ALLS Hosts Lecture on Bayesian Learning

ALLS was pleased to hos Dr. Junichiro Yoshimoto and Dr. Takatomi Kubo of NAIST from Jan 31 to Feb 5. During their visit, Dr. Yoshimoto gave a public lecture on Bayesian learning and its application to biological data analysis.

During the rest of his visit, Dr. Maureen Mamilic-Villamor, Christine Tablatin, and Dr. Didith Rodrigo met with both of them to discuss ALLS’s eye tracking research. The hope is to arrive at a research collaboration.

Videos of the lecture are available here (1, 2, 3).

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ALLS in the JECR

The Journal of Educational Computing Research is a peer-reviewed, interdisciplinary scholarly journal that publishes the latest in research reports and critical analyses on educational computing for both theorists and practitioners. The Journal addresses four primary areas of research interests: 1) the outcome effects of educational computing applications, featuring findings from a variety of disciplinary perspectives which include the social, behavioral, physical, and computational sciences; 2) the design, development, and effectiveness of innovative computer hardware and software for use in educational environments; 3) the interpretation and implications of research in educational computing fields; and 4) the theoretical and historical foundations of computer-based education.

We would like to congratulate Rej Flores on the publication of the paper entitled,”Wheel-Spinning Models in a Novice Programming Context” in the journal this year!

Abstract
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop wheel-spinning models in the context of novice programming and to identify the indicators of wheel-spinning. In this study, we developed five wheel-spinning models that had acceptable performance with data from 114 Filipino students using a meaningful gamification system. Following intuition, the number of problems correctly solved was negatively correlated with wheel-spinning, while overall number of problems attempted and consecutive mistakes were indicative of wheel-spinning.

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ALLS and Areté Host Minecraft Workshops

The Ateneo Laboratory for the Learning Sciences (ALLS) and Areté were pleased to welcome Dr. H Chad Lane and Dr. Jeff Ginger of the University of Illinois Urbana Champaign from February 17 to 21, 2020.  The purpose of their visit was to share their research and practice on supporting learning through the use of games and fab labs.

Dr. Lane is an Associate Professor of Educational Psychology and Informatics at the University of Illinois, Urbana-Champaign.  His lecture, Promoting Interest and Engagement with Intelligent Learning Technologies, discussed the importance of learner emotions such as interest and engagement, and the ways in which game elements can be used to support these states. Dr. Ginger is director of the Champaign-Urbana Community Fab Lab. His talk entitled Learning with Fab Labs – It’s not DIY. It’s DIWO: Do It With Others discussed making-in-community as a key element in maximizing learning, education, and social inclusion. Approximately 150 people attended these two lectures at the Loft on the 4th floor of the George SK Ty Innovation Wing of Areté.
After the two lectures, Dr. Lane and Dr. Ginger gave a 2.5-day hands-on workshop on the use of Minecraft to support science learning, programming, and computational thinking. They also demonstrated a variety of tools that can help with co-construction of Minecraft worlds and with the transitioning these models to a 3D printer. Held at the Eugenio Lopez, Jr. Makerspace on the 3rd floor of Areté, 15 representatives from the Department of Education, several private schools, and non-government organizations attended this workshop.
Dr. Lane and Dr. Ginger’s visit was made possible by the Department of Science and Technology, the Office of the Dean of the School of Science and Engineering, ALLS, and Areté.
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Awards and Distinctions

