0000000001289418

AUTHOR

Ghislain Maurice Norbert Isabwe

Using Prototyping in Authentic Learning of Human-Centred Design of Mobile Apps

Recent advances in mobile technology have seen a sharp increase in the number of mobile applications across various application domains. The challenge remains that many software development teams may lack appropriate competences to design usable and human-centred interactive systems. This can negatively affect the usability and the user experience. In this article, we present how to learn the human-centred design process using an authentic learning approach. Students need to investigate, discuss, construct new knowledge and apply theoretical concepts to address real world problems. The main purpose of authentic learning as a pedagogical approach is to position the subject of study into a re…

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The Use of Game World Tasks Concepts in Higher Education

The link between tasks presented in games and tasks used in higher education might have more in common than we think. Analysing how tasks work in games and applying those structures to higher education teaching can enable teachers to develop more creative, situated and exciting tasks for their students. In addition, it can improve communication and feedback. Analysis shows that tasks are an area where elements of gamification work. This article looks into the possibility of reproducing the flexibility and key components of game tasks in actual tasks in higher education. We look at the challenges and limitations and ways to solve them. Therefore, we analyse the concept of quest-logs in games…

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Children’s Interactions Within a Virtual Reality Environment for Learning Chemistry

This paper presents a virtual reality based solution for learning. Multimodal interactions are proposed to support students’ engagement through active experimentation and reflective observation. Students tasks are provided within an immersive virtual outdoor environment created using a human-centred design approach. Junior high school teachers and students between ages 14 and 16 were involved in design and test activities. Observations, video recordings, and interviews were used in data collection. Three interaction modalities were provided and tested: visual, auditory and kinesthetic/tangible interactions. The students involved in user testing showed great interest to learn in such an envi…

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Using assessment for learning mathematics with mobile tablet based solutions

Published version of an article in the journal: International Journal of Emerging Technologies in Learning (iJET). Also available from the publisher: http://dx.doi.org/10.3991/ijet.v9i2.3219 This article discusses assessment for learning in mathematics subjects. Teachers of large classes face the challenge of regularly assessing students’ ongoing mathematical learning achievements. Taking the complexity of assessment and feedback for learning as a background, we have developed a new approach to the assessment for learning mathematics at university level. We devised mobile tablet technology supported assessment processes, and we carried out user studies in both Rwanda and Norway. Results of …

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Developing a formative assessment system for mathematics using mobile technology: A student centred approach

The success of mobile technology for learning tools depends not only on the technical design aspects but also on pedagogical issues. Students' involvement in designing the tools is one of the key factors for their engagement in technology supported learning. Students should be actively involved in developing innovative solutions which are likely to improve their skills as well as their performance. In this study work, the students participated in iterative design processes of a mobile tablet based peer-to-peer assessment system (P2PASS) for mathematics, and in real life deployment on a mathematics course. The paper reports on two major concepts: the user centred design in practice and the p…

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Development of a Task-driven Mobile Teaching Tool for Enhancing Teachers’ Motivation

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Enhancing Mathematics Learning Through Peer Assessment Using Mobile Tablet Based Solutions

Doktorgradsavhandling i informasjons- og kommunikasjonsteknologi, Universitetet i Agder, Grimstad, 2013 Higher education is facing unprecedented challenges with an increasing demand for high quality education, driven by tougher global competition. Student numbers are fast growing at most universities, whereas the sources of funding are not proportionally increasing. Subsequently, the teaching staff’s workload gets higher and higher hence putting the quality standards at risk. As class sizes increase, it becomes more difficult to learn in a highly teacher-controlled environment, since the teacher cannot sufficiently address individual student’s needs. Therefore, a teacher should be conceptua…

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Peer assessment based assignment to enhance interactions in online learning groups

In this paper, we report on the findings from our PhD work on how peer assessment based assignment method can enhance interaction in online learning groups. The method is explored and tried out on the research methods course on the Bachelor of Commerce Programme which is run in distance learning mode at Makerere University. Based on the idea that learning groups can enhance effective learning in online learning environments, we used the affordance eLearning framework to design the peer assessment based assignment task and then qualitative methods collect and report on data. The results reveal that there was increased interaction through peer feedback. Students were motivated because of the …

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Investigating teachers motivation to use ICT tools in higher education

There are a lot of information and communication technology (ICT) tools for education, but the motivation to use those varies from teacher to teacher. In this paper we present results of an international survey on teachers' use of ICT tools in education. The purpose of the survey was to find out what motivates teachers to use ICT tools in the context of teaching. The survey also intended to reveal which tools are used as well as the needs and requirements that are not covered by the existing tools. Most of the 45 respondents suggested that the integration of tools depends on how well they fit into the learning and teaching process and how easy it is to integrate them. The first category of …

