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Department of Information Systems & Computer Science Faculty Publications

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Full-Text Articles in Education

Gender Differences In Achievement, Behavior, And Stem Interest Among Learners Using Minecraft, Maricel A. Esclamado, Ma. Mercedes T. Rodrigo Jan 2024

Gender Differences In Achievement, Behavior, And Stem Interest Among Learners Using Minecraft, Maricel A. Esclamado, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

In this paper, we analyze how male and female learners differ in their in-game behaviors, knowledge assessment outcomes, and STEM interest using the What-If Hypothetical Implementations using Minecraft (WHIMC). We also investigate how male and female learners’ self-reported levels of frustration and boredom relate to these outcomes. We examine in-game data, out-of-game assessment data, self-reported frustration and boredom, and results of the STEM interest questionnaire (SIQ) from 175 Grade 8 learners from a school in the Philippines. We found that male learners tend to explore more than female learners. Both genders learn more through more exploration, making more observations, and …


The Impact Of Extreme Weather On Student Online Learning Participation, Ezekiel Adriel D. Lagmay, Maria Mercedes T. Rodrigo Jul 2022

The Impact Of Extreme Weather On Student Online Learning Participation, Ezekiel Adriel D. Lagmay, Maria Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

In March 2020, the COVID-19 pandemic forced over 1 billion learners to shift from face-to-face instruction to online learning. Seven months after it began, this transition became even more challenging for Filipino online learners. Eight typhoons struck the Philippines from October to November 2020. Two of these typhoons caused widespread flooding, utilities interruptions, property destruction, and loss of life. We examine how these severe weather conditions affected online learning participation of Filipino students pursuing their undergraduate and graduate studies. We used CausalImpact analysis to explore September 2020 to January 2021 data collected from the Moodle Learning Management System data of …


Predicting Pair Success In A Pair Programming Eye Tracking Experiment Using Cross-Recurrence Quantification Analysis, Maureen M. Villamor, Maria Mercedes T. Rodrigo Jan 2022

Predicting Pair Success In A Pair Programming Eye Tracking Experiment Using Cross-Recurrence Quantification Analysis, Maureen M. Villamor, Maria Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Pair programming is a model of collaborative learning. It has become a well-known pedagogical practice in teaching introductory programming courses because of its potential benefits to students. This study aims to investigate pair patterns in the context of pair program tracing and debugging to determine what characterizes collaboration and how these patterns relate to success, where success is measured in terms of performance task scores. This research used eye-tracking methodologies and techniques such as cross-recurrence quantification analysis. The potential indicators for pair success were used to create a model for predicting pair success. Findings suggest that it is possible to …


Teaching And Learning Under Covid-19 Public Health Edicts: The Role Of Household Lockdowns And Prior Technology Usage, Neil Guppy, David Boud, Tania Heap, Dominique Verpoorten, Uwe Matzat, Joanna Tai, Louise Lutze-Mann, Mary Roth, Patsie Polly, Jamie-Lee Burgess, Jenilyn L. Agapito, Silvia K. Bartolic Nov 2021

Teaching And Learning Under Covid-19 Public Health Edicts: The Role Of Household Lockdowns And Prior Technology Usage, Neil Guppy, David Boud, Tania Heap, Dominique Verpoorten, Uwe Matzat, Joanna Tai, Louise Lutze-Mann, Mary Roth, Patsie Polly, Jamie-Lee Burgess, Jenilyn L. Agapito, Silvia K. Bartolic

Department of Information Systems & Computer Science Faculty Publications

Public health edicts necessitated by COVID-19 prompted a rapid pivot to remote online teaching and learning. Two major consequences followed: households became students' main learning space, and technology became the sole medium of instructional delivery. We use the ideas of "digital disconnect" and "digital divide" to examine, for students and faculty, their prior experience with, and proficiency in using, learning technology. We also explore, for students, how household lockdowns and digital capacity impacted learning. Our findings are drawn from 3806 students and 283 faculty instructors from nine higher education institutions across Asia, Australia, Europe, and North America. For instructors, we …