  • 2022. Maricel A. Esclamado, Maria Mercedes T. Rodrigo and Jenilyn A. Casano. Achievement, Behaviors, and STEM Interest of Frustrated and Bored Learners using Minecraft. Iyer, S. et al (Eds). 30th International Conference on Computers in Education (ICCE 2022). Taiwan: Asia-Pacific Society for Computers in Education. Best Technical Design Paper. [PDF]
  • 2021. Maria Mercedes T. Rodrigo, Asia Pacific Society for Computers in Education Distinguished Researcher Awardee.
  • 2019. Banawan, Michelle. Best Reviewer. 27th International Conference on Computers in Education
  • 2019. Mora, Kevin. Augmented Reality Applications for Museum Learning. Philippine eLearning Conference. September 12-14, 2019, Bohol. Best Paper Presenter.
  • 2019. Talandron-Felipe, M. M. P. & Rodrigo, M. M. T. (2019).
    Leveraging LSTM in the fine grained analysis of the Incubation Effect
    in Physics Playground. Chang, M et al. (Eds.) (2019). Proceedings of
    the 27th International Conference on Computers in Education. Taiwan:
    Asia-Pacific Society for Computers in Education. Best Overall Paper
    Award.
  • 2019. Lagmay, E. A. & Rodrigo, M. M. T. (2019). A Method for
    Automatically Estimating Areas of Interest Boundaries for Text Areas.
    Information and Computing Education Conference. October 3-5, 2019,
    Ateneo de Davao University. Best Paper Award: CS Paper.
  • 2019.  Villamor, M. M. & Rodrigo, M.M.T. (2019).  Analyzing gaze
    patterns of individuals in programming pairs. s, 28-30 March 2019,
    National University.  Best Paper Award.
  • 2019. Mora, K. (2019). Augmented Reality Applications for Museum
    Learning. Philippine eLearning Conference. September 12-14, 2019,
    Bohol. Best Paper Presenter.
  • 2019. Banawan, Michelle. (2019). Best Reviewer. 27th International
    Conference on Computers in Education.
  • 2018. Borbon, M. & Rodrigo, M. M. T. (2018). A Mobile Augmented
    Reality Application with User-Defined Virtual Elements.  1st
    Information Computing Education (ICE 2018). Cebu Institute of
    Technology University, Cebu, 4-6 October 2018. Best paper finalist.
  • 2018. Flores, R. M., Rodrigo, M. M. T., Agapito, J. L. (2018).
    Wheel-spinning in a Novice Programming Context within a Meaningful
    Gamification System. 1st Information Computing Education (ICE 2018).
    Cebu Institute of Technology University, Cebu, 4-6 October 2018. Best
    paper awardee.
  • 2018. Vidal, E. C. E., Mendoza, M. L., Samaco, J. D., Santos, J. M., &
    Rodrigo, M. M. T. (2018). Open-sourching a framework for developing
    mobile augmented reality games.  15th Engineering Research and
    Development for Technology Conference. Manila Hotel, 27-28 September
    2018. Best Paper Award.
  • 2018. Vidal, E. C. E., Diy, W. D., Mendoza, M. L., Samaco, J. D.,
    Santos, J. M., Beraquit, J. I., Sugay, J. & Rodrigo, M. M. T. (2018).
    Igpaw: Loyola: An Augmented Reality Game. 14th National eLearning
    Conference. Almont Inland Resort, Butuan City.  11-13 September 2018.
    Third Place Best Paper Presentation.
  • 2018.  Ma. Mercedes T. Rodrigo. Finalist. Metrobank Outstanding Filipinos.
  • 2018.  Ma. Mercedes T. Rodrigo. ASPAC Outstanding Full-time Teacher.
  • 2017. Uy, A. L. & Rodrigo, M. M. T. (2017). READMU.TXT: A CASE STUDY
    ON THE EFFECTIVENESS OF MOBILE LEARNING IN IMPROVING STUDENT LEARNING. 15th National Conference on Information Technology Education, 19-21, October 2017, Leyte, Philippines. Best Research Paper: Information
    Technology Track.
  • 2013. Jessica Sugay.  ASPAC Outstanding Loyola Schools Teachers
    (Moderator Category).
  • 2011. Affective Computing. First runner up, National. CHED Best Higher
    Education Institution Research Program.
  • 2011. Affective Computing. First runner up for NCR. CHED Best Higher
    Education Institution Research Program.
  • 2011. Dagami, M. M. C., Guo, B., Pating, M. B., Guia, T. F. G.,
    Leonor, W. B. S., & Rodrigo, M. M. T. (2011). Determining the
    precursors of boredom. 2011 Philippine Computing Society Congress,
    Ateneo de Naga, March 4-5, 2011. Gerry Trinidad Student Paper Award.

     

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Learning Likha: Rangers to the Rescue Privacy Policy

Learning Likha 2 Privacy Policy and End-User License Agreement


END-USER LICENSE AGREEMENT

By downloading, installing, or using Learning Likha 2 (referred to herein as the “Game”), you, the end-user (referred to herein by the words “you”, “your”, “yours”, and their derivatives), agree to be bound by this End-User License Agreement. This EULA establishes a legal agreement between you and the Ateneo de Manila University (referred to herein as “ADMU” or with words such as “we”, “us”, “our”, and their derivatives) with regard to the use of the Game and its Content.

 

Content” means the text, script, 2D assets, interactive features, and other jumping castle multimedia elements you can view or access through the use of the Game.

 

If you do not agree with the terms and conditions listed hereof, do not download the Game.

 

1. Description and Use of the Game

 

Learning Likha 2 is a game for identifying details developed by ADMU, which you may download and use through a compatible electronic device, such as a smart-phone or tablet (“Device”).

 

At our discretion and without providing you prior notice, we reserve the right to modify the Game, including but not limited to its design, functionalities, and overall Content. Moreover, we may provide you with updates, upgrades, and/or support for the progression of the Game and its Content.

 

Additionally, you understand and agree that Content available in the Game is provided to you as is and is intended for entertainment and game play. Hence, it is not guaranteed that they are accurate. You, as a concurring user, should exercise judgment in your use of the Game and its Content.

 

2. License Grant

 

You are granted a personal, non-commercial license to download, install, and use the Game and to access the Content within for your use.

 

3. Restrictions and Ownership

 

Using the Game does not grant you ownership of any intellectual property rights in the Content that you access. Any form of the utilization of Content from the Game is not permitted unless requisite consent is duly obtained from ADMU. These terms do not accord you the right to own or use any distinguishing branding, trademarks, or logos used exclusively within and for the Game.

