Thursday, June 5, 2008

Paper Study

Paper :
Combining Software Games with Education: Evaluation of its Educational Effectiveness

Author :
Maria Virvou, George Katsionis, and Konstantinos Manos

Year :
2005

Summary :
Strong motivation is really needed in process of learning. For stimulate students have strong motivation in learning, one of the ways they (the authors) take is using computer games. The reason why they take computer games as educational games because so many computer games appealing to students and it is amusing.

With this new way, not all parents and teachers agree because they think that educational games have no beneficial, and not-very-educational and not very-entertaining learning activites. However, some parents and teachers agree because can teach children fast learning, delight, produce engagement, and improve thinking. As a result, many researchers have developed games for educational purposes.

From the view above, they developed one virtual reality educational games called VR-ENGAGE. VR-ENGAGE teaches students about geography. They evaluate students on a VR-ENGAGE. The main focus on this evaluation is the effectiveness of VR-ENGAGE in improve education.

The story of VR-ENGAGE is to find the missing pages of the book of wisdom, which is hidden. VR-ENGAGE consists of four components, domain knowledge, the students modelling component, the tutoring component, and the user interface. By playing this game, students can improve their knowledge about geography, hierarchy concepts, negotiations (improve discourse and plausible), and provide a justification.

The evaluation that was conducted on
VR-ENGAGE focused primarily on evaluating the educational effectiveness of the gaming aspect of the educational software. The experiment took place in classrooms. The experiment consisted of four parts. All four parts were conducted in parallel, they were 9-10 years old and atteded the fourth grade of elementary schools, and had been taught on geography. All four parts were similarly set up and involved a comparison between VR-ENGAGE and the ITS (Intelligent Tutoring System) with the simple User Interface.

First experiment involved all 90 childrens. Second, Third, and Fourth experiment also involved 90 childrens based on the mark that these student had received in geography in the previous term. The term-marks that the students of the fourth grade of elementary schools receive range from A to C, A given to students with good performance, B with mediocore performance, and C with poor performance. Each group randomly divided into two sub-groups of the same number of children. The first sub-group of each group would use
VR-ENGAGE and the second would use the ITS with simple User Interface. Before using version of educational software, they were asked to work on a pre-test and post-test using paper and pencil with 100 questions. The comparison of students' result in the pre-test and post-test was used to draw conclusions about the educational effectiveness of VR-ENGAGE as compared to the simple ITS.

The evaluation result of first experiment that
VR-ENGAGE had achieved its aim of being at least as effective as conventional educational software in the learning outcomes and was in fact better. Second experiment for poor performance, which had used VR-ENGAGE, benefited the most of all sub-groups from the educational games. Third experiment for mediocore performance, which had used VR-ENGAGE, had also benefited more than the simple ITS since they made fewer mistakes (even not statistically significant). The last experiment for good students who had used VR-ENGAGE benefited in a similar way with they that had used the non-game ITS.

After the experiment, the students interviewed about the
VR-ENGAGE. They were fascinated by the idea of a game in a classroom and they were more enthusiastic about the software that they had used that the other group of students. The teachers also had opinion of this educational game. They thought that those who had used the game seemed so immersed that their behaviour in class had changed completely and they had appeared to be bery satisfied and interested in the educational content.

My Opinion:
Recently years, so many software games produced. Not all of games support the education. Many students prefer to play rather than study. In the age of students, their brain need more time for play, can't study in a long time.
This good idea by create educational games, because this is how students can play also study.

With good educational games, makes students improve their behaviour in life and how they study, about strategy, improve their knowledge that they get from school, and still have many advantages. However, this way still have disadvantages, but if parents can control their children about how long they can play, I think still have advantage.

Wednesday, May 14, 2008

Analysis of User Relations and Reading Activity in Weblogs (summary)

Blog has been attracting attention in recently. All operations accompanying the presentation of information can be performed easily on the Web, so the users update content frequently. Commenting and trackback is the functions of blogs. By the trackback functions, two-way communications can be realized in order to continue a discussion by passing “linked” information at the server, so that reverse links can be formed from the destination blog to the originating blog. Beside the blogger updates his own blog, he or she also visits and reads other blogs, writes comment, and creates links and trackbacks. The activities of the blogger give a basis for recognizing relationships. Blogs are now often combined with social networking services. The paper focuses on the relationships among blogs and analyzes how great an effect blog relationships have on the reading behavior of the user. It is examined whether there is a correlation indicating that users often visit blogs with strong relationship (based on factors such as comments and trackbacks). And analyze whether blogs that are read frequently by the users can be identified from blog relationships. The purpose is to determine the actual state of utilization by users.

