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Article
Publication date: 9 September 2014

Florian Schimanke, Robert Mertens and Oliver Vornberger

The purposes of this paper are to implement a spaced repetition algorithm into a learning game, analyze the pros and cons of this implementation and make different considerations…

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Abstract

Purpose

The purposes of this paper are to implement a spaced repetition algorithm into a learning game, analyze the pros and cons of this implementation and make different considerations about designing the game to make the algorithm work in an optimal way. While games offer a promising way of engaging and motivating learners to deal with a certain topic, repetitions foster immersing this topic sustainably. Those repetitions should be done at sophistically determined intervals to maximize learning outcomes.

Design/methodology/approach

The work is implemented as two prototype learning games which use the SM2 algorithm for content selection and repetition scheduling. Based on our findings about user behavior, this study developed an auxiliary algorithm to aid SM2 in the special setting of a learning game. To design the game in a way which supports the spaced repetition approach, this study have analyzed best-practices in this domain and made some considerations for adapting them accordingly.

Findings

An auxiliary algorithm is needed to support the usage of common spaced repetition algorithms in mobile learning games. Best-practices in designing those games need to be to suit the spaced repetitions approach.

Practical implications

This paper shows the benefits of combining learning games with the spaced repetition approach and points out specifics in designing spaced repetition based mobile learning games.

Originality/value

While spaced repetitions are already commonly used with other types of learning, it has yet to be implemented in learning games. This study’s approach shows ways to do this and which considerations have to be made.

Details

Interactive Technology and Smart Education, vol. 11 no. 3
Type: Research Article
ISSN: 1741-5659

Keywords

Content available
Article
Publication date: 9 September 2014

Markus Ketterl and Christopher Brooks and Florian Schimanke

164

Abstract

Details

Interactive Technology and Smart Education, vol. 11 no. 3
Type: Research Article
ISSN: 1741-5659

Article
Publication date: 9 September 2014

Michael Winkler, Kai Michael Höver and Max Mühlhäuser

The purpose of this study is to present a depth information-based solution for automatic camera control, depending on the presenter’s moving positions. Talks, presentations and…

Abstract

Purpose

The purpose of this study is to present a depth information-based solution for automatic camera control, depending on the presenter’s moving positions. Talks, presentations and lectures are often captured on video to give a broad audience the possibility to (re-)access the content. As presenters are often moving around during a talk, it is necessary to steer recording cameras.

Design/methodology/approach

We use depth information from Kinect to implement a prototypical application to automatically steer multiple cameras for recording a talk.

Findings

We present our experiences with the system during actual lectures at a university. We found out that Kinect is applicable for tracking a presenter during a talk robustly. Nevertheless, our prototypical solution reveals potential for improvements, which we discuss in our future work section.

Originality/value

Tracking a presenter is based on a skeleton model extracted from depth information instead of using two-dimensional (2D) motion- or brightness-based image processing techniques. The solution uses a scalable networking architecture based on publish/subscribe messaging for controlling multiple video cameras.

Details

Interactive Technology and Smart Education, vol. 11 no. 3
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 9 September 2014

Rüdiger Rolf, Hannah Reuter, Martin Abel and Kai-Christoph Hamborg

– Improving the use of annotations in lecture recordings.

Abstract

Purpose

Improving the use of annotations in lecture recordings.

Design/methodology/approach

Requirements analysis with scenario based design (SBD) on focus groups.

Findings

These seven points have been extracted from the feedback of the focus groups: (1) Control of the annotation feature (turn on/turn off). (2) An option to decide who is able to see their comments (groups, lecturer, friends). (3) An easy and paper-like experience in creating a comment. (4) An option to discuss comments. (5) An option to import already existing comments. (6) Color-coding of the different types of comments. (7) An option to print their annotations within the context of the recording.

Research limitations/implications

The study was performed to improve the open-source lecture recording system Opencast Matterhorn.

Originality/value

Annotations can help to enable the students that use lecture recordings to move from a passive watching to an active viewing and reflecting.

Details

Interactive Technology and Smart Education, vol. 11 no. 3
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 9 September 2014

Benjamin Wulff, Alexander Fecke, Lisa Rupp and Kai-Christoph Hamborg

The purpose of this work is to present a prototype of the system and the results from a technical evaluation and a study on possible effects of recordings with active camera…

Abstract

Purpose

The purpose of this work is to present a prototype of the system and the results from a technical evaluation and a study on possible effects of recordings with active camera control on the learner. An increasing number of higher education institutions have adopted the lecture recording technology in the past decade. Even though some solutions already show a very high degree of automation, active camera control can still only be realized with the use of human labor. Aiming to fill this gap, the LectureSight project is developing a free solution for active autonomous camera control for presentation recordings. The system uses a monocular overview camera to analyze the scene. Adopters can formulate camera control strategies in a simple scripting language to adjust the system’s behavior to the specific characteristics of a presentation site.

Design/methodology/approach

The system is based on a highly modularized architecture to make it easily extendible. The prototype has been tested in a seminar room and a large lecture hall. Furthermore, a study was conducted in which students from two universities prepared for a simulated exam with an ordinary lecture recording and a recording produced with the LectureSight technology.

Findings

The technical evaluation showed a good performance of the prototype but also revealed some technical constraints. The results of the psychological study give evidence that the learner might benefit from lecture videos in which the camera follows the presenter so that gestures and facial expression are easily perceptible.

Originality/value

The LectureSight project is the first open-source initiative to care about the topic of camera control for presentation recordings. This opens way for other projects building upon the LectureSight architecture. The simulated exam study gave evidence of a beneficial effect on students learning success and needs to be reproduced. Also, if the effect is proven to be consistent, the mechanism behind it is worth to be investigated further.

Details

Interactive Technology and Smart Education, vol. 11 no. 3
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 1 August 2006

Maria João Rodrigues

This paper aims to investigate the interaction between the sustainability of the European social model and the European Union's revised Lisbon Strategy and its focus on jobs and

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Abstract

Purpose

This paper aims to investigate the interaction between the sustainability of the European social model and the European Union's revised Lisbon Strategy and its focus on jobs and growth. The success of this strategy – following its five‐year mid‐term review in 2005 – depends on attempts to renew European competitiveness through, for example, innovation and life‐long learning and well‐designed reforms of the European social model.

Design/methodology/approach

The paper reviews the evolution of the Lisbon Strategy and sets out the broader context for European policy on competitiveness. It provides the backdrop for discussions linking competitiveness to corporate responsibility.

Findings

The sustainability of the European social model depends on the success of the overall strategy for growth and jobs, in which innovation and life‐long learning are key. The concrete solutions to achieve a successful combination of those factors in each member state need to be found by countries themselves. That is why the preparation and implementation of Europe‐wide National Reform Programmes for growth and jobs opens an opportunity to drive competitiveness which should not be missed.

Practical implications

The paper addresses issues relevant for sustainable development, Europe's innovation potential and competitiveness and could open new areas for research. There is a need for a more forward‐looking approach to European citizens' aspirations that focuses on: sustaining their living conditions in a global economy; making Europe a stronger player in improving global governance; and creating a more democratic and effective political system.

Originality/value

The paper provides a new approach to renewing European competitiveness by fully exploiting the potential of Europe's own single and external market, as well sound macro‐economic management of its growth potential.

Details

Corporate Governance: The international journal of business in society, vol. 6 no. 4
Type: Research Article
ISSN: 1472-0701

Keywords

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