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Resource Usage in Online Courses: Analyzing Learner’s Active and Passive Participation Patterns
(2015)
The paper analyzes the experience with an open university course for a very heterogeneous target group in which MOOC-like materials and activities were used. The course was conducted in a specifically prepared and extended Moodle environment. The analysis involves questionnaires as well as performance data that reflect the resource access on the learning platform. A special focus is put on the participants’ acceptance and usage of student-generated versus teacher-provided learning content. Network analysis techniques have been used to identify "interest clusters" of students around certain resources.
Social networking sites (SNSs) are an integral part of our daily life. With the evermore increasing appearance of SNSs, their users spend considerable time producing of different forms everyday (e.g. text, videos, photos, links, etc.) or browsing the varieties of contents in different SNSs. In this paper, we propose an architectural perspective on a framework that provides a unified environment through which users can produce and browse different contents of SNSs from one place.
This paper discusses the efforts carried out related to the design and development of a web-based framework that allows designing, deploying and executing mobile data collecting applications. Furthermore, it also allows analyzing and presenting the data that is generated during the mentioned process. The fact that the framework is completely web-based provides a platform independent execution of the mobile application on any mobile device with a web-browser. As a result that the whole life-cycle of creating, executing and discussing a mobile learning activity is implemented in pure web-based manner separates this work from similar efforts. In the course of this work, the current state of development of two of the components, the authoring tool and the mobile application is presented. This framework was introduced to teachers in an activity to follow up an initial study. On the basis of a workshop with teachers, we performed an explorative study regarding the technology acceptance and usability of two components of the proposed framework. The results are discussed and analyzed in this paper.
With the spread of mobile devices among both, men and women, app-based games also become more popular. While traditionally, digital games are more famous among men, women seem to spend more time and money on mobile gaming. There are a lot of open questions with regard to women and gaming in general; research on gender differences in app-based mobile gaming is almost nonexistent. Taking an exploratory perspective, our study investigates gender differences in general usage patterns, attachment towards the game and motivational differences for choosing to play the famous QuizClash app. Also, we identify differences in reported and actual performance in specific categories and capture anticipation of success as well as likeliness of choosing specific knowledge categories depending on the opponents’ performance profile.