Davinia Hernández Leo

dblp:49/6763 · also Davinia Hernández-Leo · DBLP profile ↗
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95ranked-venue papers
12as first author
38since 2021 · last 2026
0000-0003-0548-7455ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 88 · 12 first-author · 35 since 2021Applied, interdisciplinary, general and emerging computing · 82 · 12 first-author · 33 since 2021Systems, architecture and hardware · 2Computer networks · 1Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Genie Training the Wisher: Six-Dimension Task-Agnostic AI Coaching for Learning Transferable LLM Prompting Skills
Andrea Martinenghi, Sabrina Guidotti, Gregor Donabauer, Cansu Koyuturk, Ariel Ortiz-Beltrán, Emily Theophilou, Riccardo Chimisso, Markus Bink, Franca Garzotto, Davide Taibi 0002, Martin Ruskov, Udo Kruschwitz, Davinia Hernández Leo, Dimitri Ognibene
AIED13
2025 Experts' Views on Generative AI's Speculative Functions in Learning Design
Shatha N. Alkhasawneh, Davinia Hernández Leo, Yannis A. Dimitriadis
AIED (6)2
2025 Generative AI in Learning Design: A Systematic Review
Shatha N. Alkhasawneh, Georgios Lampropoulos 0001, Davinia Hernández Leo
AIED (4)3
2025 Artificial Fantasy: The Effect of Generative AI on Cognitive Empathy in Creative Problem Solving
Alina A. Karl, Emily Theophilou, Davinia Hernández Leo
AIED (3)3
2025 Understanding Learner-LLM Chatbot Interactions and the Impact of Prompting Guidelines
Cansu Koyuturk, Emily Theophilou, Sabrina Patania, Gregor Donabauer, Andrea Martinenghi, Chiara Antico, Alessia Telari, Alessia Testa, Sathya Bursic, Franca Garzotto, Davinia Hernández Leo, Udo Kruschwitz, Davide Taibi 0002, Simona Amenta, Martin Ruskov, Dimitri Ognibene
AIED (2)11
2025 GENIE Learn: Human-Centered Generative AI-Enhanced Smart Learning Environments
abstract
This paper presents the basis of the GENIE Learn project, a coordinated three-year research project funded by the Spanish Research Agency. The main goal of GENIE Learn is to improve Smart Learning Environments (SLEs) for Hybrid Learning (HL) support by integrating Generative Artificial Intelligence (GenAI) tools in a way that is aligned with the preferences and values of human stakeholders. This article focuses on analyzing the problems of this research context, as well as the affordances that GenAI can bring to solve these problems, but considering also the risks and challenges associated with the use of GenAI in education. The paper also details the objectives, methodology, and work plan, and expected contributions of the project in this context.
Carlos Delgado Kloos, Juan I. Asensio-Pérez, Davinia Hernández Leo, Pedro Manuel Moreno-Marcos, Miguel L. Bote-Lorenzo, Patricia Santos 0001, Carlos Alario-Hoyos, Yannis A. Dimitriadis, Bernardo Tabuenca Archilla
CSEDU (2)3
2025 Exploring Human-AI Collaboration in Flipped Learning Design: A Comparative Study of Generative AI and Pedagogical Patterns
Shatha N. Alkhasawneh, Davinia Hernández Leo
EC-TEL (2)2
2025 Supporting Learning Design for Sustainable Development Using Large Language Models
Patrick Ocheja, Shatha N. Alkhasawneh, Emily Theophilou, Hiroaki Ogata, Davinia Hernández Leo
EC-TEL (2)5
2025 Exploring the Complex Analytics Interplay of LMS Design, Usage, Academic Outcomes, and Perceived Workload: A Case Study
Ariel Ortiz-Beltrán, Francielle Marques, Davinia Hernández Leo
EC-TEL (2)3
2025 Reshaping ICT Engineering Identities: Ethical Insights from Cross-Professional Analogies
abstract
University education develops professional identities by instilling knowledge, skills, and attitudes. In engineering, this process often prioritizes technical expertise over societal considerations, fostering a narrow view of the “good engineer.” However, the growing need for ethics literacy - understanding and integrating technology's societal impacts into their professional practice - requires a broader perspective, particularly in Information and Communication Technologies (ICT), where ethical compliance is also increasingly mandated by regulatory frameworks. This study explores whether the medical profession's wellestablished social contract, which balances specialized knowledge with societal responsibility, can serve as an effective model for integrating ethics into engineering identities. Using qualitative analysis, it investigates how exposing ICT engineering students to this analogy reshapes their perceptions of their professional roles. Results suggest that the medical analogy encourages students to expand their understanding of engineering as a socially impactful profession, emphasizing societal welfare alongside technical competence. This approach demonstrates the potential of analogies to foster ethical literacy and reshape professional identities, contributing to discussions on ethical literacy and professional identity formation in engineering education.
Davinia Hernández Leo, Aurelio Ruiz Garcia
EDUCON1
2025 Analysing Teacher Orchestration Actions When Using Alerting and Mirroring Dashboards in CSCL
abstract
This study investigates how different dashboard designs (i.e., mirroring and alerting dashboards) affect the orchestration actions of teachers in Computer-supported collaborative learning (CSCL). The data collected in this study, including dashboard screen recordings, log data, and observation notes, were gathered from a single teacher who has prior knowledge of using the orchestration tool used in this study. Teacher orchestration actions are categorized based on a coding scheme that combines orchestration load facets (Situation Evaluation and Action Taking) and the ACAD framework. Results reveal that the alerting dashboard prompted 166 teacher orchestration actions, more than the 116 actions performed with the mirroring dashboard. Alerts facilitated orchestration actions, such as extending activity time (SET), Reviewed students' answers (EPSTIMIC), and monitoring collaboration (SOCIAL), emphasizing their role in the dashboard's ability to effectively guide teachers in orchestrating CSCL activities. While the mirroring dashboard appears less effective in managing student interactions and leaves more data interpretation up to the teachers, it still contributes to effective orchestration. Therefore, the results indicate that although both dashboards contribute to orchestration, the alerting dashboard may guide teachers more effectively in orchestrating the CSCL activities. The study suggests some guidelines to improve the alerts in the dashboards, such as customized alerts and contextual recommendations that can support teachers in regulating CSCL activities.
Lubna Hakami, Davinia Hernández Leo, Ishari Amarasinghe
ICALT2
2025 Institutional, Academic, and Learning Analytics: A Bibliometric Study
abstract
Educational institutions are increasingly adopting data-driven approaches, yet there appears to be insufficient exploration into the development of so-called Institutional and Academic Analytics and how these terms intersect with Learning Analytics (LA). This study conducts a bibliometric analysis (last 10 years) as an initial step to explore this gap. Our results illuminate evolving but inconsistent interest in Institutional and Academic Analytics across time and across publication venues. The results also indicate a need for the LA community to clarify its connections with related applications of data analytics focused on students and their contexts while reflecting on and potentially expanding its areas of impact.
