About

The Ateneo Laboratory for the Learning Sciences is a Department of Science and Technology-funded undertaking engaged in investigating learning. The goal of the lab is to create tools for educational data mining.  We are interested in quantitative analysis of student interactions with computer-based learning environments to derive new insights about how students learn best.

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Ateneo Joins the 27th International Conference in Human-Computer Interaction (HCII 2025) held in Gothenburg, Sweden.

Research papers from Ateneo de Manila University were among the contributions to the recently concluded 27th International Conference on Human-Computer Interaction (HCII 2025), held in a hybrid format from June 22 to 27, 2025, in Gothenburg, Sweden.

During the session titled AI Systems in Under-resourced Contexts, Director Joseph Benjamin Ilagan of Ateneo Business Insights Laboratory for Development (BUILD), presented his paper titled An Adaptive Simulated Startup Financial Modeling Mentor Using a Large Language Model to Address Shortages in Skilled Advisors: Architecture and Design Considerations. This work aimed to develop a financial modeling mentor framework using large language models (LLMs) to support entrepreneurship education. During the same session, Dr. Maria Mercedes Rodrigo, Head of Ateneo Laboratory for the Learning Sciences (ALLS), on the other hand, presented their research called Caladrius, a collaborative project with the Ateneo School of Medicine and Public Health, that aimed to design a virtual patient for Philippine medical education using ChatGPT. In the Applications of Augmented Cognition session, Dr. Arnel Ocay presented his postdoctoral research titled A Field Study on the Use of Gen AI to Support Computing Education, conducted with Dr. Rodrigo’s mentorship. This study explores the potential use of Gen AI tools to support computing education in the Philippine context.

The Human-Computer Interaction International (HCII 2025), now in its 27th year, serves as a convening platform for academics, professionals in the discipline, and researchers to share research endeavors that promote technological advancements in the field of human-computer interaction. HCII 2025 brought together scholars in the field to discuss diverse thematic areas and joined together in sub-conferences to promote advancements in HCI practices and innovations.

To read more about the HCII 2025 complete program, please access the official website of the conference at https://2025.hci.international/index.html.

Joseph Benjamin Ilagan, presents insights from his paper during the session on “AIS in Under-resourced Contexts” at HCII 2025. The session was chaired by Dr. Maria Mercedes Rodrigo.

Dr. Maria Mercedes Rodrigo followed with a presentation on a collaborative project focusing on the development of a virtual patient system. In the photo, Dr. Rodrigo responds to questions from the audience following her talk.

Dr. Arnel Ocay presents his postdoctoral research on the use of generative AI in computing education during a virtual session titled Applications of Augmented Cognition. His presentation highlights the recent findings on the influence of Gen AI tools in industry and computing education. The session was chaired by Martha Crosby.

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Ateneo Joins UNESCO UNITWIN Chair on AI in Education Unplugged 

Ateneo de Manila University has joined the UNESCO UNITWIN Chair “Artificial Intelligence in Education Unplugged,” hosted by the Federal University of Alagoas (UFAL) and the University of São Paulo (USP). This initiative promotes inclusive, equitable, and human-centered AI applications in education, particularly in underserved regions. The initiative aims to foster global collaboration by connecting policymakers, educators, and experts through South-South and North-South-South cooperation. It develops instructional resources for underserved communities, advances research to address the AI in Education divide, and advocates for inclusive AI policies. Additionally, it builds a global community of practice dedicated to equitable and sustainable educational innovation.

Representing Ateneo in this international collaboration is Dr. Maria Mercedes T. Rodrigo, a professor in the Department of Information Systems and Computer Science. She also leads the Ateneo Laboratory for the Learning Sciences. Dr. Rodrigo’s research focuses on educational technology, learning analytics, and affective computing, with a strong emphasis on equity and access.

For more information on the initiative, visit the official website: https://unesco.nees.ufal.br/.

 This article was written by Maria Mercedes T. Rodrigo with the assistance of ChatGPT. Final review and revisions were done by the author.

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Workshop on the Ateneo Virtual Reality Escape (AVRE) Framework held in PCSC 2025

By Kenneth King Ko and Dominique Manahan

BAGUIO CITY, PHILIPPINES – On May 8, 2025, the Ateneo Laboratory for the Learning Sciences (ALLS) through the VAMR project team representatives led by Dr. Didith Rodrigo, Dr. Eric Vidal, Kenneth Ko, and Alvaro Pato went to the University of the Cordilleras, Baguio City to conduct a workshop on the AVRE Framework in conjunction with the PCSC 2025. The title of the workshop was “CREATING VR ESCAPE ROOM GAMES USING THE ATENEO VIRTUAL REALITY ESCAPE (AVRE) FRAMEWORK, which had the goal of showcasing the game engine that enables developers to create virtual reality applications, and design VR experiences that aim for an escape-room approach. There were a total of 15 participants.

