance. Moreover, some of the features extracted from the signals showed significant differences between time windows, and having strong correlation with the mean of score: max Latency, min velocity on the Y-axis, and mean heart rate, which suggest a promising application for evaluating changes in engagement between different experimental conditions in VR.

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Research Article Sat, 28 Jan 2023 10:30:00 +0200
Videogame development training approach: A Virtual Reality and open-source perspective https://lib.jucs.org/article/65164/ JUCS - Journal of Universal Computer Science 27(2): 152-169

DOI: 10.3897/jucs.65164

Authors: David Bonilla Carranza, Adriana Peña Pérez Negrón, Madeleine Contreras

Abstract: Videogame development is software development; though, videogame projects require unusual developers’ technical and creative skills when compared with non-game projects. Based on the teaching experience of the Computer Simulation subject of the Computer Science Engineering program for undergraduate students, it was built a training strategy for videogame development projects oriented to software developers. As a result, it is presented the strategy described in terms of videogames for immersive virtual reality with open source platforms, but it can be adjusted to other technologies. This proposal links Project-Based Learning (PBL) with the SUM videogames development process, by including material, tools, and a creative perspective.

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Research Article Sun, 28 Feb 2021 10:00:00 +0200
A Learning Ecosystem for Linemen Training based on Big Data Components and Learning Analytics https://lib.jucs.org/article/22611/ JUCS - Journal of Universal Computer Science 25(5): 541-568

DOI: 10.3217/jucs-025-05-0541

Authors: Guillermo Santamaría-Bonfil, Guillermo Escobedo-Briones, Miguel Perez-Ramírez, Gustavo Arroyo-Figueroa

Abstract: Linemen training is mandatory, complex, and hazardous. Electronic technologies, such as virtual reality or learning management systems, have been used to improve such training, however these lack of interoperability, scalability, and do not exploit trace data generated by users in these systems. In this paper we present our ongoing work on developing a Learning Ecosystem for Training Linemen in Maintenance Maneuvers using the Experience API standard, Big Data components, and Learning Analytics. The paper describes the architecture of the ecosystem, elaborates on collecting learning experiences and emotional states, and applies analytics for the exploitation of both, legacy and new data. In the former, we exploit legacy e-Learning data for building a Domain model using Text Mining and unsupervised clustering algorithms. In the latter we explore self-reports capabilities for gathering educational support content, and assessing students emotional states. Results show that, a suitable domain model for personalizing maneuvers linemen training path can be built from legacy text data straightforwardly. Regarding self reports, promising results were obtained for tracking emotional states and collecting educational support material, nevertheless, more work around linemen training is required.

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Research Article Tue, 28 May 2019 00:00:00 +0300
Cost Estimation of Blended Learning Course Delivery Through Public Cloud https://lib.jucs.org/article/22601/ JUCS - Journal of Universal Computer Science 25(4): 310-333

DOI: 10.3217/jucs-025-04-0310

Authors: Vladimir Ciric, Ivan Milentijevic, Oliver Vojinovic, Nemanja Manic

Abstract: There is a lot of educational institutions that own blended learning platforms, and even more that do not. The era of cloud computing offers a possibility for those who do not own such platforms to utilize public cloud resources for courses delivery. The goal of this paper is design and cost estimation of flexible blended learning platform suitable for cloud implementation. In this paper we present technical requirements and create a mathematical model which allows one to estimate the cost of course delivery through public cloud. As a basis for the cost estimation, a model of blended learning course and a platform that supports the model will be proposed. The platform will be based on open source software, and it will be designed to be suitable and simple for cloud implementation. The proposed blended learning model will be applied and the platform will be implemented on the public cloud on the example of computer networking course. In order to estimate the cost of public cloud hosting, a stress test will be performed varying both virtual hardware and the number of students. Three different virtual hardware configurations will be evaluated with up to 400 students. The analysis of the stress test results will be given, along with the recommendations regarding the virtual hardware in the respect to the audience. The cost function in the respect to the number of enroled students will be given, too. It will be shown that the proposed course delivery model is low-cost, while it is based on the state of the art learning tools. Moreover, the students' achievements will be discussed in the example of two different cohorts of students.

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Research Article Sun, 28 Apr 2019 00:00:00 +0300
Validity and Reliability of Tablet Supported Education Attitude and Usability Scale https://lib.jucs.org/article/22894/ JUCS - Journal of Universal Computer Science 22(1): 82-93

DOI: 10.3217/jucs-022-01-0082

Authors: Hüseyin Uzunboylu, Vasfi Tugun

Abstract: The use of mobile technologies in education has begun due to the increase in the use of mobile technologies. The attitudes of students, teachers and parents towards mobile learning and their opinions about the usability of mobile learning should be received in order to achieve mobile supported education in the schools. The aim of this study is to develop a scale about the attitudes of students in a private college towards usability of mobile supported education. This study was conducted with 150 students. Firstly, the students wrote composition about the issue, made a literature search and the statements were prepared and presented to expert opinion. The last version of the data collection tool was administered to 150 students and necessary analysis was made. Based on the obtained results, the scale was decided to have two dimensions. Besides, the results showed that the reliability and validity of the scale is high. Recommendations for future research were also provided.

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Research Article Fri, 1 Jan 2016 00:00:00 +0200
Determination of Secondary School Students' Attitudes towards Tablet PC Supported Education https://lib.jucs.org/article/22889/ JUCS - Journal of Universal Computer Science 22(1): 4-15

DOI: 10.3217/jucs-022-01-0004

Authors: Fezile Ozdamli, Tahir Tavukcu

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.

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Research Article Fri, 1 Jan 2016 00:00:00 +0200
A Virtual Campus for E-learning Inclusion: The Case of SVC-G9 https://lib.jucs.org/article/22954/ JUCS - Journal of Universal Computer Science 20(2): 240-253

DOI: 10.3217/jucs-020-02-0240

Authors: Daniel Perez-Gonzalez, Pedro Soto-Acosta, Simona Popa

Abstract: Academics and professionals agree that, to adapt higher education institutions to the XXI century, it is imperative to extend the use of ICT as well as the virtualization of many human-interaction activities. There is therefore a need to move from the use of ICT as support tools to e-learning instruments based on virtual environments. These environments can be used for e-inclusion. That is, systems can be used to remove communication and interaction barriers that people with disabilities may face in the real world. This paper presents a project which implies the implementation of a virtual interuniversity campus where nine Spanish higher education institutions took part. To enhance Web accessibility as the usability of the system by users with disabilities is one of the main project's objectives. In addition, the paper analyses the teen-year experience of an e-business course for engineers offered simultaneously by the nine universities through this platform. The main conclusions of this work can be valuable to higher education institutions which have implemented or intend to implement a virtual interuniversity campus.

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Research Article Sat, 1 Feb 2014 00:00:00 +0200