ALLS Attends ITS 2016

The 13th International Conference on Intelligent Tutoring Systems was held last June 7 to 10 at the Tomislav Hall in Zagreb, Croatia. In attendance and representing both the Ateneo and the Philippines was Dr. Ma. Mercedes Rodrigo.

The following conference papers, posters, and workshop papers were accepted into the conference and presented that week:

  1. Palaoag, T., Rodrigo, M. M. T., Andres, J. M., Andres, J. M. A., and Beck, J. (2016). Wheel-spinning in a game-based learning environment for physics.  Intelligent Tutoring Systems 2016, June 2016, Zagreb, Croatia. (short paper).
  2. Vicente, C., Rodrigo, M. M. T., Ho, H-F., & Chen, G. (2016). Modeling Visual Attention of Students Playing an Educational Game for Physics, Workshop on Affect, Meta-Affect, Data and Learning. Intelligent Tutoring Systems 2016, June 2016, Zagreb, Croatia. (short paper).
  3. Vea, L. & Rodrigo, M. M. T. (2016). Modeling Negative Affect Detector of Novice Programming Students through Keyboard Dynamics and Mouse Behavior. Intelligent Tutoring Systems 2016, June 2016, Zagreb, Croatia. (poster).

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ALLS Summer Workshop on Intelligent Game-Based Learning Environments (IGBLEs)

ALLS Summer Workshop on Intelligent Game-Based Learning Environments
25-29 July 2016, 8:30 AM to 4:30 PM
Venue: CTC 215, Ateneo de Manila University

Hosted by

Ateneo Laboratory for the Learning Sciences
Department of Information Systems and Computer Science
Ateneo de Manila University, Loyola Heights, Quezon City

Resource Speaker
Jonathan P. Rowe, Ph.D.
North Carolina State University

The objective of the 2016 ALLS Summer School was to enable participants to explore the design, development, and evaluation of intelligent game-based learning environments, which integrate engaging designs of digital games with personalized learning experiences enabled by intelligent tutoring systems. The Summer School begun with a half-day lecture on intelligent game-based learning, and proceeded with an intensive 4.5-day workshop that introduced participants to educational game design principles, game development processes and tools, and evaluation methods for IGBLEs.

The workshop was led by Dr. Jonathan P. Rowe,  a Research Scientist in the IntelliMedia Group in North Carolina State University‘s Department of Computer Science. Much of his work focuses on narrative-centered learning environments, which combine the motivational characteristics of narratives and commercial games, as well as the adaptive pedagogical support of intelligent tutoring systems, to foster effective and engaging learning experiences.

Around fifty-seven participants had attended the half-day lecture, with twenty-nine proceeding to the workshop. The participants, mostly graduate students, were from the Ateneo de Manila, Ateneo de Naga, Polytechnic University of the Philippines, University of the East,  Far Eastern University, Mary Help of Christians College, Urdaneta City University, University of Santo Tomas, Manuel S. Enverga University Foundation, Saint Louis University, Camarines Norte State College, Glendale School, Imus Institute of Science and Technology, and the Ifugao State University.

View photos from the workshop here.

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Call for Papers: LAL Workshop

LAL Workshop
Edinburgh, UK, 26 April 2016

You are invited to submit a paper or demonstration to the 1st international workshop on Learning Analytics for Learners (http://css-kmi.tugraz.at/mkrwww/leas-box/lakws16/home.html), that will be held on the 26th April 2016, during the LAK conference at Edinburgh, UK.

This workshop will bring together researchers in learning analytics and open learner modelling to discuss and focus research towards learning analytics for use by learners, to further their learning. Workshop themes will include: learning analytics dashboards for learning; open learner models; and use cases and applications in learning analytics for learners. Sessions will include interactive presentations of accepted papers, demonstrations and discussions focussed around the workshop themes. We aim to raise awareness of research in related fields, and help participants build on these and each other’s research. A primary goal is to foster new research collaborations.

The first objective of this workshop is to bring together people working in learning analytics generally, open learner models and learning dashboards, to raise awareness of projects and approaches across research areas, that are relevant to learning analytics for learners. The second objective of this workshop will be to organise a state of the art review on learning analytics for learners for the Journal of Learning Analytics, to be co-authored with key participants at the workshop. This will aim to cover the themes in the first objective, but may be adapted to incorporate expertise and interests of workshop participants. Finally, we aim to continue supporting research on learning analytics for learners in future workshops, and would like to gather suggestions for key topics for the next LAL proposal. This will allow us to foster and stimulate ideas in areas of interest to participants that may not yet be mature enough for inclusion in the review article or workshop proceedings.

Important dates:

  • Deadline for submission: 31st January 2016
  • Acceptance notification: 19th February 2016
  • LAL Workshop: 26th April 2016
  • LAK Conference: April 25-29 2016

 

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Igpaw: Intramuros Privacy Policy and End-User License Agreement

END-USER LICENSE AGREEMENT

By downloading, installing, or using Igpaw-Intramuros (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 Univeristy (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, 3D assets, interactive features, 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

Igpaw-Intramuros is an augmented reality, location-based game for Philippine History developed by ADMU, which you may download and use through a compatible electronic device, such as a smart phone or tablet (“Device”).

The Game is intended to be played in Intramuros, Manila, necessitating you to be physically present at the said area for you to be able to use the Game to its full extent.

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, including any location data, 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, 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 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. You understand that the Game is designed to be played outside, in the intended area, and you acknowledge probable hazards along with its use. Correspondingly, you recognize the obligation to treat other users and bystanders with courtesy and conduct yourself in an appropriate manner while using the Game.

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 UDNER REPUBLIC ACT NO. 10173 OR THE DATA PRIVACY ACT OF 2012, AS MAY BE APPLICABLE.

 


PRIVACY POLICY

Igpaw is an educational augmented reality game that teaches about the history of Intramuros. To play the game, you will use your mobile device — phone or tablet — to interact with mystical beings and historical characters, layered on top of modern-day Intramuros. The game is location-based, which means you need to be in Intramuros to actually play the game.

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.

GPS Coordinates

Being a location-based game, collection of relevant GPS Coordinates (Latitude, Longitude, Compass) is necessary to determine whether the player is indeed in Intramuros when playing the game. Additionally, to display the player’s current location and the next location to which the player has to head to.

The GPS location is only sent to the analytics server whenever the player enters a specific scene of the game. Any other actions taken by the player while playing the game will not make the application send the location of the player to the analytics server. The GPS location is used only to determine whether the player is actually within the Intramuros area or not. It is not in any way shared with other players using the game.

Progress / Events in the Game

These are information on the scenes played by the users. Collection of these information is crucial to help us determine which particular scenes, if any, are the players having a hard time completing. It would also help identify the number of players who are able to compete the objectives of every scene in the game. Also, to determine the path taken by the players while playing the game.

The data sent to the analytics server only describes particular events that happened 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. 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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Cultivating High School Students’ Interest in Computer Science through Competitive Programming. Google CS4HS Program.

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