A Short Walk in the Blogistan (summary)

Blog has grown rapidly in the last two years as a new communication mechanism between afi cionados who appear to avidly follow the opinions, stories, and observations. Blogs in practice have turned out to be writings aobut a variety of topics, typically updated on a much more regular basis than homepages. Blogs are basically large queues with additions appearing at the top of the page and older material scrolling down. The key differences between ordinary Web pages and a blog is the constant updating of content as well as links to other sites that are themselves changing. This paper explore how emerging interests and patterns can be extrated by tracking a seed collection of blogs that have been modified fairly recently. They develop a methodology to identify emerging patterns on general data sets that comprise evolving communication networks. And examine the size and nature of the blogistan (describe the collection of blogs) based on a recent collection of blogs. They also present a collection of inferences and observations based on our study on identifying blogs, the growing spam problem in blogs, and how blog sites are accessed.

Empirical analysis of online social networks in the age of Web 2.0 (summary)

The development of social collaborative technologies, such as blogs, Wiki, and social networking sites (SNS), result in an extraordinarily fast growing online virtual community. The concept of Web 2.0 is very popular. In blogsphere and SNS, users can conviniently create and joinn communities or groups who share the same interests and activities. Blogging networks and SNS can be viewed as representative online social networks in the age of Web 2.0. The paper focus on two Chinese online social networks, Sina blogs and Xiaonei SNS. Both the networks have small-world and scale-free features already observed in real-world and artificial networks. More of the observation about the correlation between degree (in/out) and degree (in/out), clustering coefficient and degree, popularity (in terms of number of page views) and in-degree (for the blogging network). Also about the blogging network is a disassortative mixing pattern in general and the Xiaonei network as an assortative one. The top two realistic networks obtained in the study, simulations of dynamic processes can be integrated to invenstigate spreading process (information, gossip), evolution of cooperation, etc.

Tuesday, April 1, 2008

Homework 3-29-2008

1. Papers' summary
Paper 3. Social Network Analysis to Blog-based Online Community
Paper 6. Mobile Computing for Indoor Wayfinding Based on Bluetooth Sensors for Individuals with Cognitive Impairments
Paper 7. Action Science Approach to Experimenting Nonprofit Web 2.0 Services for Employment of Individuals with Mental Impairments

2. The functional architecture of e-commerce systems are :
a. Roles - helps to avoid confusion.
b. Components - using general-purpose tools, such as the browsers and servers of the World Wide Web.
c. Contents - such as catalog, is linked to the transaction processing.
d. Trust - help to understand the details of the relationships between components when need to analyze the security of the system

3. Done. Below is the picture of the page rank.
a. CNN, when I capture this page rank, the status is 1/10.

b. New York Times, when I capture this page rank, the status is 9/10.

Saturday, March 29, 2008

Presentation Slides

This is slides of my presentation "Instructional Design and Evaluation of Interactive e-Learning with Blogs" by Chang Yao-Jen.


Monday, March 17, 2008

Homework 3-15-2008

1. Here they are the link of the papers:
Paper 1 : Instructional Design and Evaluation of Interactive e-Learning with Blogs
Paper 2 : Social Network Analysis to Blog-based Online Community

2. Business-to-business model is Business with online catalogs selling products to other businesses. There are some key benefits of putting a business-to-business catalog online are immediate cost savings and an ability to provide better service.

3. Digital goods are information products and services which can be fulfilled right over the network. The difference between Physical goods and Digital goods is :
Physical goods are things that we see and touch, such as car, books, food, etc., this goods have to be delivered logistically.
Digital goods are information and services of the physical goods, can be distributed over the Internet.

4. RSS feed that Google Reader takes in are RSS that refer to the following formats :
  • Really Simple Syndication (RSS 2.0)
  • RDF Site Summary (RSS 1.0 and RSS 0.90)
  • Rich Site Summary (RSS 0.91).
RSS formats are specified using XML.

List the URL of these RSS feeds :
iapblog.blogspot.com --> http://www.google.com/reader/atom/feed/http%3A%2F%2Fiapblog.blogspot.com%2Ffeeds%2Fposts%2Fdefault?ot=1204267438&r=n&xt=user%2F02374998244586485862%2Fstate%2Fcom.google%2Fread

New York Times --> http://www.google.com/reader/atom/feed/http%3A%2F%2Fwww.nytimes.com%2Fservices%2Fxml%2Frss%2Fnyt%2FHomePage.xml?ot=1205722310&r=n&xt=user%2F02374998244586485862%2Fstate%2Fcom.google%2Fread

http://petry83.blogspot.com/feeds/comments/default --> http://www.google.com/reader/atom/feed/http%3A%2F%2Fpetry83.blogspot.com%2Ffeeds%2Fcomments%2Fdefault?ot=1205301586&r=n&xt=user%2F02374998244586485862%2Fstate%2Fcom.google%2Fread