Francielle Marques, Ariel Ortiz-Beltrán, Davinia Hernández Leo, Carlos Castillo 0001
ICALT3
2025 Groombuster: A Narrative Mini Game to Educate Teenagers About Online Grooming
abstract
Social media use among teenagers has surged in recent years, heightening their exposure to risks such as online grooming—a process where adults build online relationships with minors for abusive purposes. To address this threat, it is essential to explore innovative, technological approaches for educating adolescents. Therefore, this study sees the development of a narrative-based mini game to help educate adolescents about online grooming. A pilot study with 25 adolescents and young adults evaluated the mini-game's effectiveness in assessing their understanding of grooming and detection skills through a questionnaire and their in-game behavior. The results demonstrate that the mini-game significantly improved participants' knowledge of grooming and their ability to detect grooming behaviors, as evidenced by enhanced performance throughout the game.
Paula Mateo-Gorina, Emily Theophilou, J. Roberto Sánchez Reina, Davinia Hernández Leo
ICALT4
2025 The promise and challenges of generative AI in education
abstract
Generative artificial intelligence (GenAI) tools, such as large language models (LLMs), generate natural language and other types of content to perform a wide range of tasks. This represents a significant technological advancement that poses opportunities and challenges to educational research and practice. This commentary brings together contributions from nine experts working in the intersection of learning and technology and presents critical reflections on the opportunities, challenges, and implications related to GenAI technologies in the context of education. In the commentary, it is acknowledged that GenAI’s capabilities can enhance some teaching and learning practices, such as learning design, regulation of learning, automated content, feedback, and assessment. Nevertheless, we also highlight its limitations, potential disruptions, ethical consequences, and potential misuses. The identified avenues for further research include the development of new insights into the roles human experts can play, strong and continuous evidence, human-centric design of technology, necessary policy, and support and competence mechanisms. Overall, we concur with the general skeptical optimism about the use of GenAI tools such as LLMs in education. Moreover, we highlight the danger of hastily adopting GenAI tools in education without deep consideration of the efficacy, ecosystem-level implications, ethics, and pedagogical soundness of such practices.
Michail N. Giannakos, Roger Azevedo, Peter Brusilovsky, Mutlu Cukurova, Yannis A. Dimitriadis, Davinia Hernández Leo, Sanna Järvelä, Manolis Mavrikis, Bart Rienties
Behav. Inf. Technol.6
2025 Analyzing factors influencing student engagement in an educative social media platform
abstract
In the context of Social Media literacy, the success of educational interventions relies on designing motivational learning environments that seek students’ engagement. Despite existing achievements in social media education to include more appealing resources (e.g. gamification, authentic learning, interactive simulations), limited research has explored the factors that influence students’ engagement. This study aims to investigate the factors that influence engagement in an educational social media platform. Specifically, the factors that shape interest and enjoyment in Instareal, an educational tool that combines narrative scripts and collaborative learning flow patterns to educate teenagers about social media risks and challenges. To answer our research questions, we analyze the log data generated by high school students (N = 100) who tested a Social Media Literacy training with the support of Instareal. A factor analysis and a backward stepwise regression is performed over a dataset containing students’ traces of online activities and social interactions. The results show that factors such as the social participation of the students (comments, likes), curiosity (opening profiles, following others), and the quality of their answers influence interest and enjoyment within the platform. The results of this study offer new insights into measuring and enhancing student engagement when using educational social media environments.
Rene Alejandro Lobo Quintero, Davinia Hernández Leo, Davide Taibi 0002, Emily Theophilou, J. Roberto Sánchez Reina
Behav. Inf. Technol.2
2024 FLeD Learning Design Tool: Scaffolding Flexible Scenarios Through the Use of Flipped Learning Patterns
Laia Albó, Ingrid Noguera, Davinia Hernández Leo, Ana Paula Afonso 0003, Daniele Agostini, Shatha N. Alkhasawneh
EC-TEL (2)3
2024 REOJocs: A Card Game About Teacher Community and Open Educational Resources Platforms
Davinia Hernández Leo, Belén Beltrán-Beltrán, Karina Ginoyan, Inés González-Cabezas, Francisco Pérez-Basso, Shatha N. Alkhasawneh
EC-TEL (2)1
2024 The effect of a group awareness tool in synchronous online discussions: studying participation, quality and balance
abstract
Computer-supported collaborative learning (CSCL) seeks to improve students’ learning with the support of technology. Although CSCL facilitates an enriching environment for cooperation, CSCL activities might be affected by asymmetrical participation. Group awareness tools have proven to enhance learners’ interactions, balancing the levels of participation and increasing the learning outcomes. This study investigates the effect of a group awareness tool (GAT) on participation within synchronous CSCL activities in the context of extracurricular activities. We designed a quasi-experimental within-subject study (GAT exposure and control condition) and tested an ad hoc GAT in a web-based CSCL platform with high school students (N = 140). The measured variables included the effect of the GAT on students’ participation and the quality of discussion. A complementary analysis evaluated students’ perceptions of the tool. Results revealed that the implementation of a GAT encourages students to take part in CSCL discussions without explicitly hindering its quality. Even so, the balance of participation was not significantly affected. Students further reported that they found the GAT useful to regulate collaboration. The results from the study provide further knowledge of the functioning of group awareness tools in secondary education and share an insight into how students perceive them.
Emily Theophilou, J. Roberto Sánchez Reina, Davinia Hernández Leo, Valguima Odakura, Ishari Amarasinghe, Rene Alejandro Lobo Quintero
Behav. Inf. Technol.3
2024 Towards Citizen Science-Inspired Learning Activities: The Co-design of an Exploration Tool for Teachers Following a Human-Centred Design Approach
abstract
The integration of science, technology, engineering and maths (STEM) activities into formal education is encouraged by policy makers to promote engineering and science studies among young people. Studies show that students would be more motivated if they connected STEM learning with real-world problems. We sought to understand how teachers used information about citizen science (CS) projects to promote knowledge connected to real-world problems. Our goal was to understand the design implications of a digital tool that could inspire teachers to create learning activities focused on real-world problems using data from CS projects and SDGs. This study described how we involved key stakeholders in the tool’s co-design process (N = 135). Results showed that key tool functionalities were optimised in the following sequence: search bar, filter(s), graphs and maps, Sustainable Development Goals (SDGs), real problems and CS project information, educational resources and links to other websites.
