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Building Higher Education’s Capacity to Conduct Eye-tracking Research using the Analysis of Novice Programmer Tracing and Debugging Skills as a Proof of Concept. Loyola Schools
Posted in Past Research Grants
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ALLS Presents at EDM and AIED 2017
The 10th International Conference on Computers on Educational Data Mining and the 18th International Conference on Artificial Intelligence in Education were held last June 25 to 28 and June 29 to July 1 in Wuhan, China. In attendance were six members of the Ateneo Laboratory for the Learning Sciences: Dr. Ma. Mercedes Rodrigo, May Marie P. Talandron, Cristina E. Dumdumaya, Maureen Mamilic-Villamor, Cristina Enriquez and Yancy Paredes.
The following conference papers and poster papers were accepted into the conference and presented that week:1. Characterizing Collaboration in the Pair Program Tracing and Debugging
- Characterizing Collaboration in the Pair Program Tracing and Debugging
Eye-Tracking Experiment by Maureen Villamor and Dr. Rodrigo — short paper,
EDM - Assessing the Collaboration Quality in the Pair Program Tracing and
Debugging Eye-Tracking Experiment by Maureen Villamor, Yancy Vance Paredes, Japeth Duane Samaco, Joanna Feliz Cortez, Joshua Martinez, and Ma. Mercedes Rodrigo – poster, AIED - Modeling the Incubation Effect among Students Playing an Educational Game
for Physics by May Marie P. Talandron, Ma. Mercedes Rodrigo, and Joseph Beck
– full paper, AIED - Regional Cultural Differences in How Students Customize Their Avatars in
Technology-Enhanced Learning by Cristina E. Dumadaya, Evelyn Yarzebinski,
Ma. Mercedes T. Rodrigo, Noboru Matsuda, and Amy Ogan – poster, AIED - Proficiency and Preference Using Local Language with a Teachable Agent
by Cristina E. Dumadaya, Amy Ogan, Evelyn Yarzebinski, Roberto De Roock, Ma.
Mercedes Rodrigo, and Michelle Banawan – poster, AIED - Constraint-Based Modelling as a Tutoring Framework for Japanese Honorifics by Zachary Chung, Takehito Utsuro, and Ma. Mercedes Rodrigo – poster, AIED
Posted in News & Events, Uncategorized
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ALL Lecture Series
Monday, 10 July 2017, 9:00 to 4:00
Ateneo de Manila University (Exact room TBA)
ADMISSION IS FREE
Deep Learning with Educational Data
Joseph Beck, Ph.D.
This whole-day lecture focuses on applications of deep learning for educational data. Deep learning is a machine learning approach using neural networks with multiple levels of representational transformation (i.e., hidden layers). Deep learning has been used in a variety of domains over the past five years with impressive results. Recently, it has been used for educational data sets with mixed results when compared to traditional modeling methodologies.
In this lecture, Dr. Beck will provide an introduction to machine learning followed quickly by a discussion of deep learning. He will discuss applications as well as current work.
Joseph Beck, assistant professor of Computer Science, has been at Worcester Polytechnic Institute since 2007. His research focuses on educational data mining, a new discipline that develops techniques for analyzing large educational data sets to make discoveries that will improve teaching and learning. His work centers on estimating how computer tutors impact learning. He established the first workshop in the field and in 2008 was program co-chair of the first International Conference on Educational Data Mining. He holds a BS in mathematics, computer science, and cognitive science from Carnegie Mellon University, and a PhD in computer science from the University of Massachusetts, Amherst.
To register, please sign up here.
Posted in News & Events, Uncategorized
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Dr Gloria Washington on empathetic fitness trackers

Dr. Gloria Washington is an Assistant Professor at Howard University in the Computer Science Department. At Howard, she runs the Affective Biometrics Lab and performs research with her students on affective computing, biometrics, and computer science education. Her research is supported by the Department of Homeland Security, Leidos, and the TIDES Foundation. Before coming to Howard University she was an Intelligence Community Postdoctoral Research Fellow in the Department of Computing Science at Clemson University. She performed research on identifying individuals based solely from pictures of their ears. Dr. Washington has more than fifteen years in Government service and has presented on her research throughout industry. Ms. Washington holds M.S. and Ph.D. in Computer Science from The George Washington University, and a B.S. in Computer Information Systems from Lincoln University of Missouri.
Dr. Washington’s talk had highlighted that the incidence of children with chronic disease is growing in the U.S. and these children have special educational needs that relate to the way they learn how to care for themselves. Children with chronic disease learn positive health behaviors taught through self-management education taught by patient advocates, nurses, and their families. Unfortunately, this education usually begins around age 10 or 12; leading some to develop unhealthy habits and lack self-efficacy in improving their health. Fitness trackers were first created to help adults keep abreast of their fitness goals. However, these devices are slowly being introduced to children. There are no health and wellness technologies that are designed for children and exploit human physiological information to interpret and empathize with a child’s mental and/or physical health. Additionally, social cognitive models/theories were developed to help educational professionals identify the factors that influence how a person learns positive and negative health behaviors. These models include factors related to ethnicity, age, and socioeconomic status. Although these factors have proved significant in helping to design educational interventions for health psychologists; these theories have not been adapted for creation of educational materials relevant to children with chronic disease. There exists an opportunity for a new genre of fitness trackers that empathizes with the user, teaches positive health behaviors, contributes to a child’s self-efficacy and emphasizes the scientific underpinnings of a disease. This tool should also allow children the ability to teach themselves, their peers, and their caregivers through show and tell, positive reinforcement, and fun game-based activities. This talk focuses on introduction of a new empathetic fitness tracker that is used for instructional teaching of young children with chronic disease.
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Private Penny: The Resistance Privacy Policy and End-User License Agreement
END-USER LICENSE AGREEMENT
By downloading, installing, or using Private Penny: The Resistance (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 creators of the Game— Raphael Angelo Reventar, Melvin Luis Mendoza, and Therese Beatriz Pedro (referred to herein as “Authors” 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, and other 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
Private Penny: The Resistance is a 2D action mobile platformer about antibiotic misuse and resistance developed by the Authors, which you may download and use through a compatible electronic device, such as a smartphone 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, 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 the Authors. 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 the Authors, 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, GPS-mocking, or any form of hacks); or
4. use the product for any purpose, commercial or otherwise.
Any rights not purposely granted to you herein are herewith reserved by the Authors as the sole and exclusive owner of all rights and titles.
PRIVACY POLICY
The nature of Private Penny: The Resistance does not require the developers to collect or share any personal information from the Game’s users. Personal information refers to any information referring to an identifiable or identified human person. No such information will thus be asked of the product’s users.
Posted in Thesis
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