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Supporting Learning Groups in Online Learning Environment

In this paper, we report on the initial findings on how to effectively support learning groups in online learning environments. Based on the idea that learning groups can enhance effective learning in online learning environments, we used qualitative research methods to study learning groups (interviews and observation of learning group interactions in online learning environments) and their facilitators. Preliminary results reveal that in order to have effective learning groups you need to take care of the following online design issues: develop comprehensive study guides, train online tutors, motivate learners through feedback, and foster high cognitive levels of interaction through quest…

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Improving Communication in Online Learning Systems

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Using Multi-touch Multi-user Interactive Walls for Collaborative Active Learning

Active learning has been advocated for enhancing students’ higher order cognition in social constructivist learning settings. However, with the increasing use of student-owned computing devices in face-to-face classrooms, there are risks of limited student-student interactions. Students are likely to be distracted by non-academic activities, hence becoming inactive with regards to the learning tasks. This article presents a technology enhanced learning approach, in which students perform group learning tasks using shared digital workspace while in a physical classroom. The workspace comprises of a 9-m wide screen wall with multi-touch, multi-user interfaces supporting multimodal interaction…

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Internet Lite for Sustainable Development

The Digital Divide is one of the key challenges for mankind. Despite attempts to digitally include people, the divide is bigger than ever. This contribution [1] to a sustainable future promotes “Internet lite” as the new paradigm for providing everyone with the opportunity to participate in the digital society. The current paper first addresses the reasons for the digital divide, thereafter addresses free access to information as catalyst for the sustainable development goals (SDGs) and provides the path towards “Internet lite for all”.

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Conceptualising Design of Learning Management Systems to Address Institutional Realities

There is growing interest in the use of E-Learning in higher educational institutions. However, studies have shown mismatches between Learning Management System (LMS) design and the general institutional context in developing countries. In this paper, we assess the design and implementation requirements for Makerere University LMS against the overall institution context. This research follows a qualitative method (interviews) and uses case study. We employ the design reality gap model to investigate the design requirements of the LMS against current institutional realities. A design reality gap of 46 was obtained implying ad-hoc measures need to be put in place otherwise the failure/stagnat…

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Discounted Prototyping of Virtual Reality Solutions for Science Education

Science education requires experimental work for learners to achieve the intended learning outcomes, which sometimes involve abstract concepts by nature. Advances in digital technology can help learners to undertake experimental work, which would otherwise be costly, either due to the scarcity of laboratory equipment or safety requirements. However, one of the major concerns resides into how to design usable learning solutions from the users’ perspective. That would require the involvement of users at all stages of design and development process, even if the technology itself could still be in its infancy. It can be very helpful to present the new design concepts to potential users at a ver…

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High-Level Context Information for Tasks in Teaching

Tasks are often used in the teaching process. Using mobile and wearable technology, we created an application which uses sensors to support teachers in creating tasks with dependencies and feedback generation. However, in the field of sports education, a variety of non-measurable data can influence the training progress. This high-level context data can be gathered using human input. In this paper, we explain the task-based teacher supporting application and how it can be enriched with high-level context data. We use gamification for data collection and motivation of students. We conducted a survey about the acceptance of three different approaches in the field of skiing education. The surv…

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Towards Personalization of Peer Review in Learning Programming

Peer review is one of the effective processes for sharing knowledge and improving overall learning performance. This became more popular by the use of ICT. However, it is challenging to implement peer review in learning programming languages due to the complexity of the subject matter. A group of peer reviewers may have different overall performance but similar weaknesses on a given aspect of the programming tasks. Hence, they may not be able to help each other to address individual needs. In this paper, we present a personalized approach to peer review with consideration to criteria based assessment and individual performance on specific programming tasks. This is achieved using a novel pe…

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Philosophical and ethical concerns in researching online learning groups

There is hype in the use of technology for teaching and learning. Online learning groups have been preferred and advocated for increasing learning. However, developing technology supported teaching and learning require user centered approaches to ensure that the design solutions meet users' needs. Since the research is situated within a practice area of online learning groups, pragmatism and social constructivism will inform this study. In this paper, pragmatism and social constructivism philosophy is discussed. The non-consequentialist philosophical ethical approach and how it relates to this research field is also analyzed. The paper argues that non-consequentialist philosophical ethical …

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Ethical issues of gamified ICT tools for higher education

A recent trend in e-learning is the development of ICT tools with game elements to increase the motivation of using new technology in teaching and learning. In most cases, games possess different ethical constraints than regular e-learning systems. For this reason, additional implications and issues deriving from the combined development of games and e-learning technology have to be considered. During the development process of gamified e-learning systems as well as during the use of gamified ICT tools in education special attention must be paid to ethical constraints. This paper presents ethical considerations as to how to properly motivate teachers to adopt new technology in their teachin…