Miriam Calvera-Isabal, Patricia Santos 0001, Davinia Hernández Leo
Int. J. Hum. Comput. Interact.3
2023 Generative Pre-trained Transformers for Coding Text Data? An Analysis with Classroom Orchestration Data
Ishari Amarasinghe, Francielle Marques, Ariel Ortiz-Beltrán, Davinia Hernández Leo
EC-TEL4
2023 A Teacher Professional Development Tool for Creating and Sharing Research Lessons on Evidence-Based Teaching Strategies
Marc Beardsley, Laia Albó, Davinia Hernández Leo
EC-TEL3
2023 AI and Narrative Scripts to Educate Adolescents About Social Media Algorithms: Insights About AI Overdependence, Trust and Awareness
Emily Theophilou, Francesco Lomonaco, Gregor Donabauer, Dimitri Ognibene, J. Roberto Sánchez Reina, Davinia Hernández Leo
EC-TEL6
2023 Using Learning Design Technologies for Teachers' Practice-Driven Research
Marc Beardsley, Davinia Hernández Leo, J. Roberto Sánchez Reina
ICCE2
2023 Developing Effective Educational Chatbots with ChatGPT prompts: Insights from Preliminary Tests in a Case Study on Social Media Literacy
abstract
Educational chatbots come with a promise of interactive and personalized learning experiences, yet their development has been limited by the restricted free interaction capabilities of available platforms and the difficulty of encoding knowledge in a suitable format. Recent advances in language learning models with zero-shot learning capabilities, such as ChatGPT, suggest a new possibility for developing educational chatbots using a prompt-based approach. We present a case study with a simple system that enables mixed-turn interactions and discuss the insights and preliminary guidelines obtained from initial tests. We examine ChatGPT's ability to pursue natural educational conversations, adapt the educational activity to users' characteristics, such as culture, age, and level of education, and its ability to use diverse educational strategies and conversational styles. Although the results are encouraging, challenges are posed by the highly structured form of responses by ChatGPT, as well as their variability, which can lead to an unexpected switch of the chatbot's role from a teacher to a therapist. We provide some initial guidelines to address these issues and to facilitate the development of effective educational chatbots.
Cansu Koyuturk, Mona Yavari, Emily Theophilou, Sathya Bursic, Gregor Donabauer, Alessia Telari, Alessia Testa, Raffaele Boiano, Alessandro Gabbiadini, Davinia Hernández Leo, Martin Ruskov, Dimitri Ognibene
ICCE10
2023 TROMPA-MER: an open dataset for personalized music emotion recognition
abstract
Abstract We present a platform and a dataset to help research on Music Emotion Recognition (MER). We developed the Music Enthusiasts platform aiming to improve the gathering and analysis of the so-called “ground truth” needed as input to MER systems. Firstly, our platform involves engaging participants using citizen science strategies and generate music emotion annotations – the platform presents didactic information and musical recommendations as incentivization, and collects data regarding demographics, mood, and language from each participant. Participants annotated each music excerpt with single free-text emotion words (in native language), distinct forced-choice emotion categories, preference, and familiarity. Additionally, participants stated the reasons for each annotation – including those distinctive of emotion perception and emotion induction. Secondly, our dataset was created for personalized MER and contains information from 181 participants, 4721 annotations, and 1161 music excerpts. To showcase the use of the dataset, we present a methodology for personalization of MER models based on active learning. The experiments show evidence that using the judgment of the crowd as prior knowledge for active learning allows for more effective personalization of MER systems for this particular dataset. Our dataset is publicly available and we invite researchers to use it for testing MER systems.
Juan Sebastián Gómez Cañón, Nicolás Felipe Gutiérrez Páez, Lorenzo Porcaro, Alastair Porter, Estefanía Cano, Perfecto Herrera, Aggelos Gkiokas, Patricia Santos 0001, Davinia Hernández Leo, Casper Karreman, Emilia Gómez
J. Intell. Inf. Syst.9
2022 A Causal Inference Study on the Effects of First Year Workload on the Dropout Rate of Undergraduates
Marzieh Karimi-Haghighi, Carlos Castillo 0001, Davinia Hernández Leo
AIED (1)3
2022 Exploring Teacher's Orchestration Actions in Online and In-Class Computer-Supported Collaborative Learning
Lubna Hakami, Ishari Amarasinghe, Eyad Hakami, Davinia Hernández Leo
EC-TEL4
2022 H2O Learn - Hybrid and Human-Oriented Learning: Trustworthy and Human-Centered Learning Analytics (TaHCLA) for Hybrid Education
abstract
This paper presents the H2O Learn (Hybrid and Human-Oriented Learning) project, a coordinated research project funded by the Spanish Research Agency, which just started in 2021 and will last for three years. The main goal of the H2O Learn project is to build Trustworthy and Human-Centered Learning Analytics (TaHCLA) solutions to support human stakeholders when designing, orchestrating and (self-,socially- or co-) regulating learning in Hybrid Learning (HL). The contributions of H2O Learn consider key requirements for trustworthy Artificial Intelligence (AI), as defined by the European Commission: 1) fostering human (i.e., teachers, learners…) agency; 2) enabling transparency of the Learning Analytics (LA) systems; 3) seeking socio-emotional and inclusive wellbeing; and 4) promoting accountability by enabling the assessment of algorithms and design processes.
Carlos Delgado Kloos, Yannis A. Dimitriadis, Davinia Hernández Leo, Carlos Alario-Hoyos, Alejandra Martínez-Monés, Patricia Santos 0001, Pedro J. Muñoz Merino, Juan I. Asensio-Pérez, Lluís Vicent
EDUCON3
2022 Estimating Orchestration Load in CSCL Situations Using EDA
abstract
This study investigates the extent to which Electrodermal Activity (EDA) sensor data can be triangulated with self-perception measures to estimate facets of teachers’ orchestration load in the context of Computer-Supported Collaborative Learning (CSCL). It was expected to observe variances in the EDA signal as a result of stressful moments and incidents related to orchestration. Study findings indicated that EDA variations concurred with situations in which the teacher reported feeling stressed when orchestrating CSCL Pyramid scripts.
Francisco Crespi, Ishari Amarasinghe, Milica Vujovic, Davinia Hernández Leo
ICALT4
2022 Flagging in teacher-facing orchestration dashboards: factors affecting its use in Pyramid CSCL debriefing
abstract
Teacher-led debriefing has the potential to positively affect learning gains when conducted at the end of collaborative learning activities. In order for debriefing to be effective, the teacher needs to base it on the learner’s process during the activity. Research in the field of Computer-Supported Collaborative Learning (CSCL) is proposing teaching-facing dashboards as tools that facilitate the monitoring and orchestration of activities. However, research has paid less attention to how these dashboards can support debriefing. We explore how adding a “flagging” feature to a CSCL orchestration dashboard can support debriefing by reporting a qualitative preliminary study in which the flagging feature was used during a Pyramid CSCL script activity. Results indicate that the dashboard interface design, number of student responses, number of errors in student responses, and whether student responses meet the teachers expectations most influence the use and utility of the feature. Additionally, we identified avenues for improving and extending the design of the feature.
