Presentation about detecting off-task behavior during learning at the GEBF 2022

Presentation about detecting off-task behavior during learning at the GEBF 2022

Conference, Event, Higher Education, Learning Analytics, Research topic, Self-Regulation
On 09.03.2022, Daniel Biedermann gave a presentation on the topic of recognizing off-task behavior as part of the GEBF conference. The talk was part of the symposium on "Self-Regulation in Learning in Digital Environments: From Problems to Solutions". The talk presented the endeavor of using process data within a learning environment to detect and predict off-task behavior. Special attention was given to the challenges that arise when detecting off-task behavior. The same observed activity may be considered off-task in one case, but relevant to learning in another. Making this distinction requires a precise grasp of the context in which the observed behavior takes place. Aspects such as what phase of learning was someone in when another web page was accessed? Had the learning material already been processed? Or was the…
Read More
New Pub: Towards Collaborative Convergence: Quantifying Collaboration Quality with Automated Co-located Collaboration Analytics

New Pub: Towards Collaborative Convergence: Quantifying Collaboration Quality with Automated Co-located Collaboration Analytics

Conference, Conference, Event, Higher Education, Learning Design, Multimodal Learning Analytics, Publication
Collaboration is one of the four important 21st-century skills. With the pervasive use of sensors, interest on co-located collaboration (CC) has increased lately. Most related literature used the audio modality to detect indicators of collaboration (such as total speaking time and turn taking). CC takes place in physical spaces where group members share their social (i.e., non-verbal audio indicators like speaking time, gestures) and epistemic space (i.e., verbal audio indicators like the content of the conversation). Past literature has mostly focused on the social space to detect the quality of collaboration. In this study, we focus on both social and epistemic space with an emphasis on the epistemic space to understand different evolving collaboration patterns and collaborative convergence and quantify collaboration quality. We conduct field trials by collecting audio recordings…
Read More
AR4STEAM Meeting in Brussels: Successfull Ending of our Erasmus Plus Cooperation with Schools

AR4STEAM Meeting in Brussels: Successfull Ending of our Erasmus Plus Cooperation with Schools

Augmented Reality, Conference, Digitalisation, Event, Learning Analytics, Project, School
Today we gather in Brussels to celebrate the successful end of our 2,5 year collaboration on promoting Augmented Reality in STEM classes all over Europe. It has been our great pleasure to work on this EU project and to share a vision even in difficult times. #Schools #Science #STEM #Arts #Friendship #Europa #Europe #ErasmusPlus #Schools #AugmentedReality #Peace 
Read More
New Pub: Designing the Learning Analytics Cockpit – A Dashboard that Enables Interventions

New Pub: Designing the Learning Analytics Cockpit – A Dashboard that Enables Interventions

Conference, Conference, Higher Education, Learning Analytics, Publication
This paper presents results from our design and evaluation studies of the Learning Analytics Cockpit (LA Cockpit) for a quiz app, which aims to provide lecturers with important information about students’ knowledge levels. We define a LA Cockpit as a tool for instructors that enables them to steer students’ learning process by providing a LA Dashboard which visualizes students’ learning indicators and an intervention feature enabling instructors to give feedback based on students’ knowledge levels. To address the needs of lecturers we applied the Double Diamond (DD) design process model which consists of four stages: discover, define, develop & refine. Following the DD process, we first conducted a qualitative study by interviewing four lecturers and student teachers to discover their needs. Results from the interviews allowed us to define requirements…
Read More
Keynote at SITE Interactive

Keynote at SITE Interactive

Conference, Keynote
Dr Daniele Di Mitri was invited to deliver a keynote at the SITE Interactive online conference 2021 Keynote on "Restoring Context in Online Teaching with Artificial Intelligence and Multimodal Learning Experiences". The keynote paper to be published in the proceedings of the conference on the Learning & Technology Library Abstract: The COVID-19 pandemic forced more than 1.6 billion learners out of school, becoming the most challenging disruption ever endured by the global education systems. In many countries, education institutions decided to move their regular activities online, opting for remote teaching as an emergency solution to continue their education. Meanwhile, physical distancing and learning in isolation are heavily challenging learners and hindering their study success. There is a compelling need to make education systems more resilient and less vulnerable to future…
Read More
New Pub: Analysis of the “D’oh!” moments.

New Pub: Analysis of the “D’oh!” moments.

Artificial Intelligence, Conference, Conference, Further Education, Higher Education, Lifelong Learning, Multimodal Learning Analytics, Publication
“Soul and body, I suggest reacting sympathetically upon each other. A change in the state of the soul produces a change in the shape of the body and conversely, a change in the shape of the body produces a change in the state of the soul.” To test this hypothesis proposed by Aristotle, our bachelor student Tetiana Buraha investigated the physiology of students performing task-switching exercises. The physiological data were collected using an Empatica E4 band. The performances of the students were compared against the physiological data using descriptive statistics and machine learning techniques. The analysis of Tetiana enabled the identification of interesting correlations between galvanic skin response and performance, and models to predict performance based on the physiological data. Results of her excellent thesis were published and presented at…
Read More
New Pub: Get your Back Straight!

New Pub: Get your Back Straight!

Conference, Conference, Game, Lifelong Learning, Multimodal Learning Analytics, Publication
“Mens sana in corpore sano” is a phrase that we all have heard multiple times in our life. We know all the positive effects of Sports and Exercise. However, let’s face it! Physical activity is not always fun and when doing it incorrectly without any guidance or feedback it is difficult to see improvements or even worse, we can face the risk of injury. To address these issues Anna Meik for her bachelor thesis developed the Pilates correction App. An application designed to support the practice of the “Kneeling Arm and Leg Reach” Pilates exercise in a gamified way, where the user helps a virtual rocket to reach high scores through the stability of their lower backs. Meik, A., Schneider, J., & Schiffner, D. (2021). Get your back straight! Learn…
Read More