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Learning Groups in MOOCs : Lessons for Online Learning in Higher Education

when there is interaction within online learning groups, meaningful learning is achieved. Motivating and sustaining effective student interactions requires planning, coordination and implementation of curriculum, pedagogy and technology. For our aim to understand online learning group processes to identify effective online learning group mechanisms, comparative analysis was used on a massive open online course (MOOC) run in 2015 and 2016. Qualitative (interaction on the platform) and quantitative (survey) methods were used. The findings revealed several possible ways to improve online learning group processes. This paper concludes that course organization helped in increasing individual par…

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Digital Infrastructure Enabling Platforms for Health Information and Education in the Global South

This chapter aims at documenting how digital divide determinants are affecting the ability of digital infrastructure to be used as a platform for health information and education in Sub-Saharan Africa. More specifically, the chapter draws from case studies in Madagascar, Niger, Cote d’Ivoire, Senegal, and Tanzania, and we showcase the best praxis on how digital technologies are used to improve learning and health information usage. Some tested experiments have been successful but rarely scaled up, depriving part of the population—the poorest and those living in rural areas who “consume” few public resources—from opportunities to access improved education and health services. Along with the …

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Investigating the User Experience of Virtual Reality Rehabilitation Solution for Biomechatronics Laboratory and Home Environment

Virtual reality (VR) technology is a promising tool in physical rehabilitation. Research indicates that VR-supported rehabilitation is beneficial for task-specific training, multi-sensory feedback, diversified rehabilitation tasks, and patient motivation. Our first goal was to create a biomechatronics laboratory with a VR setup for increasing immersion and a motion platform to provide realistic feedback to patients. The second goal was to investigate possibilities to replicate features of the biomechatronics laboratory in a home-based training system using commercially available components. The laboratory comprises of a motion platform with 6-degrees-of-freedom (Rexroth eMotion), fitted wit…

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Development of digital health messages for rural populations in Tanzania: Multi- And interdisciplinary approach

Background Health workers have traditionally delivered health promotion and education to rural communities in the Global South in paper leaflet formats or orally. With the rise of digital technologies, health promotion and education can be provided in innovative and more effective formats, which are believed to have a higher impact on disease prevention and treatment. Objective The aim of this tutorial is to illustrate how a multi- and interdisciplinary approach can be applied in the design process of digital health messages for use in the Global South. Methods The multi- and interdisciplinary team of the Non-discriminating access for Digital Inclusion (DigI) project digitalized and custom…

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Towards Technology for Supporting Effective Online Learning Groups

Group learning has been advocated for increasing active learning among distance learners. However, there is limited understanding on how to engage learners in online courses. Following the design science methodology, we iteratively developed guiding factors for supporting effective online learning groups. The factors for effective online learning groups cover five key dimensions, namely institutional policies, institutional technology, group activity, group composition, and facilitation. The factors are validated through repetitive evaluation using authentic online learning courses, as well as using a focus group discussion with experienced online facilitators. This way, the factors provide…

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Improving Online Interaction Among Blended Distance Learners at Makerere University

This article reports on a study done to improve interaction among distance learners offering the blended Bachelor of Education (B.Ed.) programme at Makerere University. The study attempts to answer the question: How can a Learning Management System be used to improve learner interaction on the blended B.Ed. programme at Makerere University? The study adopted the Affordance eLearning Design Framework. This study was done among 54 students studying a Policy Planning and Implementation course on the B.Ed. programme. The study employed qualitative approaches to data collection and analysis. These included semi-structured interviews and observation of the interaction logs within the groups and o…

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Rethinking practices of assessment for learning: Tablet technology supported assessment for learning mathematics

This article discusses assessment for learning in mathematics subjects. It is challenging for teachers of large classes to regularly assess students' mathematics in order to help them improve their learning achievement. Given the complexity of assessing and providing feedback for learning, a new approach to assessment for learning was suggested. Media tablet technology supported assessment processes were devised and user studies were conducted in Norway and Rwanda. There are indications that students like to be involved in assessing each other's mathematics work. Students expect to get learning gains by providing and obtaining feedback to/from their peers using technology supported tools.

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Supporting teachers' needs within and through E-learning systems

These days more and more digital learning and teaching opportunities emerge into the world of higher education. In this upcoming project which is described in this paper, the teachers' needs, especially their teaching motivation will be regarded. This project is part of a bigger project, where several different faculties will work together. This combination of faculties is beneficial for topics like these, because the approach combines pedagogical and technical knowledge. This topic regarding teachers' needs deals with the initial and ongoing motivation as well as behavior and attitudes toward current or upcoming ICT systems for education. The main aspect of the project is to specify issues…

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Using the theory of instrumental genesis to study students’ work with a digital tool for applying integrals in a kinematic simulation

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