Latest Articles from JUCS - Journal of Universal Computer Science Latest 17 Articles from JUCS - Journal of Universal Computer Science https://lib.jucs.org/ Fri, 29 Mar 2024 11:57:34 +0200 Pensoft FeedCreator https://lib.jucs.org/i/logo.jpg Latest Articles from JUCS - Journal of Universal Computer Science https://lib.jucs.org/ Designing Telecollaborative Projects for Professional Communication and User Experience https://lib.jucs.org/article/67050/ JUCS - Journal of Universal Computer Science 27(5): 450-471

DOI: 10.3897/jucs.67050

Authors: Elisabet Arnó-Macià, Mary McCall, Daniel Kenzie, Suvi Isohella, Bruce Maylath

Abstract: This article draws on Trans-Atlantic and Pacific Project (TAPP) collaborations (e.g., [Arnó, 14] [Vandepitte, 16]) to show how students in already-existing technical communication classes can join other classes in realistic transnational projects through ICT and thereby acquire and enhance various types of transversal competences necessary to students’ future performance in a globalized workplace.

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Research Article Fri, 28 May 2021 15:00:00 +0300
The Effects of Using a Fully Integrated Mobile Application to Access Learning Management Systems in Higher Education https://lib.jucs.org/article/24118/ JUCS - Journal of Universal Computer Science 26(9): 1213-1229

DOI: 10.3897/jucs.2020.063

Authors: José Martín-Núñez, Susana Sastre, José Peiró, José Hilera

Abstract: The use of mobile devices in the classroom is increasingly frequent. However, the LMS are still not completely adapted to this format, preventing students from using all the LMS web-functionalities in their mobiles. Hence, we present and evaluate the use of a new mobile application fully integrated with Learning Management Systems (LMS). We examined access to LMS by 95 postgraduate university students, differentiating between the services accessed and the means used. Students belonged to four consecutive promotions. In the first two, access to the system was through the web, while in the third and fourth, an app fully integrated with the LMS was available. The results showed an overall increase in access to LMS, with a considerable reduction in access via the web in favor of access via the application. Significant differences were found in the access patterns to communication and assessment services depending on the students' age, gender, academic major and previous m-learning experience. Satisfaction with the LMS rose when the app was available, with greater growth within the academic major on IT and previous m-learning experience group. Finally, students with high performance accessed the system significantly more than those with low performance. In conclusion, the integration of the app with the system showed useful and efficient results. The app eased the use of the system, increased student satisfaction with LMS, and student performance improved with increased access.

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Research Article Mon, 28 Sep 2020 00:00:00 +0300
Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology https://lib.jucs.org/article/24100/ JUCS - Journal of Universal Computer Science 26(8): 996-1016

DOI: 10.3897/jucs.2020.053

Authors: Daphne Economou, Melissa Russi, Ioannis Doumanis, Markos Mentzelopoulos, Vassiliki Bouki, Jeffery Ferguson

Abstract: One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with, or they developed during their life. Nine hundred thousand people in the UK are severely or profoundly deaf. Based on a study by Action on Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress. It also leaves even a larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a Serious Game (SG) that aims to close the communication gap between able hearing people and people with hearing impairment by providing a tool that facilitates BSL learning targeting the adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has been developed. The paper explains the experimental framework of the study. It presents the creation of the research instruments to facilitate the study comprising of a SG that integrates video and conventional video-based educational material. It reports and analyses the study results that demonstrate the advantage of the SG in effectively supporting users learning a set of BSL signs. It also presents qualitative outcomes that inform the further development of the game to serve learning needs. The paper closes with conclusions, directions for further development of this educational resource, and future studies.

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Research Article Fri, 28 Aug 2020 00:00:00 +0300
Lessons Learned Using a Virtual World to Support Collaborative Learning in the Classroom https://lib.jucs.org/article/24093/ JUCS - Journal of Universal Computer Science 26(8): 858-879

DOI: 10.3897/jucs.2020.047

Authors: Louis Nisiotis, Styliani Kleanthous

Abstract: Using technology in education is crucial to support learning, and Virtual Worlds (VWs) are one of the technologies used by many educators to support their teaching objectives. VWs enable students to connect, synchronously interact, and participate in immersive learning activities. Such VW has been developed at Sheffield Hallam University (UK), and is used to support the teaching of a specific module, as well as for conducting empirical research around the topics of Transactive Memory Systems (TMS) and Students Engagement. TMS is a phenomenon representing the collective awareness of a group's specialisation, coordination, and credibility with interesting results. This paper presents the lessons learned while using the VW over the past few years at a higher education institution to support collaborative learning within working groups. A review of these empirical findings is presented, together with the results of a follow up study conducted to further investigate TMS and student Engagement, as well as students perceived Motivation to use a VW for learning, and their Learning Outcomes. The findings of this study are corroborating and contributing to previous results, suggesting that a VW is an effective tool to support collaborative learning activities, allowing students to engage in the learning process, motivate them to participate in activities, and contribute to their overall learning experience.