Dr. Eric Vidal (middle) welcomes the workshop participants.

The workshop included discussion of the history and involvement of ALLS in many undergraduate and graduate studies in Ateneo, focusing on learning from varying methodologies such as games, as well as its endeavors in collaborating with departments in other fields, such as in health. Afterwards, discussion on the technology track record of the laboratory, followed by the frameworks for virtual, augmented, and mixed reality implemented by ALLS took place, including its applied uses. One notable example was the Igpaw series of games, which made use of the Mobile Augmented-Reality Games for Instructional Support (MAGIS) framework, a precursor to the currently being developed Ateneo Virtual Reality Escape (AVRE) framework.

The AVRE Framework was discussed in relation to its subsystems, particularly the inventory system, the object interaction system, the event authoring system and the teleportation system. Each system was discussed by the lead developers and its use and implementation was demonstrated to the workshop participants. Finally, the games making use of the AVRE framework were showcased to the participants, namely the Heritage Hero: The Villa Escudero VR Game, as well as the work-in-progress build of Heritage Hero: The Secrets of the “Golden Era”. Some workshop participants also managed to test out the games for themselves.

One of the workshop participants volunteered to try out the VR game developed using the AVRE Framework.

During the playtesting session, participants were offered to raise any questions they had. Questions from the participants included the functionalities of the framework, such as whether or not they were optional (e.g., is the teleportation system required), optimizations needed to be taken for different platforms such as mobile and PC (e.g., triangle count reduction, texture compression, mesh decimation), as well as general workflow discussions with regard to game development, all of which were answered by the team.

A group photo of the VAMR team along with all the participants of the workshop.

After the question and answer portion, the participants were invited to participate in the upcoming AVRE Framework workshop, which was set to be held in June 2025, after which the workshop concluded.

For announcements of future workshops, please follow the Facebook page of ALLS: https://www.facebook.com/ALLS.ADMU

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VAMR Laboratory’s EDSA@39 Commemoration talk on The Game Design Process of a Virtual Reality Game

by Dominique Manahan

QUEZON CITY, PHILIPPINES – Ateneo de Manila University’s (ADMU) Ateneo Laboratory for the Learning Sciences (ALLS) and Virtual, Augmented, and Mixed Reality (VAMR) Laboratory, participated in Ateneo de Manila University’s EDSA@39 Commemoration last March 31, 2025 held in collaboration with the Ateneo Martial Law Museum and Library (AMLML) at Faura Hall, Ateneo de Manila University.

As part of a DOST-PCIEERD-funded research, the ALLS and VAMR Laboratory partnered with AMLML to develop an escape-room style, VR game intended primarily to showcase the capabilities of the VAMR Laboratory’s Ateneo Virtual Reality Escape (AVRE) framework, while producing tertiary-level educational content. During the EDSA@39 Commemoration, the teams wanted to showcase the game design process of said VR game, whose game’s content focused on activities, icons and events during the Martial Law era in the Philippines.

After welcome remarks from Dr. Didith Rodrigo, ALLS Head and VAMR co-head, Mr. Galvin Ngo, one of the AMLML fellows, began the talk by briefly discussing the history of the museum and its three pillars, which are Mag-aral (study), Magturo (teach), at Manindigan (stand firm). He emphasized the discussion on the second pillar, magturo, noting that the AMLML intends to “encourage ongoing discourse, dialogue, and reflection as part of the nation’s consciousness.” Thus, he cited various examples in which they are doing that through making teacher guides, lesson plans and virtual games, available through the Ateneo Martial Law Museum and Library website. He then passed the presentation floor to Dr. Eric Vidal, VAMR co-lead, who spoke about the partnership’s goals under the DOST-PCIEERD grant, the VAMR technology and sample works so far.

Mr. Galvin Ngo (left, in black) shows the sample lesson plans available in the AMLML website.

After the AMLML and VAMR Laboratory introductory talks, Mr. Alvaro Pato led the presentation of the game design process both teams went through for the VR game entitled, “Heritage Hero: The Secrets of the “Golden Era.” He began by providing a quick overview of the project, and stated the project requirements, which are the following: (1) The game must make full use of the Ateneo Virtual Reality Escape (AVRE) Framework, (2) The game would be short, being only an hour long, and (3) The game should be open ended. The player will decide whether or not Martial Law was a Golden Age.