The Incubation Effect Among Students Playing An Educational Game For Physics, May Marie P. Talandron-Felipe, Ma. Mercedes T. Rodrigo Jul 2021

The Incubation Effect Among Students Playing An Educational Game For Physics, May Marie P. Talandron-Felipe, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

The incubation effect (IE) is a problem-solving phenomenon composed of three phases: pre-incubation where one fails to solve a problem; incubation, a momentary break where time is spent away from the unsolved problem; and post-incubation where the unsolved problem is revisited and solved. Literature on IE was limited to experiments involving traditional classroom activities. This initial investigation showed evidence of IE instances in a computer-based learning environment. This paper consolidates the studies on IE among students playing an educational game called Physics Playground and presents further analysis to examine the incidence of post-incubation or the revisit to a previously unsolved …


Ethics Of Ai In Education: Towards A Community-Wide Framework, Wayne Holmes, Kaska Poraysa-Pomsta, Ken Holstein, Emma Sutherland, Toby Baker, Simon Buckingham Shum, Olga C. Santos, Ma. Mercedes T. Rodrigo, Mutlu Cukurova, Ig Ibert Bittencourt, Kenneth R. Koedinger Apr 2021

Ethics Of Ai In Education: Towards A Community-Wide Framework, Wayne Holmes, Kaska Poraysa-Pomsta, Ken Holstein, Emma Sutherland, Toby Baker, Simon Buckingham Shum, Olga C. Santos, Ma. Mercedes T. Rodrigo, Mutlu Cukurova, Ig Ibert Bittencourt, Kenneth R. Koedinger

Department of Information Systems & Computer Science Faculty Publications

While Artificial Intelligence in Education (AIED) research has at its core the desire to support student learning, experience from other AI domains suggest that such ethical intentions are not by themselves sufficient. There is also the need to consider explicitly issues such as fairness, accountability, transparency, bias, autonomy, agency, and inclusion. At a more general level, there is also a need to differentiate between doing ethical things and doing things ethically, to understand and to make pedagogical choices that are ethical, and to account for the ever-present possibility of unintended consequences. However, addressing these and related questions is far …


Cura Personalis: Institutionalizing Compassion During Emergency Remote Teaching, Ma. Monica L. Moreno, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Timothy Jireh Gaspar, Jenilyn L. Agapito Jan 2021

Cura Personalis: Institutionalizing Compassion During Emergency Remote Teaching, Ma. Monica L. Moreno, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Timothy Jireh Gaspar, Jenilyn L. Agapito

Department of Information Systems & Computer Science Faculty Publications

Faced with the fears and anxieties brought on by the COVID-19 crisis, educational institutions had to devise new compassion-based teaching and learning policies and approaches that recognized and provided for the pandemic’s psychological and emotional toll. This paper describes how the Ateneo de Manila University in the Philippines enacted its core value of cura personalis, care for the entire person, in the context of emergency remote teaching. We describe the circumstances that prompted the greater emphasis on compassion and the adjustments to classroom management, course content, class interactions, and assessment. Finally we describe the tradeoffs or costs of this …


Transactional Distances During Emergency Remote Teaching Experiences, Ma. Monica L. Moreno, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Timothy Jireh Gaspar, Jenilyn L. Agapito Jan 2021

Transactional Distances During Emergency Remote Teaching Experiences, Ma. Monica L. Moreno, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Timothy Jireh Gaspar, Jenilyn L. Agapito

Department of Information Systems & Computer Science Faculty Publications

The Transactional Distance Theory posits that successful remote learning occurs when teachers decrease psychological or transactional gaps. Narrowing the transactional distance can be achieved through a balance of appropriate course structure and dialogue, fostering healthy student autonomy in the process. This paper describes the Emergency Remote Teaching experiences of faculty and students of the Ateneo de Manila University in the Philippines. It examines these experiences in the context of the transactional distance framework. Findings show that a sudden shift to remote learning mandates greater student autonomy, which increases transactional distance. Because of this, efforts by faculty to increase student-teacher dialogue …


