Latest Articles from JUCS - Journal of Universal Computer Science Latest 14 Articles from JUCS - Journal of Universal Computer Science https://lib.jucs.org/ Fri, 29 Mar 2024 12:57:37 +0200 Pensoft FeedCreator https://lib.jucs.org/i/logo.jpg Latest Articles from JUCS - Journal of Universal Computer Science https://lib.jucs.org/ 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
Developing and Assessing Augmented Reality Applications for Mathematics with Trainee Instructional Media Designers: An Exploratory Study on User Experience https://lib.jucs.org/article/22609/ JUCS - Journal of Universal Computer Science 25(5): 489-514

DOI: 10.3217/jucs-025-05-0489

Authors: Ioannis Kazanidis, Nikolaos Pellas

Abstract: Various interactive and innovative applications generated by Augmented Reality (AR) technology have given great potentials in different learning subjects and specifically in STEM (science, technology, engineering, and mathematics) education. Nevertheless, previous studies regarding AR integration inside classrooms have shown that as a valuable technology for students' motivation and participation alone cannot automatically lead to its successful use. This study focuses on teaching and learning mathematics by taking advantage of AR technology to visualize several problems and let users interact with its contents. In this perspective, the purpose of this study is to present an instructional approach by which competencies of seventy-eight (n=78) trainee instructional media designers with a successful and appropriate integration of AR technology inside classroom contexts using HP Reveal and Blippar. In favor of designing and assessing AR applications for mathematics, the instructional media designers have shown satisfactory performance and user experience. Specifically, all AR applications seemed that enable the representation of intuitive learning scenarios and increased greatly users' interactive experience, thus encouraging their achievements and outcomes. This study contributes to the most relevant practices of teaching and learning for mathematics with the integration of AR applications which are developed by trainee instructional media designers to support successfully the educational process with several examples to be visualized by merging physical ("target tracking") with digital features and objects.

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Research Article Tue, 28 May 2019 00:00:00 +0300
A New m-Learning Scenario for a Listening Comprehension Assessment Test in Second Language Acquisition [SLA] https://lib.jucs.org/article/23773/ JUCS - Journal of Universal Computer Science 23(12): 1200-1214

DOI: 10.3217/jucs-023-12-1200

Authors: Teresa Magal-Royo, Jesus Garcia Laborda, Sara Price

Abstract: Computer adaptive language testing offers the possibility to research and practice m-learning using ubiquitous technology. Virtual education in m-learning uses conventional Learning Objects (LO) to enable the possibility of development of several tasks oriented towards language learning including the assessment and verification of skill improvements in second language acquisition. So far, there are few research papers on the impact of using new multimodal digital resources as LO in the design process of foreign language assessment tests through mobile devices because many English certification tests still continue to use traditional testing techniques [face-to-face and pen-and-paper assessments] combined with conventional digital environments oriented to virtual education. Learning languages requires not only new m-learning scenarios for assessment but also multimodal interactive environments to improve the user's experience during proficiency tests or language certification. Multimodal object learning such as augmented environments, learning games, spatial sound, etc. can be integrated into an assessment process to enhance the user´s experience by simulating natural communicative scenarios. The present article defines an innovative new m-learning scenario for listening comprehension assessment in an on-line test by implementing a multimodal audio learning source named binaural sound. Use of this technology will enable demonstration of other possibilities of human interaction to improve the user's experience in language learning through sound perception and its cognition from the user in an especific learning task.

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Research Article Thu, 28 Dec 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
How Could MOOCs Become Accessible? The Case of edX and the Future of Inclusive Online Learning https://lib.jucs.org/article/22892/ JUCS - Journal of Universal Computer Science 22(1): 55-81

DOI: 10.3217/jucs-022-01-0055

Authors: Sandra Sanchez-Gordon, Sergio Lujan-Mora

Abstract: Massive Open Online Courses (MOOCs) have great potential to provide learning opportunities for people around the world. However, to reach their full potential, MOOCs need to meet the accessibility needs of diverse learners, with and without disabilities. In the literature review, we have found some published research on accessibility evaluations of MOOCs content and platforms, but we have not found published research on how to design existing and future MOOC platforms to assist authors in producing accessible content. The main purpose of this research is to contribute to the discussion about the future of inclusive online learning, by proposing a software design to incorporate features in MOOC platforms to enable, support and guide authors toward conceptualizing, designing, building and testing accessible MOOCs. We also present the results of an evaluation of the accessibility issues of Studio, the edX course-authoring software, based on ATAG 2.0.