Max Dieckmann, Davinia Hernández Leo, Ishari Amarasinghe
ICALT2
2021 Including Students' Voices in the Design of Blended Learning Lesson Plans
Laia Albó, Nayia Stylianidou, Xenofon Chalatsis, Max Dieckmann, Davinia Hernández Leo
EC-TEL5
2021 Understanding the Well-Being Impact of a Computer-Supported Collaborative Learning Tool: The Case of PyramidApp
Eyad Hakami, Davinia Hernández Leo, Ishari Amarasinghe
EC-TEL2
2021 Narrative Scripts Embedded in Social Media Towards Empowering Digital and Self-protection Skills
Davinia Hernández Leo, Emily Theophilou, Rene Alejandro Lobo Quintero, J. Roberto Sánchez Reina, Dimitri Ognibene
EC-TEL1
2021 Designing a Pre-service Teacher Community Platform: A Focus on Participants' Motivations
Nicolás Felipe Gutiérrez Páez, Patricia Santos 0001, Davinia Hernández Leo, Mar Carrió
EC-TEL3
2021 Awareness Tools for Monitoring Socio-emotional Regulation During Collaboration in Settings Outside School Without Teacher Supervision
Mariano Velamazán, Patricia Santos 0001, Davinia Hernández Leo
EC-TEL3
2021 Understanding participants motivational factors for the design of a teacher community platform
abstract
Online communities (OC) offer teachers a context for mutual inspiration, collaboration, and professional development. Yet, despite there being several studies analyzing teachers' motivations to participate in these communities, it is still unclear how these motivations relate with the supporting collaborative platforms and how they can serve as an input for defining and prioritizing design requirements. A survey study was conducted with the participants of an open online and a face-to-face training course in the different phases of a 'Maker' educational activity, which were introduced to a supporting platform for sharing, exploring, and co-creating learning designs. Information about 170 teachers' self-reported motivations to participate in a collaborative environment and their perceptions about the usefulness of the implemented features was gathered. Findings show that participants' main motivations are not only to gain knowledge, but also include to have fun or to collaborate with the community development. Regarding their perception about the supporting platform, more than the 30% of the participants acknowledged the usefulness of the features implemented and identified the lack of resources and training as the main limitations to participate. Results provide evidence of the importance of the participants motivations to determine design requirements for a platform to enhance collaboration within an OC of teachers.
Nicolás Felipe Gutiérrez Páez, Patricia Santos 0001, Davinia Hernández Leo
ICALT3
2021 Teachers' self-perception in maker education: three approaches for STEM professional development
abstract
This paper analyzes the effect that three different approaches for teacher professional development based on the maker education have on teachers' self-perceived ability for implementing the maker educational practices. The results indicate that there is a significant improvement regarding the feeling of being able to design maker-based educational lessons after participating in any of the professional development courses. Concretely, individual and practical activities requiring the development of a maker project are the ones that help the most to improve teachers' self-perception regarding the maker and STEM education in primary education levels.
Judit Martínez-Moreno, Patricia Santos 0001, Davinia Hernández Leo
ICALT3
2021 Investigating the Well-being Impacts of Educational Technologies Supported by Learning Analytics: An application of the initial phase of IEEE P7010 recommended practice to a set of cases
abstract
The accelerated adoption of digital technologies by people and communities results in a close relation between, on one hand, the state of individual and societal well-being and, on the other hand, the state of the digital technologies that underpin our life experiences. The ethical concerns and questions about the impact of such technologies on human well-being become more crucial when data analytics and intelligent competences are integrated. To investigate how learning technologies could impact human well-being considering the promising and concerning roles of learning analytics, we apply the initial phase of the recently produced IEEE P7010 Well-being Impact Assessment, a methodology and a set of metrics, to allow the digital well-being of a set of educational technologies to be more comprehensively tackled and evaluated. We posit that the use of IEEE P7010 well-being metrics could help identify where educational technologies supported by learning analytics would increase or decrease well-being, providing new routes to future technological innovation in Learning Analytics research.
Eyad Hakami, Davinia Hernández Leo
LAK2
2020 Emergency Remote Teaching: Capturing Teacher Experiences in Spain with SELFIE
Laia Albó, Marc Beardsley, Judit Martínez-Moreno, Patricia Santos 0001, Davinia Hernández Leo
EC-TEL5
2020 Individual versus computer-supported collaborative self-explanations: how do their writing analytics differ?
abstract
Researchers have demonstrated the effectiveness of self-explanations (SE) as an instructional practice and study strategy. However, there is a lack of work studying the characteristics of SE responses prompted by collaborative activities. In this paper, we use writing analytics to investigate differences between SE text responses resulting from individual versus collaborative learning activities. A Coh-Metrix analysis suggests that students in the collaborative SE activity demonstrated a higher level of comprehension. Future research should explore how writing analytics can be incorporated into CSCL systems to support student performance of SE activities.
Laia Albó, Marc Beardsley, Ishari Amarasinghe, Davinia Hernández Leo
ICALT4
2020 Examining university students' motivation, abilities and preferences related to learning to learn
abstract
Learning to learn has been identified as an underdeveloped yet critical skill for learners. However, interventions often struggle to alter learner behavior in a lasting manner. We conducted a quasi-experimental study, guided by the Fogg Behavior Model, that involved 83 first-year university students in a computer engineering degree program. Our study examined learner levels of motivation, self-assessments of their abilities, and preferences for future interventions related to learning to learn. Our results suggest that student learning to learn skills are underdeveloped, not all students are motivated to improve their learning skills, and ICT-based solutions are preferred to more traditional educational approaches.
Marc Beardsley, Nicolás Felipe Gutiérrez Páez, Davinia Hernández Leo
ICALT3
2020 Supporting students in making informed data sharing decisions: from comprehension to consenting
abstract
Whether deciding to participate in a study or gain access to online applications, research suggests that individuals often fail to understand the conditions they agree to when giving consent. Limited comprehension related to the risks of big data and habituation may contribute to consent being given in a manner that counters the best interests of individuals (i.e. a privacy paradox). Who is responsible for helping students learn to make informed decisions regarding the sharing of their data? We conducted a quasi-experimental study involving 127 undergraduate students. We explored the effects on study enrolment of supporting students in making informed data sharing decisions. Prior to reading the consent form for a study involving the evaluation of a collaborative learning application, one group of participants was primed to think about data sharing risks and evaluate their participation in terms of a harm-benefit decision whereas the other group was not. The primed group scored lower on a consent form comprehension quiz yet had higher enrolment rates and were more likely to cite trust as reasoning for enrolling in the study.
Marc Beardsley, Judit Martínez-Moreno, Patricia Santos 0001, Davinia Hernández Leo
ICALT4
2020 The challenge of gathering self-reported moods: Cases using a classroom orchestration tool
abstract
Self-reports of affective states are increasingly being collected in educational settings. However, individual definitions and usage of emotion and mood terms are often subjective despite objective definitions becoming more widely accepted. We explore whether the variation among individual learners in how mood terms are defined presents an obstacle to using self-reported mood data for group comparison studies. Following a design-based research methodology, we ran two case studies to explore the use of ClassMood App in a multimodal learning study and the validity of the self-reported mood data it collected. During the first case, 24 primary school students experienced difficulty understanding the words used to describe the moods in ClassMood App. In the second case, involving 77 university students, we explored whether the misunderstanding of mood words persisted with older students. Participants were asked to rate their familiarity with and match definitions to a set of 8 mood words. We found that levels of familiarity with the mood words varied greatly and 17.9% of all definition matching attempts were incorrect. The results suggest that the variation in subjective definitions of mood terms is likely to affect the validity of the data collected by the ClassMood App for group comparison studies.