Dr. Eric Vidal (left, standing) facilitates the question and answer portion. In support are the VAMR developers, Kenneth Ko (right, in beige) and Alvaro Pato (right-most, in black)

Alvaro shared how the process started with conceptualization, where the AMLML team proposed eight (8) topics which they deemed important for the students to know about the Martial Law era. Given the project requirements, there was a negotiation between the VAMR and AMLML teams on which topics to prioritize and the tasks which can be done by the player, in relation to the learning outcome intended and AVRE Framework capabilities. Then, he discussed the final game design that came about after a series of brainstorming sessions with AMLML.

One of the participants (right-most, in red) tries walking through the VR game.

After the short presentation of Alvaro, Mr. Kenneth Ko showed a walkthrough of the actual game setting (i.e. inside the abandoned mansion) by streaming his view as he used an actual VR headset. A few participants were able to try it out, where some did so for the first time. Mr. Oliver Quintana closed the session by appreciating the participation of everyone.

The VR game is currently being developed, with its first campus user testing to be scheduled by May 2025.

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ADMU VAMR Laboratory demos Escape Room VR game at 2024 NYSTIF

PASAY CITY, PHILIPPINES – Ateneo de Manila University’s (ADMU) Virtual, Augmented, and Mixed Reality (VAMR) Laboratory participated in DOST’s 2024 National Youth Science, Technology, and Innovation Festival (NYSTIF) last September 18 to 21, 2024 held at The Forum Tent, Philippine International Convention Center located in Pasay City. 

This was the second year of NYSTIF and it had the theme “STEM VIBE: Engaging the Youth in Providing Solutions and Opening Opportunities.” Its main aim was to enhance the youth’s appreciation and awareness of science, technology, and innovation in a way that is vibrant, innovative, brilliant, and engaging (VIBE)[1].

Rei Paras (right-most), VAMR’s student assistant is seen explaining the VR game to the participants.

For this event, the VAMR Laboratory exhibited its ongoing project entitled “A Laboratory and Game Engine/Framework for Tertiary-Level Virtual, Augmented, and Mixed Reality Educational Applications.” The project, funded by DOST-PCIEERD, aims to establish a VAMR Laboratory and Software Development Group for the ADMU Loyola Schools Campus. The general objective of this project is to promote, develop, and normalize the usage of VAMR technology in Philippine universities, with the goal of formally integrating immersive learning experiences into the tertiary education curriculum.

The first proof-of-concept VR game of the laboratory, which was presented in NYSTIF, is an escape room set in the Villa Escudero Museum, an actual museum found in Tiaong, Quezon, Philippines.

Alvaro Pato (left-most, one of the main developers) and Kai Delos Lado(right-most, a student assistant) guided participants through the demo of the VR game.

In the Villa Escudero Museum VR game, players can immerse themselves in the environment of the Villa Escudero Museum and have a close look into the Escudero family’s museum collection in 3D while also solving escape room puzzles. Aside from learning about history, culture and art, players will also hone their practical, logical and creative thinking skills as they unlock and solve challenges in the escape rooms.

Rei Paras (left, student assistant) is seen guiding a participant on the use of the VR equipment.

Gerick Go (left, one of the main developers) is seen guiding a participant through the demo of the VR game.

Almost 280 student attendees and faculty were able to try out the demo of the VR game throughout the 4-day event, and many have expressed their interest and enjoyment of the game and the VR experience in general. The Villa Escudero Museum VR Game is still in development and more changes will be implemented to further improve the experience of the users playing the game. 

Aside from the Escape Room VR game by the VAMR Laboratory, other general categories found in the exhibit include Opportunities for the Youth, Providing Solutions for Quality Education, Providing Solutions for Economic Growth, and Planetarium.

References:
[1] Parel, R. P., Jr. (2024, August 15). 2024 NYSTIF: DOST brings back youth science fest to promote STEM careers. DOST-STII. https://stii.dost.gov.ph/1918-2024-nystif-dost-brings-back-youth-science-fest-to-promote-stem-careers?fbclid=IwY2xjawFwPwtleHRuA2FlbQIxMAABHb-mzV2KQr5GXCO_5l2unSJK7_vAyPvY9EmVbZjcx0nD7h_J42oaXnRhKg_aem_JbgMN3jfHNJaylzQnmSXOg

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