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Research Article Fri, 28 Aug 2020 00:00:00 +0300
A New Approach for Information System Audit Teaching https://lib.jucs.org/article/24077/ JUCS - Journal of Universal Computer Science 26(5): 624-646

DOI: 10.3897/jucs.2020.033

Authors: Ricardo Perez-Castillo, Ignacio De Guzmán, Mario Piattini, Moisés Rodríguez

Abstract: Today, no matter what market niche a company moves into or whether a business focus is technological, information technologies are its cornerstone in terms of its success and the fulfilment of its business goals. However, an undeniable fact is that technologies, in addition to many competitive advantages, carry many risks that must be properly identified and managed. Organizations must implement control measures to manage the risks. The whole set of control measures build up the Internal Control. However, only the realization of Information Systems (IS) Audit ensures that Internal Control is effective and efficient, and protects the most important assets of the organization, thus ensuring that it can achieve its business goals. This article presents a new vision of teaching in the area of IS Audit, presenting a methodology based on Project Based Learning (PBL) simulating that students belong to a real organization where they must not only develop an Internal Control but also evaluate it through IS Audit techniques. The simulation of a real environment facilitates the acquisition of competencies and knowledge related to IS Auditing, making more attractive the learning process. A tool called HASI has been developed, which implements the detailed workflow depicted in the methodology, allows to automate all the activities carried out by the students. Finally, this article presents the validation of the methodology carried out through the resolution of a practical case with the HASI tool. The validation allows observing to what extent the students perceive the learning of the areas of the IS Audit.

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Research Article Thu, 28 May 2020 00:00:00 +0300
A Dilemma on "Web-based/Mobile Assessment" by or for Teachers: A Content Analysis https://lib.jucs.org/article/23775/ JUCS - Journal of Universal Computer Science 23(12): 1238-1255

DOI: 10.3217/jucs-023-12-1238

Authors: Eser Çeker, Hüseyin Uzunboylu

Abstract: The aim of this study was to examine the research of open access studies conducted and published in 'Web of Science' indexed electronic journals and publications, as well as Master & Doctorate level open thesis studies from PQDT Open, OADT Org., EthOS and Council of Higher Education Thesis Center-Turkey on "web based/mobile teacher assessment". The total number of articles reached was 1330. According to the results depending on selected variables, there is a clear, steady increase in the number of publications on this subject throughout the years, and researchers from USA are the clear leaders in the order list; followed by UK, China, Australia and Taiwan. The leading universities are from USA, Taiwan and UK as well. "Articles", "Proceeding Papers" and "Meeting Abstracts" are the most preferred document types used. Following the number of articles on "computer science" and "engineering" research areas, articles classified to "Educational Research" areas are popular as well. Interestingly, "teacher assessment" oriented articles mostly were more focused to "assessing students by teachers", but very few examples exists for "assessing teachers by students". After this research and the results achieved, the authors of this article has conclusions that sufficient information exists to further study the title subject towards a new PhD study.

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Research Article Thu, 28 Dec 2017 00:00:00 +0200
A Cost-Effective Approach for Procedural Training in Virtual Worlds https://lib.jucs.org/article/22984/ JUCS - Journal of Universal Computer Science 23(2): 208-232

DOI: 10.3217/jucs-023-02-0208

Authors: Mariano Rico, Jaime Ramírez, Diego Riofrío-Luzcando, Marta Berrocal-Lobo

