Program: Integrating Computer Science and the Learning Sciences, Ateneo de Naga

Integrating Computer Science and the Learning Sciences

11 February 2012, 8:00-17:00

Ateneo de Naga University

Time Presentation Title Speaker
08:00 Registration
9:00 Integrating Computer Science and the Learning Sciences [PPT] Ma. Mercedes T. Rodrigo
9:45 Data Collection Methods [PPT] Jessica O. Sugay
10:30 Break
11:00 Mining Student Help-Seeking Behaviors [PPT] Didith Rodrigo for Jose Carlo Soriano
11:30 Building an Affect-Sensitive Pedagogical Agent [PDF] Rina Joy Jimenez
12:30 Lunch
13:30 Mining novice programmer behaviors, affective states and errors [PDF] [PPT] Jen Agapito, Didith Rodrigo for Thomas Dy and Diane Marie C. Lee
15:00 Break
15:30 Studying Driver Anxiety [PDF] Jessica O. Sugay
16:00 Design of an Affect-Sensitive Game [PPT] Tricia Monsod
17:00 Calls for Collaboration and Closing
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Program: Integrating Computer Science and the Learning Sciences, Ateneo de Davao

Integrating Computer Science and the Learning Sciences

21 January 2012, 08:00-12:00

Ateneo de Davao University

Presentation Title Speaker
Registration
Integrating Computer Science and the Learning Sciences [PPT] Ma. Mercedes T. Rodrigo
Data Collection Methods [PPT] Jessica O. Sugay
Helping the Compiler Help You [PPT] Thomas T. Dy
Exploring the Relationship Between Novice Programmer Confusion and Achievement [PPT] Diane Marie Lee
Mining Novice Programmer Error Logs [PPT] Emily Tabanao
Design of an Affective Agent for Aplusix [PPT] Thor Collin Andalaza, Rina Joy Jimenez
Effective Help-seeking Behavior Among Students Using an Intelligent Tutoring System for Math: a Cross-Cultural Comparison [PPT] Jose Carlo Soriano
Development of an Affect-Sensitive Game [PPT] Jonathan Jason King Li, Tricia Angela Monsod

Workshop Pictures

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ALLS is Calling for Applicants for Summer Internships

The Ateneo Laboratory for the Learning Sciences is calling for applicants for summer internships for the following projects:

1. Development of an Educational Data Mining Workbench
Machine-learning software and techniques have made it easier for educational software and intelligent tutoring researchers to create real-time detectors of cognition as well as of metacognitive and motivational behavior that can be used to improve student science, technology, engineering and mathematics (STEM) learning.  However, there are still critical problems to overcome. First and foremost of these is: How do we get the data into the machine learning software for learning in the first place? The Educational Data Mining (EDM) Workbench is designed to address this “data labeling bottleneck” and the difficulty in distilling relevant features for machine learning.  Now on version 2, interns can expect to contribute to the development and testing of the EDM Workbench using Java and NetBeans. Continue reading

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Program: Integrating Computer Science and the Learning Sciences, Ateneo de Manila

Integrating Computer Science and the Learning Sciences

14 January 2012, 08:00 – 12:00

Leong Hall Auditorium, Ateneo de Manila University

Time Presentation Title Speaker
07:30 Registration
08:00 Integrating Computer Science and the Learning Sciences [PPT] Ma. Mercedes T. Rodrigo
08:20 Data Collection Methods [PPT] Jessica O. Sugay
08:40 Helping the Compiler Help You [PDF] Thomas T. Dy
09:00 Identification and Classification of Errors through the Use of Manually and Automatically Generated Detection Rules [PPT] Joshua Bautista
09:30 Break
10:00 Exploring the Relationship between Novice Programmer Confusion and Achievement [PPT] Diane Marie Lee
10:30 The Affective and Learning Profiles of Students when Using Aplusix, an ITS for Algebra [PPT] Ma. Carminda V. Lagud
11:00 Design of an Affect-Sensitive Agent for Aplusix Thor Collin Andallaza, Rina Joy Jimenez
11:30 Development of an Affect-Sensitive Game [PPT] Jonathan Jason King Li
12:00 Lunch
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Exploring a System for Automatically Detecting Driver Anxiety in a Virtual Racing Game

Thesis Abstract:We describe a work-in-progress that attempts to detect anxiety in drivers while exposed to a virtual racing game. The detection system is a combination of two Nintendo Wii Balance Boards, parallel video recording of in-game events and facial expressions, and the OCZ Technology’s Neural Impulse Actuator (NIA) brain-controlled headset. We attempt to establish a relationship among the various physiological signals with occurrences of anxiety as coded by human observers when viewing video recordings of facial expressions.

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