Marc Beardsley, Milica Vujovic, Emily Theophilou, Davinia Hernández Leo, Marta Portero-Tresserra
ICALT4
2020 Involving teachers in learning analytics design: lessons learned from two case studies
abstract
Involving teachers in the design of technology-enhanced learning environments is a useful method towards bridging the gap between research and practice. This is especially relevant for learning analytics tools, wherein the presentation of educational data to teachers or students requires meaningful sense-making to effectively support data-driven actions. In this paper, we present two case studies carried out in the context of two research projects in the USA and Spain which aimed to involve teachers in the co-design of learning analytics tools through professional development programs. The results of a cross-case analysis highlight lessons learned around challenges and principles regarding the meaningful involvement of teachers in learning analytics tooling design.
Konstantinos Michos, Charles Lang, Davinia Hernández Leo, Detra Price-Dennis
LAK3
2019 Concept-Level Design Analytics for Blended Courses
Laia Albó, Jordan Barria-Pineda, Peter Brusilovsky, Davinia Hernández Leo
EC-TEL4
2019 Adaptive Orchestration of Scripted Collaborative Learning in MOOCs
Ishari Amarasinghe, Davinia Hernández Leo
EC-TEL2
2019 ClassMood App: A Classroom Orchestration Tool for Identifying and Influencing Student Moods
Marc Beardsley, Milica Vujovic, Marta Portero-Tresserra, Davinia Hernández Leo
EC-TEL4
2019 Soéle: A Tool for Teachers to Evaluate Social Awareness in Their Learning Designs
Emily Theophilou, Anna Guxens, Dimitar Karageorgiev, Marc Beardsley, Patricia Santos 0001, Davinia Hernández Leo
EC-TEL6
2019 Motion Capture as an Instrument in Multimodal Collaborative Learning Analytics
Milica Vujovic, Simone Tassani, Davinia Hernández Leo
EC-TEL3
2019 Smartphones or laptops in the collaborative classroom? A study of video-based learning in higher education
abstract
This paper explores how the use of smartphones vs. laptops influences students’ engagement, behaviour and experience watching academic videos in a collaborative classroom. Experiments were run in authentic teaching sessions with a total of 483 first-year higher education students. The methodology applied is a quasi-experimental design with post-test-only, being the independent variable, the device used to visualise the academic videos. Results indicate that the use of laptops has provided better results in terms of student’s engagement with the videos, their collaborative behaviour and satisfaction with the device. Hence, the findings of this research suggest that the type of mobile device used in activities that consider the use of videos in a collaborative class need to be carefully chosen to maximise the student’s comfortability – and in consequence, their engagement with the video-based learning activity and their positive behaviour and experience within the collaborative context.
Laia Albó, Davinia Hernández Leo, Verónica Moreno Oliver
Behav. Inf. Technol.2
2019 Data-informed design parameters for adaptive collaborative scripting in across-spaces learning situations
Ishari Amarasinghe, Davinia Hernández Leo, Anders Jonsson 0001
User Model. User Adapt. Interact.2
2019 Preface to the special issue on learning analytics and personalised support across spaces
Roberto Martínez-Maldonado, Davinia Hernández Leo, Abelardo Pardo
User Model. User Adapt. Interact.2
2018 Identifying Design Principles for Learning Design Tools: The Case of edCrumble
Laia Albó, Davinia Hernández Leo
EC-TEL2
2018 edCrumble: Designing for Learning with Data Analytics
Laia Albó, Davinia Hernández Leo
EC-TEL2
2017 Ld-Feedback App: Connecting Learning Designs with Students' and Teachers' Perceived Experiences
Konstantinos Michos, Arnau Fernández, Davinia Hernández Leo, Roman Calvo
EC-TEL3
2017 Intelligent Group Formation in Computer Supported Collaborative Learning Scripts
abstract
Well-structured collaborative learning groups scripted based on Collaborative Learning Flow Patterns (CLFPs) often result in successful collaborative learning outcomes. Formulation of such learner groups based on instructor defined criteria promises potentially effective performance of participating students. However, forming student groups manually based on multiple criteria often fails due to its complexity and the time limitations of practitioners. Hence, an intelligent assistance which supports adaptive collaboration scripting based on instructor defined criteria, while adhering to CLFPs is presented. Constraint Optimization techniques have been used for learner group formation and preliminary tests revealed that the proposed approach could be utilized when formulating student groups while satisfying team formation criteria.
Ishari Amarasinghe, Davinia Hernández Leo, Anders Jonsson 0001
ICALT2
2017 2nd cross-LAK: learning analytics across physical and digital spaces
abstract
Student's learning happens where the learner is, rather than being constrained to a single physical or digital environment. It is of high relevance for the LAK community to provide analytics support in blended learning scenarios where students can interact at diverse learning spaces and with a variety of educational tools. This workshop aims to gather the sub-community of LAK researchers, learning scientists and researchers in other areas, interested in the intersection between ubiquitous, mobile and/or classroom learning analytics. The underlying concern is how to integrate and coordinate learning analytics seeking to understand the particular pedagogical needs and context constraints to provide learning analytics support across digital and physical spaces. The goals of the workshop are to consolidate the Cross-LAK sub-community and provide a forum for idea generation that can build up further collaborations. The workshop will also serve to disseminate current work in the area by both producing proceedings of research papers and working towards a journal special issue.
Roberto Martínez-Maldonado, Davinia Hernández Leo, Abelardo Pardo, Hiroaki Ogata
LAK2
2016 PyramidApp: Scalable Method Enabling Collaboration in the Classroom
Kalpani Manatunga, Davinia Hernández Leo
EC-TEL2
2016 Understanding Collective Behavior of Learning Design Communities
Konstantinos Michos, Davinia Hernández Leo
EC-TEL2
2016 Design and evaluation of a computer based game for education
abstract
The use of computer based games for education can improve the learning process. The design of computer based games and the way the users might interact with them is an important and open issue as there are many possibilities and variables to take into account. This paper describes the design and evaluation of shopC, an educational computer board game driven by technology, based on the traditional well-known Monopoly game. Three different dimensions are considered: motivation, learning and gaming. We show the introduction and the evaluation of the game in a pilot study with 58 students from primary school interacting with the computer based game. This evaluation validates the design of the computer based game regarding the three dimensions (motivation, learning and gaming) and suggests a positive effect in the learning process.
Maria Julian Mateos, Pedro J. Muñoz Merino, Carlos Delgado Kloos, Davinia Hernández Leo, Diego Redondo Martínez
FIE4
2016 Cross-LAK: learning analytics across physical and digital spaces
abstract
It is of high relevance to the LAK community to explore blended learning scenarios where students can interact at diverse digital and physical learning spaces. This workshop aims to gather the sub-community of LAK researchers, learning scientists and researchers from other communities, interested in ubiquitous, mobile and/or face-to-face learning analytics. An overarching concern is how to integrate and coordinate learning analytics to provide continued support to learning across digital and physical spaces. The goals of the workshop are to share approaches and identify a set of guidelines to design and connect Learning Analytics solutions according to the pedagogical needs and contextual constraints to provide support across digital and physical learning spaces.
