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result(s) for
"Papasalouros, Andreas"
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Educational AI Chatbots for Content and Language Integrated Learning
by
Pittou, Dimitra
,
Zangogianni, Paraskevi
,
Papasalouros, Andreas
in
Alternative approaches
,
Artificial intelligence
,
artificial intelligence (AI)
2022
Using advanced artificial intelligence (AI) technology in learning environments is one of the latest challenges for educators and education policymakers. Conversational AI brings new possibilities for alternative and innovative Information and Communication Technologies (ICT) tools, such as AI chatbots. This paper reports on field experiments with an AI chatbot and provides insights into its contribution to Content and Language Integrated Learning (CLIL). More specifically, this paper presents an experimental use case of an educational AI chatbot called AsasaraBot, designed to teach high school students cultural content in a foreign language, i.e., English or French. The content is related to the Minoan Civilization, emphasizing the characteristic figurine of the Minoan Snake Goddess. The related chatbot-based educational program has been evaluated at public and private language schools in Greece. The findings from these experiments show that the use of AI chatbot technology for interactive ICT-based learning is suitable for learning foreign languages and cultural content at the same time. The AsasaraBot AI chatbot has been designed and implemented in the context of a postgraduate project using open-source and free software.
Journal Article
Integrating Assessment in a CSCL Macro-Script Authoring Platform
by
Chatzimichalis, George
,
Papasalouros, Andreas
in
assessment integration
,
Classrooms
,
Collaborative learning
2023
Collaborative learning entails the involvement and the cooperation of a group of persons with the purpose of learning. Collaborative learning scripts aim to orchestrate the complex interaction among group members while Computer Supported Collaborative Learning scripts (CSCL scripts) is the research field in which IT techniques are involved in the management of the aspects of such an interaction. This article presents assessment-related aspects of an existing CSCL script authoring and deployment platform called COSTLyP. Assessment, nowadays, is considered as a vital constituent of CSCL scripts since it may affect some of their necessary components and mechanisms. The outcome of the implementation of an assessment plan may determine what should be the next step in a collaboration activity or what actions should be undertaken to bridge the gap between the expected results and the achieved level of knowledge or expertise. At the same time, assessment can also verify the regulation level that is required within each group; consequently, these scripts should be flexibly designed in order to adapt their evolution to the real needs of the participants.
Journal Article
Intelligent Collaborative Authoring of Place-Based, Cross-Cultural and Media-Rich Experiences
by
Kotis, Konstantinos
,
Spiliotopoulos, Dimitris
,
Papasalouros, Andreas
in
Art galleries & museums
,
Authoring
,
co-authoring
2020
In this paper, we present a framework that aims to support the active participation and collaboration of knowledge workers and engineers in the co-authoring of place-based, cross-cultural and media-rich memories, experiences, stories and narration. To achieve this, the framework proposes a novel approach for facilitating such a participation and collaboration through the semantic integration of data/information and integrated tools that will be both accessible via an open, user-friendly, mobile and knowledge-based platform, emphasizing a low-effort participative and guided co-authoring approach. The presented collaborative and participative approach is expected to foster social cohesion in heterogeneous communities of interest and practice. For the realization of the framework, we propose the implementation of a proof-of-concept system and its evaluation in the socio-cultural group of immigrants and refugees within the context of creating and sharing knowledge related to the physical and digital artifacts of a modern art museum. Our vision for the proposed framework is to introduce new technology for the collaborative authoring of cultural experiences with low effort using an intelligent assistant. Additionally, we envision a Shared Experiences Ecosystem (SEE) that aims to provide media-rich content and tools that will eventually foster the inclusive access of heterogeneous socio-cultural groups to shared experiences, increasing social cohesion in resilient local environments.
Journal Article
A critical review of 13 years of mobile game-based learning
by
Papasalouros, Andreas
,
Kambourakis, Georgios
,
Giannakas, Filippos
in
Analysis
,
Barriers
,
Education
2018
With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus, m-Learning is becoming more independent and ubiquitous (u-Learning). In order to identify and analyze the main trends and the future challenging issues involved in designing mGBL learning strategies, as well as to bring to the foreground important issues pertaining to mobile and context-aware ubiquitous GBL, the work at hand conducts a comprehensive survey of this particular area. Specifically, it introduces and applies a sixdimensional framework consisted of Spatio-temporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy, with the aim of scrutinizing the contributions in the field of mGBL published from 2004 to 2016. It was found that the transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions. In this respect, this work is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well.
Journal Article
Towards a Pattern Language for Learning Management Systems
by
Symeon Retalis
,
Paris Avgeriou
,
Manolis Skordalakis
in
Building customization
,
Chalkboards
,
Collaborative learning
2003
Learning Management Systems are sophisticated web-based applications that are being engineered today in increasing numbers by numerous institutions and companies that want to get involved in e-learning either for providing services to third parties, or for educating and training their own people. Even though the construction of such systems has been taking place for many years, they are still designed and developed from scratch. The reason is that experience from previous Learning Management Systems, is not codified or documented, resulting in forcing the development teams to ‘re-invent the wheel’. This paper presents an approach of recording design experience in the form of design patterns for Learning Management Systems and aims at developing a pattern language for these systems.
Journal Article
Designing and Generating Educational Adaptive Hypermedia Applications
2005
Educational Adaptive Hypermedia Applications (EAHA) provide personalized views on the learning content to individual learners. They also offer adaptive sequencing (navigation) over the learning content based on rules that stem from the user model requirements and the instructional strategies. EAHA are gaining the focus of the research community as a means of alleviating a number of user problems related to hypermedia. However, the difficulty and complexity of developing such applications and systems have been identified as possible reasons for the low diffusion of Adaptive Hypermedia in web-based education. Experience from traditional Software Engineering as well as Hypermedia Engineering suggests that a model-driven design approach is appropriate for developing applications where such requirements and constraints occur. This paper presents on a model-driven design process of EAHA. This process accords to the principles of hypermedia engineering and its innovation is the use of a formally specified object oriented design model.
Journal Article
Semantic Description of Educational Adaptive Hypermedia based on a Conceptual Model
by
Nikolaos Papaspyrou
,
Symeon Retalis
,
Andreas Papasalouros
in
Adaptive systems
,
Coding
,
Cognitive models
2004
The role of conceptual modeling in Educational Adaptive Hypermedia Applications (EAHA) is especially important. A conceptual model of an educational application depicts the instruc-tional solution that is implemented, containing information about concepts that must be ac-quired by learners, tasks in which learners must be involved and resources that will be used. The importance of such a model is multifold. It formally depicts the outcomes of instructional analysis, drives the development of actual applications and provides the information basis for automatic application generation in the context of Adaptive and Intelligent Tutoring Systems. In this paper we begin by describing a method for designing EAHA. Our method uses UML as the modeling language and defines the design process in three distinct steps. We propose an RDF encoding of the Conceptual Model, which is the outcome of the first step, following a specific RDF schema that is appropriate for such applications. This encoding can be obtained automatically and, in this way, a machine processable semantic description of the EAHA becomes available, as an outcome of the design process. In the resulting RDF-encoded Concep-tual Model, we define rules of adaptation using the existing language RuleML.
Journal Article