Xiphias: Using A Multidimensional Approach Towards Creating Meaningful Gamification-Based Badge Mechanics, Jonathan D.L Casano, Jenilyn L. Agapito, Nicole Ann F. Tolosa Jan 2021

Xiphias: Using A Multidimensional Approach Towards Creating Meaningful Gamification-Based Badge Mechanics, Jonathan D.L Casano, Jenilyn L. Agapito, Nicole Ann F. Tolosa

Department of Information Systems & Computer Science Faculty Publications

This paper shows the design and initial testing of three new Xiphias Badges --Presence; Mastery; and Antifragility – based on the merging of the salient features from James Clear’s Behavior Change model (2016); Johann Hari’s Lost Connections model (2018); and Jordan Peterson’s recent interpretation of the Big Five model of Personality Traits (2007). This multidimensional approach is an attempt to cater to the multidimensionality of a user and aims to be a more universal gamification approach that taps into internal motivations. The badge mechanics were tested on 69 undergraduate students using a Low-Fidelity Gamified Tracker. The results of a survey …


Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo Jan 2021

Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English language between students from southern Philippines and the National Capital Region, and second, to determine how the LLRR in-game performance, post-test comprehension scores, engagement, and motivation of students differ between the groups. The participants who are grade school students from a province in southern Philippines answered questionnaires about their attitude towards and perception of English, played …


For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng Jan 2021

For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng

Department of Information Systems & Computer Science Faculty Publications

For People and Planet: An SDG Adventure refers to a freely available Android-based narrative adventure game and teacher resource pack that helps learners see the United Nations Sustainable Development Goals (SDGs) in their day-to-day lives. In this paper, we describe the results of an evaluation of both the game and the resource pack by eight (8) middle school teachers. After playing the game and reading the resource pack, teachers gave their feedback about what they liked best and least about the materials, how they could use these resources for their classes, and how these resources could be improved further. Overall, …


Characterizing Instructional Leader Interactions In A Social Learning Management System Using Social Network Analysis, Orven E. Llantos, Ma. Regina Justina E. Estuar Nov 2019

Characterizing Instructional Leader Interactions In A Social Learning Management System Using Social Network Analysis, Orven E. Llantos, Ma. Regina Justina E. Estuar

Department of Information Systems & Computer Science Faculty Publications

Online learning environments are designed with specific users and respective roles in mind. However, for social systems that thrive on the interaction between and among users, important features are developed based on relationships that evolve over time. Typical learning management systems are designed with the teacher and the student as primary users of the system. my.eskwela is a social learning management system that has been designed for use in public schools in the Philippines with the inclusion of an additional user, the school administrator. Although administrators influence on student learning through mediated effects of instructional leadership, pieces of literature are …


Exploratory Analysis Of Discourses Between Students Engaged In A Debugging Task, Ma. Mercedes T. Rodrigo Jan 2017

Exploratory Analysis Of Discourses Between Students Engaged In A Debugging Task, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

This paper determined if and how high-performing and low-performing students differed in the language that they used as they collaborated on a debugging task. 180 students worked in pairs to debug 12 small programs with known errors. Students were segregated into high and low achievement levels based on the number of bugs they found. Chat transcripts from the pairs were analyzed using the Linguistic Inquiry and Word Count (LIWC) software. We found that high- and low-performing students only varied in terms of their use of words that implied discrepancy and sadness.


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …


Exploring The Implications Of Tutor Negativity Towards A Synthetic Agent In A Learning-By-Teaching Environment, Ma. Mercedes T. Rodrigo Dec 2013

Exploring The Implications Of Tutor Negativity Towards A Synthetic Agent In A Learning-By-Teaching Environment, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

We examine the implications of negativity in free-form dialogue between student tutors and a synthetic agent in APLUS, a learning-by-teaching online learning environment for Algebra. We attempt to determine whether the negativity of a student tutor's discourse with the agent indicates that the student is learning more or less of the material and whether the feedback they give the synthetic agent is more or less accurate. We found a weak negative correlation between tutor negativity and learning gains and a strong negative correlation between tutor negativity and accuracy of feedback. Negativity might indeed indicate that student tutors lack mastery of …