Roberto Martínez-Maldonado, Davinia Hernández Leo, Abelardo Pardo, Daniel D. Suthers, Kirsty Kitto, Sven Charleer, Naif R. Aljohani, Hiroaki Ogata
LAK2
2015 Teachers' Perceptions About the HANDSON MOOC: A Learning Design Studio Case
abstract
Recently, Massive Open Online Courses (MOOCs) have been proposed as relevant instruments for professional development. This paper reports on two editions of the HANDSON MOOC for teacher professional development. The MOOCs use the Learning Design Studio methodology as a pedagogical framework, the Integrated Learning Design Environment (ILDE) as the design infrastructure, and Moodle and Canvas as delivery platforms. The paper summarizes the design of both MOOCs, including the supporting technologies, and presents an analysis of the evolution of teachers’ perceived level of conform with approach and tooling. Data is collected in weekly and final surveys. The results show a general satisfactory level of conform in both MOOCs, which is especially high the last two weeks.
Muriel Garreta Domingo, Davinia Hernández Leo, Yishay Mor, Peter B. Sloep
EC-TEL2
2015 Collaborative Learning Orchestration Using Smart Displays and Personal Devices
abstract
Pervasive classroom environments with interconnected smart devices permit enacting diverse pedagogical models in education. This paper proposes an extensible architecture integrating smart display, smart phones and wearable devices to support flexible orchestration of dynamic collaborative learning activities in face-to-face educational scenarios. The paper motivates an architectural design and describes its main components based on existing systems like Signal Orchestration System (SOS) and a multi-screen cooperation middleware. An applicable scenario illustrates the usage of proposed architecture in which wearable devices are used to indicate orchestration mechanisms (group formation, change of activity), a shared display visualizes tasks with summary of the orchestration and activity progress for collective awareness and smart phones are used to interact with the shared display and complete the activities.
Kalpani Manatunga, Davinia Hernández Leo, Jaime Caicedo, Jhon Jairo Ibarra, Francisco Orlando Martinez Pabón, Gustavo Ramírez-González 0001
EC-TEL2
2015 The Effect of Using a Talking Head in Academic Videos: An EEG Study
abstract
This paper presents a study designed to understand the effect of using a talking head in academic videos frequently used in video-based learning approaches, such Massive Open Online Courses. The experiment consisted of exposing participants to videos about different types of open software licenses. Each participant was exposed to 3 videos, each with a different condition: instructor always presented (talking head condition), only instructor's voice present (only audio condition), and instructor presented only at the beginning of the video (mixed condition). Dependent variables included cognitive load, and emotional states (valance and arousal) obtained with electroencephalography, a personal assessment of the difficulty of the material, personal opinion regarding the social presence and performance in a memory test. The results indicate an increase in the cognitive load in the mixed condition, which may have implications regarding the use of the talking head in the design of academic videos.
Diana Diaz, Rafael Ramírez 0001, Davinia Hernández Leo
ICALT3
2014 Teachers Can Be Involved in the Design of Location-based Learning Games - The Use of the Puzzle Board Metaphor
abstract
Recent research in the Game-Based Learning domain shows that location-based games can lead to positive effects in studentsâ?? motivation and engagement. However, the potential effectiveness of these approaches depends on to what extent their design is aligned with the requirements of specific educational situations. For this reason, involving teachers in the design of their own location-based learning games becomes crucial to fulfil their teaching requirements. This paper presents a metaphor based on puzzle boards as a technique to involve teachers in the design of their own location-based games. A design-based research methodology has been followed to evaluate the proposed metaphor. Previous research experiments have shown the feasibility of the puzzle-based games approach to allow secondary education teachers the design of these types of learning experiences. However, some issues in terms of understanding specific elements of the proposed metaphor were detected. A second iteration of the research methodology is described in the paper to evaluate the changes made to the definitions of the metaphorâ??s elements and the dynamics of the game design task. The evaluation is carried out with 20 primary and secondary education teachers who completed a paper-based design task. The main findings show that teachers did not have problems using the proposed metaphor and they successfully designed their own location-based learning games.
Javier Melero, Davinia Hernández Leo, Josep Blat
CSEDU (3)2
2014 ILDE: Community Environment for Conceptualizing, Authoring and Deploying Learning Activities
Davinia Hernández Leo, Juan I. Asensio-Pérez, Michael Derntl, Luis Pablo Prieto, Jonathan Chacón
EC-TEL1
2014 An Ontology-Based Architecture for the Management and Interoperability of Patterns in Collaborative Learning Design Tools
abstract
Previous research has shown that pedagogical patterns can inspire and support practitioners in the design of learning activities, including non-trivial Computer-Supported Collaborative Learning (CSCL) activities. This potential has led to a number of LD tooling initiatives supporting patterns: from pattern repositories to authoring tools that present the patterns as editable templates. However, these repositories and authoring tools are isolated and the patterns available in one tool are not easily transferable to another tool. In this paper, we propose a software architecture based on a pattern ontology focused on the specific case of Computer-Supported Collaborative Learning (CSCL). Its objective is to support the dynamic management of patterns and enable its interoperable provision between tools. As proofs of concept, the paper demonstrates by means of use scenarios the relevance or the problem and the first implementations of the architecture.
Jonathan Chacón, Davinia Hernández Leo, Valérie Emin, Eloy D. Villasclaras-Fernández
ICALT2
2014 Technological support for the enactment of collaborative scripted learning activities across multiple spatial locations
Luis de la Fuente Valentín, Mar Pérez-Sanagustín, Davinia Hernández Leo, Abelardo Pardo, Josep Blat, Carlos Delgado Kloos
Future Gener. Comput. Syst.3
2014 To be or not to be in situ outdoors, and other implications for design and implementation, in geolocated mobile learning
Patricia Santos 0001, Davinia Hernández Leo, Josep Blat
Pervasive Mob. Comput.2
2013 Towards an Integrated Learning Design Environment
Davinia Hernández Leo, Jonathan Chacón, Luis Pablo Prieto, Juan I. Asensio-Pérez, Michael Derntl
EC-TEL1
2013 Signal Orchestration System for Face-to-Face Collaborative Learning Flows
Davinia Hernández Leo, Raúl Nieves, Juan Pablo Carrascal, Josep Blat
EC-TEL1
2013 Transforming the Campus into a Digitally Augmented Learning Space Using etiquetAR
Mar Pérez-Sanagustín, Javier Melero, Davinia Hernández Leo, Carlos Delgado Kloos, Josep Blat
EC-TEL3
2013 Not Interested in ICT? A Case Study to Explore How a Meaningful m-Learning Activity Fosters Engagement among Older Users
Patricia Santos 0001, Mara Balestrini, Valeria Righi, Josep Blat, Davinia Hernández Leo
EC-TEL5
2012 Comparing the Effects on Students' Behavior of Two Hint Techniques Embedded in a Digital Game-Based Learning Tool
abstract
Hint techniques are implemented in many digital game-based learning tools to support learning and engage students during the learning process. However, these hint techniques can be of different nature and affect students' behavior when interacting with the games. This paper aims to understand the effects of students' behavior while using two different hint techniques (visual and phrase) embedded in a game focused on teaching the main concepts of the periodic table of elements. The results, obtained through an evaluation with students in their first year of high school, reveal that students using the visual approach obtained more points with less clicks, while those using the phrase approach achieved less points with more clicks. Although these data may suggest a greater level of comprehension through the visual hints, a post-test revealed a trend showing that those who used the phrase hints achieved a greater score.