Abstract: Virtual worlds are one of the most promising and interesting lines of research and development in e-learning. Also, the recent maturity of 3D virtual world platforms like Second Life or OpenSimulator has made it possible to deploy such systems at a low cost in schools, colleges or companies. Therefore, these virtual world platforms have enabled the development of cost-effective virtual laboratories. However, there are few empirical studies to support the educational value of Virtual Worlds for Procedural Training (VWPT), especially when they are equipped with automatic tutors. In this paper we present an empirical study that provides evidence in favor of the educational value of virtual worlds. To be precise, we describe the evaluation of a biotechnology VWPT implemented on top of OpenSimulator. We have implemented an automatic tutor within this virtual laboratory in order to supervise and guide students during task practice. This tutor is configurable and can be reused in different VWPTs. This facilitates the development of VWPTs. This virtual laboratory has been evaluated by domain experts (university professors) and students over a three-year period as part of a university course. The analysis of this evaluation has shown good results for usability, user satisfaction and perceived educational utility. It has also served to demonstrate that the virtual laboratory is resilient and reliable. This supports the applied technical approach.

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Research Article Tue, 28 Feb 2017 00:00:00 +0200
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
UNITE: Enhancing Students' Self-efficacy through the Use of a 3D Virtual World https://lib.jucs.org/article/23756/ JUCS - Journal of Universal Computer Science 21(12): 1635-1653

DOI: 10.3217/jucs-021-12-1635

Authors: Jim Scullion, Gavin Baxter, Mark Stansfield

Abstract: This paper reviews a primarily quantitative empirical study involving 109 computing undergraduate students to assess whether the use of a 3D virtual world environment, implemented as part of their curriculum, could support the concept of self-efficacy. Whilst the role of self-efficacy within education in enhancing student motivation and learning has received increasing coverage over the last twenty years, its role within the context of 3D virtual worlds is still to be more fully explored. This study found that the use of a 3D virtual world for communication and collaboration improved students' self-efficacy beliefs in relation to activities undertaken as part of collaborative team-based projects. The results indicate significant improvements between students' pre-test and post-test self-efficacy ratings.

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Research Article Tue, 1 Dec 2015 00:00:00 +0200
Virtual Learning Scenarios for Qualitative Assessment in Higher Education 3D Arts https://lib.jucs.org/article/23423/ JUCS - Journal of Universal Computer Science 21(8): 1086-1105

DOI: 10.3217/jucs-021-08-1086

Authors: Lluís Safont, Sergi Villagrasa, David Fonseca, Ernest Redondo

Abstract: Using enhanced learning technologies (TEL) including immersive virtual reality environments, we are seeking to achieve a new way of assessing subjects of 3D arts. We have developed a project based on Scenario Centered Curriculum (SCC), where the students have to think, design, convey, validate, and build a civil project using new technologies that help in the assessment process. We have used gamification techniques and game engines to evaluate planned tasks in which students can demonstrate the skills they developed in the scenarios. The assessment is integrated in the creation of a 3D complex model focused on the construction of a building in a virtual space. This whole process will be carried out by gamification techniques to embed the assessment of the 3D models with the objective of improving students learning.

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Research Article Sat, 1 Aug 2015 00:00:00 +0300
Introducing a Formative E-Assessment System to Improve Online Learning Experience and Performance https://lib.jucs.org/article/23417/ JUCS - Journal of Universal Computer Science 21(8): 1001-1021

DOI: 10.3217/jucs-021-08-1001

Authors: Enosha Hettiarachchi, Enric Mor, M. Huertas, Ana-Elena Guerrero-Roldán

Abstract: E-assessment is the process where technologies are used for the management of the end-to-end assessment process. It involves the use of any technology-based method that allows systematic inferences and judgments to be made about the student's skills, knowledge and capabilities acquisition. In online learning, technology is used to facilitate the implementation of the appropriate models that can be used for both teaching and learning. In addition, e-assessment technologies allow creating tools able to improve student engagement and performance, offer possibilities to practice competences and skills, provide personalized feedback and improve student motivation. This paper presents a general e-assessment tool with a formative e-assessment model. The e-assessment tool under a formative assessment model is integrated into the learning process and provides aligned and authentic learning experience, focused on skill and knowledge acquisition. Results show that the e-assessment tool and its model had a positive effect on students' performance and learning. The tool itself is capable of providing students with personalized feedback, guidance and marks as well as automatically storing and tracking students' progress, competences and outcomes, going beyond the e-assessment approach based mainly on quizzes. The e-assessment tool and model offer innovative assessment approaches, mainly focusing on skill assessment where dynamic and interactive questions were provided with the guidance of personalized feedback and hints.