 

Unless awarded with a written authorization from ADMU, the provider of the Game’s Content, you shall not:

 

1. copy, translate, alter in any way, or create any derivative work of the Game, its Content, or any part thereof;

 

2. redistribute, publish, sell, or in any other way make the Game available to third parties;

 

3. use the Game and access its Content through any technology or technique other than those provided by default (such as but not limited to bots, automation software, or any form of hacks); or

 

4. attempt to remove, modify, deface, or circumvent any copyright, trademark, or proprietary notices or labels contained on or within the Game Software;

 

5. export or re-export the Game Software or any copy or adaptation in violation of any applicable laws or regulations;

 

Any rights not purposely granted to you herein are herewith reserved by ADMU as the sole and exclusive owner of all rights and titles.

 

4. Appropriate Conduct

 

You agree that you are responsible for your own conduct while using the Game and any consequences thereof. You agree to use the Game entirely for its intended purpose and only in accordance with proper and ethical public demeanor.

 

5. Disclaimer of Warranties

 

A. YOU AGREE THAT YOUR USE OF THE GAME AND ITS CONTENT SHALL BE AT YOUR OWN RISK. ADMU MAKES NO WARRANTIES ABOUT THE ACCURACY OR COMPLETENESS OF THE GAME AND ITS CONTENT.

 

B. TO THE FULLEST EXTENT PERMITTED BY LAW, ADMU, ITS OFFICERS, DIRECTOR, MEMBERS, DEVELOPERS, ARTISTS, EMPLOYEES, OR AGENTS DISCLAIM ANY AND ALL WARRANTIES, EXPRESSED OR IMPLIED, IN CONNECTION WITH THE GAME, ITS CONTENT, AND YOUR USE THEREOF.

 

C. YOU AGREE TO USE YOUR BEST JUDGEMENT AND EXERCISE UTMOST CAUTION WHENEVER APPROPRIATE.

 

6. Limitation of Liability

 

IN NO EVENT SHALL ADMU, ITS OFFICERS, DIRECTOR, MEMBERS, DEVELOPERS, ARTISTS, EMPLOYEES, OR AGENTS, UNDER THIS AGREEMENT, OR IN ANY CASE, BE LIABLE TO YOU FOR ANY PERSONAL INJURY OR ACCIDENT, PROPERTY DAMAGE, LOST OR STOLEN PROPERTY (SUCH AS BUT NOT LIMITED TO MOBILE DEVICES AND OTHER PERSONAL BELONGINGS), OR ANY FORM OF PUBLIC MISCONDUCT YOU MAY CONCEIVABLY ORCHESTRATE AS A RESULT OF YOUR USE OF THE GAME AND ITS CONTENT WHETHER BASED ON WARRANTY OR CONTRACT, AND WHETHER OR NOT ADMU IS ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. THE AFORESTATED LIMITATION OF LIABILITY SHALL APPLY TO THE FULLEST EXTENT PERMITTED BY LAW IN THE APPLICABLE JURISDICTION.

 

FOR AVOIDANCE OF DOUBT, BY DOWNLOADING OR USING THE GAME, YOU HEREBY CONSENT TO THE PROCESSING OF ANY PERSONAL INFORMATION OR SENSITIVE PERSONAL INFORMATION, AS DEFINED UNDER REPUBLIC ACT NO. 10173 OR THE DATA PRIVACY ACT OF 2012, AS MAY BE APPLICABLE.

 

 

PRIVACY POLICY

Learning Likha 2 is a game that supports identifying detail learning. To play the game, you will use your mobile device — phone or tablet.

 

This policy describes what information we collect and how they are used. As you use the game, we want you to be clear how we’re using your information.

 

Information We Collect, Why They Are Collected, and How They Are Protected

 

Collection of Data

 

The player agrees that ADMU may collect and use the different kinds of information explained in detail below.

 

Use of Data

 

ADMU reserves the right to use collected information for research and product improvement. ADMU will not disclose this information in a form that personally identifies the player. Identities of the users will remain anonymous.

 

Device Information

 

Device information, such as the operating system, model, processor, and memory, are collected to gather data regarding the different types of devices the game has been run on and to determine which kinds of devices are able to run the game.

 

Only general information about the device used is collected. Any data pertaining to the identity of the user (e.g. name, gender, age, etc.) is not obtained.

 

Progress / Events in the Game

 

These are information on the scenes the questions posed to the player, the player’s answers, and the time of each event.

 

The data sent to the analytics server only describes particular events within the game or the milestones the players were able to achieve. Again, any data pertaining to the identity of the player is not collected.

 

Information Security

 

All information collected as mentioned above are only used to maintain, improve, and develop the game, or for scholarly research purposes. None of these are shared publicly with other users through the game or any other medium.

 

When this Privacy Policy Applies

 

This Privacy Policy applies upon download and use of the game. It does not cover the information practices of other organizations that may use and advertise the game.

 

Changes

 

This Privacy Policy may change from time to time. Any significant changes will be announced accordingly for appropriate transparency and user compliance

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