ALLS in Quantum and Information Technology Convention (QITC)

Held last February 3-5, 2017 in Cagayan de Oro, the Quantum and Information Technology Convention (QITC) held sessions on topics such as Augmented Reality (AR) and Virtual Reality (VR), and their potential impact to innovate communities. These topics  introduced the audience to the world of AR and VR, to application design and development, as well as potential methods towards social application.

Additional initiatives, through the effort of the Dagupan Tech Caravan, brought together VR Philippines and leaders from different local tech communities in order to conduct workshops for students in Pangasinan.

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ALLS Presentation in St. Jude Catholic School

Eric Vidal and Renard Calalang presented a talk on Mixed Reality in Saint Jude Catholic School on November 9.

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ALLS Receives Research Grant Under PEAC

The project entitled, “Analysis of Novice Programmer Tracing and Debugging Skills using Eye Tracking Data” has been granted research funding under the Research and Innovation for Success in Education (RISE) Program of the Private Education Assistance Committee (PEAC). This study will contribute to the body of literature about novice programmer cognition, learning strategies, and debugging strategies as well as to novice programmer education by helping establish expert patterns of parsing code that can then inform instructors about how to teach novices how to read and trace through code fragments. The addition of the eye-tracking component develops local expertise in the collection, analysis and interpretation of eye-tracking data. Because the technology is not yet widely used for this type of research, it has a high potential to lead to new contributions and collaborations in other areas of research.

The study will be conducted in collaboration with the Ateneo de Davao University (ADDU), Ateneo de Naga University (ADNU), University of Cordillera (UC), University of San Carlos (USC), and the University of Southeastern Philippines (USEP), funded by the PEAC and Loyola Schools (LS).

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ALLS Lecture Series, 21 November 2016

Please note that, because of a personal emergency, our speaker, Anto Umali, will not be able to join us on November 21. We will reschedule his talk for January 2017.

The ALLS Lecture Series Monday,
21 November 2016, 5:00 to 6:30,
Faura 228
ADMISSION IS FREE

We are pleased to hear from an ALLS and ProgVar alumnus, Anto Umali, who recently completed his MS in Computer Science in Worcester Polytechnic Insitute.

Motion Planning and its Applications
Antonio Rafael V . Umali

Motion planning is the field of study investigating the different methods of planning actions for an intelligent agent. Motion planning focuses on developing policies for agents operating in either continuous or discrete time. Both greatly involve the use of search algorithms, and while discrete search algorithms are well known, continuous search algorithms are less popular and more complicated but have just as many uses. This talk will delve into the basics of planning algorithms as well as the differences between continuous and discrete problems. Continuous-space search algorithms, such as Rapidly Exploring Random Trees (RRTs) will be discussed in more detail. Finally, this talk will delve into the different research opportunities in motion planning and problems which at first glance might not be solvable using planning.

Antonio Rafael V. Umali graduated from Ateneo De Manila University with a Bachelor’s Degree in Computer Science and from Worcester Polytechnic Institute with a Master’s Degree in Computer Science. He has over 5 years work experience in fields of software engineering, game development, and artificial intelligence and robotics research from ByImplication, the Ateneo Laboratory for the Learning Sciences (ALLS), Skillshot Labs, and Autonomous Robotic Collaboration (ARC) Lab.

To register, click here

 

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ALLS Lecture Series, 7 November 2016

The ALLS Lecture Series
Monday, 7 November 2016, 3:00 to 4:30, Faura 206
ADMISSION IS FREE

The talks presented during this lecture series represent current research of the Ateneo Laboratory for the Learning Sciences. The November 7 talks will feature brief presentations from PhD Computer Science students who are about to defend their proposals.

Detecting Student Carefulness In An Educational Game For Physics
Michelle Banawan
The creators of the educational game Physics Playground (formerly known as Newton’s Playground) hypothesized that student carefulness could be quantified and identified in-game indicators of carefulness using various behaviors and actions. Carefulness, as defined by the American Heritage Dictionary, means giving close or cautious attention, being thorough and painstaking in action or execution, or being alert, attentive, heedful, or mindful. A careful student is most likely to avoid trivial and/or careless errors. Students who have high self-discipline have been found to be more careful and avoid careless mistakes which can improve student performance. Moreover, carefulness has been found to be a non-cognitive determinant of student performance within an Intelligent Tutoring System (ITS) such that when students are more careful with their tasks, they make fewer mistakes and hence, better educational effectiveness is achieved as students no longer have to receive materials that they already mastered, most especially true for computer-based learning environments. The principal objective of this work is to create a detector for carefulness among students working on Physics Playground. The work begins with the establishment of a baseline quantitative carefulness model based on theoretical models of carefulness as published, but as of yet unvalidated, by the program’s lead researchers and then expands the detector to include other factors that social science theories link with carefulness. This work will provide empirical validation, using the educational data mining framework, to the student carefulness construct to be able to refine and extend it accordingly.

Intelligent Learning System for Automata (ILSA) and Learners’ Achievement Goal Orientation
Cesar Alipiz Tecson
Studying automata theory exposes the students to the theoretical foundation of Computer Science where they learn abstraction, generalization, and reasoning. However, teaching and learning automata is challenging because of the involved abstract notions and mathematical background. It is often regarded to be more affiliated with mathematics than with Computer Science. Many students experience difficulty in understanding the computability concepts. Yet, Computer Science programs everywhere require a course on automata theory and formal languages. . Hence, recent advances in teaching the course focus on the development of different pedagogical tools that can be used to facilitate the learning of automata theory and formal languages. Developments of tutoring systems for automata, like simulators, are continuously advancing. Fundamental efforts on features of automata simulators, based on the open literature, are focused on the following: visual creation, animation, conversion (transformation), interaction, logs generation, and saving and exporting facility. They do not support customization based on learners’ performance in the tutor environment, like provision of individualized learning path and feedback. While these existing tutors facilitate teaching and understanding of the concepts, they do not focus on identifying whether learning is achieved. Another factor that mediates student achievement is goal orientation. This theory suggests that students’ behavior and response to the learning environment are guided by goals. Some students are performance-oriented while others are mastery-oriented. These personal goals interact with the learning environment, sometimes referred to as classroom goals. How these classroom goals align with students’ individual goals can have an effect on both a student’s achievement and learning experience. Hence, the first goal of this study is to augment the capabilities of an automata simulator to characterize Intelligent Tutoring System (ITS) that is driven by a learner model to support individualized learning path, feedback, and support. The second goal of this work is to include features in the ITS that are intended to cater to the different achievement goal orientations of learners. The last goal would be to determine relationships between and among learners’ in-tutor behavior, their goal orientations, and learning.

To register, click here.

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