Kiira Hjert-Bernardi, Javier Melero, Davinia Hernández Leo
ICALT3
2012 Considerations for the Design of Mini-games Integrating Hints for Puzzle Solving ICT-Related Concepts
abstract
Educational games have been proved to be learning environments that are more in correspondence with new generation of students since they can provide successful learning and motivate students in their learning process. In this line, several studies describe the main factors that games should have in order to design engaging learning experiences. Taking into account these factors, this paper presents the design of three different game-based learning environments providing hints for puzzle solving different tasks within the area of computer architecture, programming fundamentals, and computing networks. An evaluation carried out with secondary and higher education students provides further considerations regarding the design of hints, score, and supportive learning material that should be taken into account when creating such kind of games.
Javier Melero, Davinia Hernández Leo, Josep Blat
ICALT2
2012 Considering the Space in the Design of Learning Activities: The ISIS and 4SPPIces Models Applied to Science Inquiries
abstract
ISiS and 4SPPIces are two conceptual models that support the design of blended learning scenarios and of the technological systems for their enactment taking the space (virtual and physical) into account. Despite of their similarities, these two models have been conceived to a different end, usage contexts and for different audiences. However, they can be used complementarily. As a work usage example, we model a third party science inquiry educational scenario with both ISiS and 4SPPIces. This exercise illustrates how, in a two-phases design process, both models can complement each other to support collaboration among practitioners and technicians in the design of technologically supported innovative blended learning scenarios taking into account the space.
Mar Pérez-Sanagustín, Valérie Emin, Davinia Hernández Leo
ICALT3
2012 Space-aware Design Factors for Located Learning Activities Supported with Smart Phones
abstract
Mobile technologies are currently being applied to facilitate the development of learning activities in diverse spaces beyond the classroom. Indoors and outdoors spaces are augmented with located digital Educational Resources (ER) through specific technologies that provide a sensory input to smart phones that can indicate position and, thus, enable located learning activities. The potentiality that smart phones have, make these devices adequate to facilitate the access to located ERs. This paper proposes four space-aware design factors (the space, the connectivity, the position-based technologies and the guidance) that have to be considered for designing located learning activities supported with smart phones. The application of the factors is explained through four illustrative located learning scenarios. The paper discusses and provides a wide-range vision of how the combination of these factors affects the design of the activity, accessing to the ERs and monitoring the students' progress.
Patricia Santos 0001, Mar Pérez-Sanagustín, Davinia Hernández Leo, Josep Blat
ISPA3
2012 Discovering the campus together: A mobile and computer-based learning experience
Mar Pérez-Sanagustín, Gustavo Ramírez-González 0001, Davinia Hernández Leo, Mario Muñoz Organero, Patricia Santos 0001, Josep Blat, Carlos Delgado Kloos
J. Netw. Comput. Appl.3
2011 Remote Collaborative Multi-user Informal Learning Experiences: Design and Evaluation
Ernesto Arroyo, Valeria Righi, Roger Tarrago, Patricia Santos 0001, Davinia Hernández Leo, Josep Blat
EC-TEL5
2011 Orchestration Signals in the Classroom: Managing the Jigsaw Collaborative Learning Flow
Davinia Hernández Leo, Raúl Nieves, Ernesto Arroyo, Andrea Rosales, Javier Melero, Pau Moreno, Josep Blat
EC-TEL1
2011 From a Pattern Language to a Pattern Ontology Approach for CSCL Script Design
Jonathan Chacón, Davinia Hernández Leo, Josep Blat
ICCSA (4)2
2010 Representing the Spaces When Planning Learning Flows
Mar Pérez-Sanagustín, Davinia Hernández Leo, Raúl Nieves, Josep Blat
EC-TEL2
2009 An Approach for Visually Supporting the Creation of Personal Development Plans
abstract
Personal development plans (PDP) have positive effects in learnerspsila motivation and confidence since they enable individuals to reflect upon their own learning and to plan for their own educational development according to their personal interests, background and experience. Despite those benefits, there are not many efforts considering the role of learners in the creation of their own learning paths. In this paper we adopt the approach of concept mapping to propose and implement a visual approach for supporting learners in the exploration of existing learning paths and the creation of their PDP. The paper also describes a user study for preliminarily evaluating the implemented tool and discusses the most significant findings around three main issues of interest: understanding of the tool purpose, suitability of the graphic elements shown in the interface, and changes or additions that would improve the usability of the tool.
Javier Melero, Davinia Hernández Leo, Ernesto Arroyo, Albert Aguilar, Josep Blat
ICALT2
2009 Improving the Usability of an Approach for Visually Supporting the Creation of Personal Development Plans
abstract
With the aim of visually supporting learners in the creation of their personal development plans, this paper describes the functionalities added to a preliminary approach for improving its usability and satisfying better the learnerspsila needs taking into account the findings from a previous user study.
Javier Melero, Davinia Hernández Leo, Ernesto Arroyo, Josep Blat
ICALT2
2009 Conditioning Factors for Group Management in Blended Learning Scenarios
abstract
The management of groups is an essential task in collaborative learning scenarios. In a blended learning situation, in which online activities and face-to-face activities are combined, this group management becomes more complex. Different technological solutions have been proposed for supporting the group management in the CSCL field. However, these approaches fail to consider factors inherent to the blended learning scenarios. In this paper we discuss and propose a conceptualization of the main factors that condition the group management in these scenarios: the pedagogical method, the participants, the space and the history. These new conceptualization may help on incorporating more flexibility and accuracy on the whole learning design process for a wide range of learning situations.
Mar Pérez-Sanagustín, Davinia Hernández Leo, Josep Blat
ICALT2
2009 Introducing Flexibility into CSCL Scripts for Blended Learning Scenarios
abstract
Scripts are the computational solution proposed in the computer-supported collaborative learning (CSCL) field to guide and support potentially fruitful interactions in terms of learning benefits. However, when applying these scripts to real contexts, unexpected situations occur that forces to change the script on the fly. In a blended learning situation, in which online activities and face-to-face activities are combined this changes becomes more complex. Different solutions and tools have been developed to provide support to collaborative practices. However, these systems are still too rigid to capture the unexpected changes and situations that can occur in educational contexts. Specialized and interoperable tools should be developed for supporting these changing situations, without spoiling natural group dynamics.
Mar Pérez-Sanagustín, Davinia Hernández Leo, Josep Blat
ICALT2
2009 Enhancing Computer Assisted Assessment Using Rubrics in a QTI Editor
abstract
With the aim of facilitating teachers the use of good techniques in computer assisted assessment, this paper proposes the integration of rubric functionalities in an editor compliant with the IMS question and test interoperability specification (QTI). Teachers can organize the information of an e-questionnaire using the QTI-rubric approach. They can use (and reuse) QTI elements without having a technical background or knowledge of the specification. The QTI-rubric enables automatic formative feedback for learners and the results can serve them as a personal evidence of their knowledge and capabilities.