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Research Article Sat, 1 Aug 2015 00:00:00 +0300
A Hybrid Approach for Group Profiling in Recommender Systems https://lib.jucs.org/article/23105/ JUCS - Journal of Universal Computer Science 20(4): 507-533

DOI: 10.3217/jucs-020-04-0507

Authors: Ingrid Christensen, Silvia Schiaffino

Abstract: Recommendation is a significant paradigm for information exploring, which focuses on the recovery of items of potential interest to users. Some activities tend to be social rather than individual, which puts forward the need to offer recommendations to groups of users. Group recommender systems present a whole set of new challenges within the field of recommender systems. In this paper, we present a hybrid approach based on group profiling for homogeneous and non-homogenous groups containing a few distant individual profiles among their members. This approach combines three familiar individual recommendation approaches: collaborative filtering, content-based filtering and demographic information. This hybrid approach allows the detection of those implicit similarities in the user rating profile, so as to include members with divergent profiles. We also describe the promising results obtained when evaluating the approach proposed in the movie and music domain.

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Research Article Tue, 1 Apr 2014 00:00:00 +0300
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
An Investigation into the Relationship Between Perceived Quality-of-Experience and Virtual Acoustic Environments: the Case of 3D Audio Telephony https://lib.jucs.org/article/23726/ JUCS - Journal of Universal Computer Science 19(12): 1718-1735

DOI: 10.3217/jucs-019-12-1718

Authors: Khalil ur Rehman Laghari, Tiago Falk, Mansoor Hyder, Michael Haun, Christian Hoene, Noel Crespi

Abstract: Quality of Experience (QoE) is a human centric quality evaluation method which provides the blue print of human needs, perceptions, feelings and experiences with respect to a multimedia service. In a communications ecosystem, human interaction takes place alongside technological, contextual, and business domains, thus producing a holistic view on QoE formation. In this paper, we investigate the relationship between human perceived QoE and "context" for burgeoning 3-dimensional (3D) audio teleconferencing services. 3D audio teleconferencing applications are customizable by generating different virtual acoustic environments (VAE), where parameters such as virtual room size and competing talker conditions can be adjusted for a particular application. The impact of different VAE characteristics on perceived QoE, however, is still unknown. In this study, four QoE factors were investigated across different VAE scenarios. It was found that a) medium-size virtual rooms produce optimal perceived QoE, b) competing talkers of mixed gender could be easily located in the virtual space, and c) competing speaker gender had no significant effect on perceived audio quality.

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Research Article Fri, 28 Jun 2013 00:00:00 +0300
Tweeters on Campus: Twitter a Learning Tool in Classroom? https://lib.jucs.org/article/23177/ JUCS - Journal of Universal Computer Science 19(5): 672-691

DOI: 10.3217/jucs-019-05-0672

Authors: Amandeep Dhir, Khalid Buragga, Abeer Boreqqah

Abstract: Twitter is a well-known Web 2.0 microblogging social networking site that is quite popular for organizing events and sharing updates. It provides just in time communication, social connectivity and immediate feedback through Web, smartphones, tablet PCs, etc. The use of Twitter has also attracted educators and researchers due to its growing popularity among students, teachers, and academic communities as a whole. This study provides a critical review of Twitter use in educational settings. By practicing a systematic research methodology in the selection and review of literature, different pedagogical and instructional benefits and drawbacks of Twitter use in education were discussed. Based on these discussions, it was discovered that Twitter has positive impact on informal learning, class dynamics, motivation, as well as the academic and psychological development of young students. However, the potential long-term impact of Twitter on academic performance of students and its long-term effect on learning is still worth investigating. 

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Research Article Fri, 1 Mar 2013 00:00:00 +0200
The ShanghAI Lectures: A Global Education Project on Artificial Intelligence https://lib.jucs.org/article/23959/ JUCS - Journal of Universal Computer Science 18(18): 2542-2555

DOI: 10.3217/jucs-018-18-2542

Authors: Nathan Labhart, Béatrice Hasler, Andy Zbinden, Andreas Schmeil

Abstract: We present a global education project in Artificial Intelligence (AI) called the "ShanghAI Lectures": A lecture series held annually via videoconference among 15 to 20 universities around the globe. The lectures are complemented by a novel three-dimensional collaborative virtual environment for international student teamwork, and a web-based resource designed as a knowledge base and for community building. This paper summarizes the lessons learned from the first edition of the ShanghAI Lectures, which may guide future global teaching and learning projects of this kind.

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Research Article Mon, 1 Oct 2012 00:00:00 +0300