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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
Analyzing the Multicriteria of the Interaction Design of an Educational Map Application for Digital TV from User Preferences https://lib.jucs.org/article/23656/ JUCS - Journal of Universal Computer Science 21(11): 1470-1481

DOI: 10.3217/jucs-021-11-1470

Authors: Daniel Chagas, Elizabeth Furtado, Camila Loiola Brito Maia, Plácido Pinheiro

Abstract: The potential of digital TV demonstrates that it could be an excellent connection between map information suppliers and citizen, users of such information. The Brazilian digital television standard will be fully adopted in Brazil in 2016 and starts to be adopted in almost all Latin American Countries. It will reach many areas, being accessible to about 600000 people. Nevertheless, the Brazilian digital television standard and user population profile imposes restrictions on map access on TV or mobile screens, which leads to the challenge of this work. This article describes the analysis five criteria of three final prototypes of an educational application of maps for TV or mobile devices, based on ZAPROS III analysis. The results show the best interaction solutions suitable for DTV and mobile for maps.

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Research Article Sun, 1 Nov 2015 00:00:00 +0200
Exploring Interrelationships among High School Students' Engagement Factors in Introductory Programming Courses via a 3D Multi-user Serious Game Created in Open Sim https://lib.jucs.org/article/23738/ JUCS - Journal of Universal Computer Science 20(12): 1608-1628

DOI: 10.3217/jucs-020-12-1608

Authors: Nikolaos Pellas

Abstract: The technological affordances of three-dimensional (3D) multi-user virtual worlds and their effectiveness in task-based learning approaches are to a large extent well-established in the international field of computer literacy research. However, less attention was given to their positive or negative impact on student engagement. The current study seeks to investigate the interrelationships of students' engagement among multidimensional constructs consisting of cognitive, emotional and behavioral factors in order to understand better the educational community the learning effectiveness emerged through a 3D computer-supported and multi-user serious game created for introductory programming courses. An instructional design framework based on Papert's theory of Constructionism to be amplified the students' activities and management of their interactions in a 3D multi-user serious game created via an Open Sim standalone server integrated with Scratch4OS is also proposed. Fifty-five (n=55) voluntary students from three different high schools participated and experienced in a 3D mind-trap puzzle game named Co.Co.I.A. (Collaborative Construction of Interactive Artifacts) to learn basic programming structures. The empirical study findings indicated that student behavioral engagement (attention, retention and energy expenditure for activity completion) had not only a linear correlation with cognitive engagement (learning strategies for the construction of the knowledge domain), but it had also a positive association with emotional engagement (students' positive emotions and achievement orientation) in collaborative learning tasks, causing the reinforcement of the other two factors as well.

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Research Article Sat, 1 Nov 2014 00:00:00 +0200
Evaluation on Students' and Teachers' Acceptance of Widget- and Cloud-based Personal Learning Environments https://lib.jucs.org/article/23862/ JUCS - Journal of Universal Computer Science 19(14): 2150-2171

DOI: 10.3217/jucs-019-14-2150

Authors: Sylvana Kroop

Abstract: Instead of using traditional learning environments which contain tools and content of a single provider that are often owned by one specific educational organization, the presented idea of Widget- and Cloud-based Personal Learning Environments (PLEs) exploits a variety of existing and developing open educational sources including popular Web2.0 resources such as YouTube, Flickr or Wikipedia. The main contribution of this paper is the analysis of teachers’ and students’ attitudes and reasons for acceptance of widget- and cloud-computing based PLE technology. A quantitative and qualitative comparison of three widget-based PLE scenarios reveals the benefits as well as barriers of the new PLE technology regarding a) learning outcome and b) (cognitive, technical, time-wise) ease of the personal learning process. Findings show that a systematic cloud computing approach - software as a service (SaaS) where users do not need to install and run tools locally - is preferred. It saves time and meets the needs to keep the personal environment flexible and up to date. But while users have to manage a broad range of tools and content their most essential request is to be efficiently supported by the system in regard to their individual learning needs, e.g. in the decision making process of selecting and evaluating relevant tools.

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Research Article Thu, 1 Aug 2013 00:00:00 +0300
One Computer per Student City - Total UCA An All Inclusive Totality under Discussion https://lib.jucs.org/article/23633/ JUCS - Journal of Universal Computer Science 19(11): 1597-1614

DOI: 10.3217/jucs-019-11-1597

Authors: Lucila Maria Costi Santarosa, Débora Conforto, Fernanda Schneider

Abstract: This paper discusses the National Policy of the Inclusive Education and the distribution of Laptops - PROUCA. Both operate under the logic of inclusion in the context of education, the first aiming at school inclusion and the other at digital inclusion. In order to observe how the inclusive process of people with disabilities mediated by laptops occurs, a qualitative descriptive research was performed, focusing on the TOTAL UCA reality in Tiradentes, Minas Gerais. The results of the research project showed that the distribution of laptops, labeling the offered tool under the concept of technological homogeneity and uniformity, imposes barriers to the care for diversity in a socio-digital inclusion scenario.