Patricia Santos 0001, Xavier Colina, Davinia Hernández Leo, Javier Melero, Josep Blat
ICALT3
2008 Social Structures Representations as Aid for Effective Creation and Reuse of CSCL Scripts According to a Problem-Solving Approach to ID
abstract
In line with the suggestions deriving from the new problem-solving approaches to ID, this paper points out the need of integrating formalized descriptions of good practices, such as Collaborative Learning Flow Patterns (CLFP) with other representations able to support unskilled designers in selecting and instantiating scripts, setting up effective collaborative groups and their “social structures”. Based on these premises, the paper analyzes a real course designed with the backing of a CLFP-based authoring tool for the creation of CSCL scripts and describes the support offered by the Social Structures Representations (SSRs) in selecting and reusing scripts.
Serena Alvino, Juan I. Asensio-Pérez, Yannis A. Dimitriadis, Davinia Hernández Leo
ICALT4
2008 InstanceCollage: A Graphical Tool for the Particularization of Role/Group Structures in Pattern-Based IMS-LD Collaborative Scripts
abstract
Advances in educational technology have enabled new forms of organizing and managing collaborative learning environments. One of the currents trends in research on Technology Enhanced Learning is the application of computer-interpretable scenarios, such as those formalized with IMS Learning Design (IMSLD), for the description and deployment of Computer Supported Collaborative Learning (CSCL) scripts. The life-cycle of IMS-LD scripts involves several phases, from the conception to their enactment in actual learning situations. In the context of collaborative learning, group/roles management and composition have special relevance, and are in fact some of the tasks that the teacher must accomplish before students can follow the scripts. This paper presents a software tool (InstanceCollage) that implements a pattern-based approach, which has been previously validated for the task of script design. In this way, it aims at facilitating the population of roles and groups generally described in IMS-LD scripts.
Julio Alberto Hernández-Gonzalo, Eloy D. Villasclaras-Fernández, Davinia Hernández Leo, Juan I. Asensio-Pérez, Yannis A. Dimitriadis
ICALT3
2008 Educational Patterns as a Guide to Create Units of Learning and Assessment
abstract
With the aim of facilitating teachers the design of units of learning and assessment, this paper proposes the use of different educational pattern types. Depending on the type of patterns, the resulting didactic materials are specified using IMS Learning Design or IMS Question and Test Interoperability extended with integrated Web2.0-like services.
Davinia Hernández Leo, Patricia Santos 0001, Eloy D. Villasclaras-Fernández, Toni Navarrete, Juan I. Asensio-Pérez, Josep Blat, Yannis A. Dimitriadis
ICALT1
2008 Supporting Distance Learning Activities and Social Interaction: A Case Study
abstract
The success of Web 2.0 technologies in providing support for social interaction in educational spaces depends on how learning environments benefit from the affordances of Web 2.0 services. These services can be combined with the management of learning activities as done by IMS Learning Design (IMS LD) compliant systems. In this paper, we analyze the ability of an integrated system (blog, forum, and IMS LD activities) to instigate and support learner activity and interaction with other members of the learning network. This analysis takes the form of a case study in which a small professional learning community uses the integrated system. Four different aspects are studied in this case: The role of the tutor, the role of socially outgoing learners, the influence of the adopted educational approach, and the system's components. The paper explains how each of these aspects can play a role in augmenting learner activity and interaction, and consequently incrementing the success of learning systems.
Ayman Moghnieh, Davinia Hernández Leo, Toni Navarrete, Patricia Santos 0001, Josep Blat, Judith Schoonenboom
ICALT2
2006 Tuning IMS LD for Implementing a Collaborative Lifelong Learning Scenario
abstract
This paper describes an approach for modeling and implementing a collaborative learning situation, which is part of a real lifelong learning scenario in astronomy. We adopt and slightly adjust IMS Learning Design for computationally representing the script so that collaborative tools can be satisfactorily employed. We use Collage editor, which enables the re-use of general structures proposed by Collaborative Learning Flow Patterns, for authoring the script and Gridcole system for executing it. The paper also shows the log-files produced by the employed tools. The teacher can use these log-files to monitor the evolution of the process for evaluation and regulation purposes.
Davinia Hernández Leo, Eloy D. Villasclaras-Fernández, Juan I. Asensio-Pérez, Yannis A. Dimitriadis, Miguel L. Bote-Lorenzo, José Antonio Marcos-García
ICALT1
2006 Linking Collaborative Learning Practice with IMS LD and Service-Oriented Technologies: an Approach Based on Collaborative Learning Flow Patterns
abstract
This paper proposes collaborative learning flow patterns (CLFPs), which represent best practices in collaborative learning structuring, as a central element of a kind of bi-directional linkage that facilitates that teachers can play the role of designers influencing in the behavior of CSCL (computer-supported collaborative learning) technological solutions. Additionally, this paper describes a technological approach for achieving such a scenario. That approach is based on the Collage authoring tool that provides CLFPs as IMS LD templates and the Gridcole system, capable of interpreting the resulting CLFP-based LDs and integrating the service-oriented tools needed to support the (collaborative) learning activities as prescribed in those LDs
Davinia Hernández Leo, Eloy D. Villasclaras-Fernández, Juan I. Asensio-Pérez, Yannis A. Dimitriadis, Miguel L. Bote-Lorenzo, Bartolomé Rubia-Avi
ICALT1
2006 CSCL Scripting Patterns: Hierarchical Relationships and Applicability
abstract
The use of patterns in e-learning is being recently proposed with different purposes and scopes. This paper provides a unifying view of several representative proposals in order to situate and introduce the types of patterns that can be used for generating collaboration scripts that are suitable of being computationally represented and interpreted by learning management systems (LMSs). The paper also presents a hierarchical structure that relates these patterns according to their focus and granularity. The structure shows how the different types of patterns are complementary and should be considered in the process of creating a script. In addition to authoring tools and LMSs, there are other types of tools in which the application of patterns may be useful. This paper points out these tools locating them along the "life cycle" of the scripts
Davinia Hernández Leo, Eloy D. Villasclaras-Fernández, Juan I. Asensio-Pérez, Yannis A. Dimitriadis, Symeon Retalis
ICALT1
2004 IMS Learning Design Support for the Formalization of Collaborative Learning Patterns
abstract
Collaborative learning patterns (CLPs) are detailed descriptions of best practices in collaborative learning. These patterns provide a way for a representation of key aspects of CSCL (computer-supported collaborative learning) that is easy to understand by software developers. To formalize these CLPs we have focused our attention on IMS learning design (IMS-LD). IMS-LD provides a means of expressing many different pedagogical approaches (including collaborative learning), however we have found some limitations in reflecting learning experiences that are group-based. Although this specification supports multiple roles in a learning activity, it is not possible to specify how they are going to interact. This paper points out this deficiency and proposes an extension of IMS-LD. The process that can be followed in order to obtain a unit of learning based on a CLP is illustrated with an example.
Davinia Hernández Leo, Juan I. Asensio-Pérez, Yannis A. Dimitriadis
ICALT1