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Mobiscool: 1st Workshop on Mobile, Social and Culturally Oriented Learning

Published: 24 August 2015 Publication History

Abstract

There are two simultaneous transformative changes occuring in Education: the use of mobile and tablet devices for accessing educational content, and the rise of the MOOCs. Happening independently and in parallel are significant advances in interaction technologies through smartphones and tablets, and the rise in the use of social-media and social-network analytics in several domains.
Given the extent of personal context that is available on the mobile device, how can the education experience be personalised, made social, and tailored to the cultural context of the learner?
The goal of this proposal is twofold: (a) To understand the usage, and student behaviour in this new environment (MOOCS and mobile devices) and (b) To design experiments and implement them to make these new tools more effective by tailoring them to the individual student's personal, social and cultural settings and preferences.

References

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H. Knoche et al., "Do interactions speak louder than words? Dialogic reading of an interactive tablet-based e-book with children between 16 months and three years of age", Proc. ACM Intl. Conf. on Interaction Design and Children. 2014.
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H. Knoche, et al., "Human Centered Design for Development", in Int'l Jour. of Mobile HCI, 3(3) 2011.
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A.M. Mohan, P. Dey, N. Rajput. "EduBay: A Mobile-Based, Location-Aware Content Sharing Platform." MobiQuitous 2013.
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M. Larson, N. Rajput, A. Singh, S. Srivastava."I want to be Sachin Tendulkar! : a spoken english cricket game for rural students." CSCW 2013: 1353--1364.
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N. Modani, et al., "Like-minded communities: bringing the familiarity and similarity together", World Wide Web 17(5): 899--919. 2014.
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R. Narayanam, A.A. Nanavati, "Design of viral marketing strategies for product cross-sell through social networks", KAIS, 39(3), 609--641. 2014.
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J. Hakulinen, M. Turunen, et al., "Creating Immersive Audio and Lighting Based Physical Exercise Games for Schoolchildren", Advances in Computer Entertainment pp.308--319. 2013.
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T. Heimonen, M. Turunen, et al., "Seek'N'Share: a platform for location-based collaborative mobile learning". MUM 2013: 38.
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M. Rehm, U. Konnerup,"Immersive Virtual Worlds for (E-) Learning: Towards an Interdisciplinary Research Agenda", Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education. 2013.
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M. Rehm et al.,"6th International Workshop on Culturally-Aware Tutoring Systems." (CATS) 2015.

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      cover image ACM Conferences
      MobileHCI '15: Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
      August 2015
      697 pages
      ISBN:9781450336536
      DOI:10.1145/2786567
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      New York, NY, United States

      Publication History

      Published: 24 August 2015

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      Author Tags

      1. Augmented Reality
      2. Behaviour
      3. Culture
      4. Education
      5. MOOCs
      6. Multimedia
      7. Social Media
      8. Social Network Analysis
      9. User Experience

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