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Research Article Sat, 1 Jun 2013 00:00:00 +0300
Proof Assistant Based on Didactic Considerations https://lib.jucs.org/article/23632/ JUCS - Journal of Universal Computer Science 19(11): 1570-1596

DOI: 10.3217/jucs-019-11-1570

Authors: Jorge Pais, Alvaro Tasistro

Abstract: We consider some issues concerning the role of Formal Logic in Software Engineering education, which lead us to promote the learning of formal proof through extensive, appropriately guided practice. To this end, we propose to adopt Natural Deduction as proof system and to make use of an adequate proof assistant to carry out formal proof on machine. We discuss some necessary characteristics of such proof assistant and subsequently present the design and implementation of our own version of it. This incorporates several novel features, such as the display and edition of derivations as trees, the use of meta-theorems (derived rules) as lemmas, and the possibility of maintaining a set of draft trees that can be inserted into the main derivation as needed. The assistant checks the validity of each edition operation as performed. So far, it has been implemented for propositional logic and (quite satisfactorily) put into practice in courses of Logic for Software Engineering and Information Systems programs.

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Research Article Sat, 1 Jun 2013 00:00:00 +0300
A Case Study on User Experience (UX) Evaluation of Mobile Augmented Reality Prototypes https://lib.jucs.org/article/23408/ JUCS - Journal of Universal Computer Science 19(8): 1175-1196

DOI: 10.3217/jucs-019-08-1175

Authors: Amandeep Dhir, Mohammed Al-Kahtani

Abstract: Mobile Augmented Reality (MAR) blends the real world with digital objects especially in ubiquitous devices such as smartphones. The MAR applications provide an intelligent interface for users. In this, valuable digital information is advertised in physical spaces. However, the success of these applications is tied directly to the degree of user acceptance. This makes understanding the needs and expectations of the MAR's potential users of paramount importance for designing and building the proper application. The objective of the paper is to expose an important gap in the development of novel applications in the virtual world. Previous research has shown that it is essential to study and understand the needs and expectations of the potential users of the upcoming application or system. Studying user needs and expectations before offering the developed application ensures a minimum level of acceptance and, of course, success. This paper presents a detailed study comprising of a user-experience (UX) evaluation of different prototypes through the use of three different UX evaluation methods. This kind of evaluation allows new developments to offer systems, which do not fail. The main contributions of this study are that it: 1) solicits expectations when consumers use MAR applications, 2) assesses the UX over different prototypes using three different metrics, 3) provides methodological insights on UX evaluation experiments and, 4) is useful for anyone who wants to develop handheld applications after understanding user expectations and how his experience should progress. The results of the study show that users value concreteness, realizability, personalization, novelty, intuitiveness and the usefulness of presented information. Paying attention to these factors can help develop more acceptable MAR applications and lead to more novel future designs.

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Research Article Sun, 28 Apr 2013 00:00:00 +0300
Examining the Educational User Interface, Technology and Pedagogy for Arabic Speaking Children in Kuwait https://lib.jucs.org/article/23325/ JUCS - Journal of Universal Computer Science 19(7): 1003-1022

DOI: 10.3217/jucs-019-07-1003

Authors: Amandeep Dhir, Asmaa Alsumait

Abstract: The emergence of educational technology has resulted in a widespread popularity of different forms of education technologies among various multidisciplinary researchers. This is evident based on the high number of empirical, theoretical, and conceptual studies that are published on educational technology-related research. However, many open research questions and challenges remain unresolved. In this study, we are going to: 1) present an educational technology research agenda underpinned by extensive research and studies; 2) highlight the missing interconnections between empirical findings of published studies and the pedagogical theories; 3) discover if educational technology research is overly dominated by studies conducted in developed countries, while developing countries, for example, Arabic speaking populations in the Middle-East in general and the Gulf states, in particular, are overlooked by researchers. Based on our in-depth review of the existing literature, we will discuss the challenges of designing educational user interface, technology, and pedagogy-related research, and finally propose guidelines and recommendations for future research to overcome some of the existing challenges.

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Research Article Mon, 1 Apr 2013 00:00:00 +0300
The Role of the iPad in the Hands of the Learner https://lib.jucs.org/article/23179/ JUCS - Journal of Universal Computer Science 19(5): 706-727

DOI: 10.3217/jucs-019-05-0706

Authors: Amandeep Dhir, Nahla Gahwaji, Gote Nyman

Abstract: The iPad is a well-known handheld interactive multimedia tool that has been quite popular lately among teachers and students. Previous research indicates that handheld digital technology is, in general, capable of supporting learning and educational literacy; however, iPad-focused studies are still scarce. In this study, we access and review the instructional benefits of using the iPad in educational spaces, such as classrooms and laboratories, by reviewing a vast body of empirical and theoretical findings reported by multidisciplinary literature on digital technology and children, digital technology use in classrooms, and the impact of interactive technology on learning, instruction, and educational literature. We found that while some studies suggest that the iPad motivates and brings positive impact among students towards their studies, other studies suggest that the long-term impact of the iPad on learning could be even negative. Therefore, we highlight the common misconceptions and conflicts about the use of this new technology and discuss its advantages and challenges. We also sketch some of the future trends relevant to incorporating the iPad into our learning setups.

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Research Article Fri, 1 Mar 2013 00:00:00 +0200