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Using Wearable Technology to Develop a Context-Sensitive and
Real-Time Adaptive Environment for EFL Learning
應用穿戴式科技開發情境感知與即時適性之 EFL學習環境Nian-Shing Chen, I-Ling Cheng, Sylvia Chew
E-Learning Research Center (ELRC)National Sun Yat-San University
The Focal Points of the Main Project
Explore Real-time Adaptive Situated Learning Design
Design & Build Cloud of Adaptive Context-Awareness
EFL Learning Environment
Real-Time Adaptive
mechanism
Context-sensitive
model
Wearable Tech.
Cloud of Adaptive Context-
Awareness
Classroom
Campus
After School
/field trip
https://www.youtube.com/watch?v=JMJXvsCLu6s
Explore Real-Time Adaptive Situated Learning Design
1-1: Exploring the Evolution of Adaptive Learning Ontology
1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
1-1: Exploring the Evolution of Adaptive Learning Ontology
• to use related adaptive learning dictionary and its evolution to understand adaptive learning ontology
Focal point 1-1: Exploring The Evolution of Adaptive Learning Ontology (1)
Purpose & Framework
Process
Focal point 1-1: Exploring The Evolution of Adaptive Learning Ontology (2)
Method • Build domain-related dictionary • Collaborative filtering (keyword from ET&S paper)
• Text Mining • Term-document matrix (Singular value
decomposition (SVD)/ Non-negative matrix factorization (NMF)
• Related adaptive learning dictionary• Evolution of adaptive learning years by years
(1, 2, 5, and 11 years)• Adaptive learning Ontology
Focal point 1-1: Exploring The Evolution of Adaptive Learning Ontology (3)
Focal point 1-1: Exploring The Evolution of Adaptive Learning Ontology (4)
Rank 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
adaptive learning
adaptive learning
adaptive learning
adaptive learning
adaptive learning
adaptive learning
adaptive learning
adaptive learning adaptive learning
adaptive learning
adaptive learning
1social
context lcms automationindirect
instruction accountingdigital
environment plagiarismsituated learning
e-learning infrastructure decision tree
wireless networks
2online
interactionsemerging
technology literaciescontent
structurecomputer software domain model formal learning
intelligent tutoring
epistemological beliefs
internet-based
learning automation
3social
networkconceptual
modelsmobile
technologymathematics
teachingcognitive process
affective learning
enhanced learning
educational games
information architecture
academic success
content structure
4web
resourcesdesign
principles teacher rolelearning curve puzzles
game-based environment
pedagogical issues
classroom activities information literacy
enhanced learning
standardisation
5social
networks snalearning
motivationworkload sharing
related services
knowledge levels
human-computer interaction
social network cognitive structures eye tracking
online interactions
6technology integration
socio-cognitive conflict mobile phone
authentic learning
software engineering net generation course delivery
classroom environment nursing education
distance learning
english teaching
7 lesson plansocio-economic
statuslearning
effectivenessteaching
effectiveness
pair programmin
g low-achieverconstructive
learningteaching strategy ecology observation
vocabulary learning
rote-memorization
8 electricity data processingteaching strategy
pedagogical model globalization ict-monitoring timelines
concept maps learning curve
spatial abilities
knowledge building
9research
methodologyschool
improvementmultimedia
learning fuzzy logic youtheducational
policy spainlearning
objectives personality trait high schoolslanguage schools
10 annotationdisaggregated
data brainstorming peer review course blogword-
associationinformation
science self-reflection mobile phone ontologyevaluation
methodology
11recommenda
tioninformation
logisticsmobile
computing static mediavirtual
communitymultimedia
featurestechnology
usage video games semantic web storytellingself-
awareness
12blended learning
instructional planning reusability one-to-one
e-learning content
computer-aided learning
perceived playfulness ecology complex system
e-learning system
conceptual change
13online
communitieseducational
policydesign
principlescomputer networks
authoring environment cms
educational software
peer-assessment electronic portfolio
expert systems
game technology
14computer networks great britain
cognitive apprenticeshi
pevaluation
methodology hong kong second lifeweb-based education
primary school
mathematics education
virtual environment
web-based services
15lifelong learning
research methodology course design
strategic interaction reusability
networked learning adult students
entrepreneurship trustworthiness
learning models activity theory
16 reusability plagiarismformal
learninginformation
sharinggender
differencepedagogical
processlearning
preferencesacademic
performance technical writing metaphorlearning designs
17 ict training nursingtraditional teacher
wireless networks
recommender systems
face-to-face collaboration thinking styles
reading comprehensi
onweb-mediated
writingself-
reflectionsystem
dynamics
18 koreaeffective teaching
education-care
web-enabled srl large-scale online video
cognitive systems
learning design english teaching
instructional method museum
19course design sixth grade
learning achievement
search engine repositories
constructionism
teaching resources
computer self-efficacy video streaming
course design
mobile guidance
20 roboticse-learning platform
learning resource
video recordings
developing countries
conceptual development
bayesian networks sixth graders
knowledge representation
laptop computers
mobile computing
21authoring
environment quality controlsocial
sciences nursing medicinescience teaching domain model
lifelong learning
computer-mediated communication
machine learning
authoring environment
22 mpeg-4ubiquitous learning
authoring environment web 2.0 syntax stella software
pedagogical knowledge
learning community deep learning
online community
psychometrics
23 digital videomacromedia
flashsocial
learningindividual identity
technology adoption
constructive learning
instruction design
authentic learning teaching method
intelligent tutoring
feedback mechanism
24technology standards
human-computer interaction
personalization australia
alternative assessment
educational technologies
medical informatics
assessment criteria
secondary education.
digital literacy
affective learning
25education technology prompting
face-to-face learning
traditional teacher
remedial instruction
classroom activities
internet experience
learning satisfaction brainstorming
cost-effectiveness
controlled experiment
26conceptual framework
learning strategy laptop
vocabulary acquisition
online interaction
software engineering visual maps
distance learning study skills
teaching method
long-term benefits
27middle school automation orchestration
direct instruction ontologies
temporal patterns topic maps
computer games knowledge transfer tablet pc
data processing
28web-
conferencing learning models colleges least squaresphysical science digital natives
learning perspective
diagnostic test iwb technology
ict infrastructure
social aspects
29elementary education expressiveness
knowledge management syntax
user acceptance chile
instructional method
self-regulation automation video games
cognitive structures
30multiple
intelligence peer tutoring
evidence-based
practicestudent
outcomes automationprimary schools literacies
group learning sociology
self-awareness
student satisfaction
Adaptive learning
Standardized Distance
Keyword 1
Keyword 2
Keyword 3
Keyword 4
Keyword 5
Keyword 30
30 Keywords
Years 2005
2006 2007 2008
2009 2010
2011 2013 2012 20142015
………
Terms Continues 11 years in Adaptive learning
Focal point 1-1: Exploring The Evolution of Adaptive Learning Ontology (5)
?
Focal point 1-1: Exploring The Evolution of Adaptive Learning Ontology (5)
Top 10 Terms in 2015
Online interaction
Online interaction
Online interaction
Standardization; Wireless networks
Standardization; Wireless networks
automation
automation
Content structure, English teaching, evaluation meth, knowledge building,
Content structure, English teaching, wireless networks,
Wireless networks
Focal point 1-1: Exploring The Evolution of Adaptive Learning Ontology (4)
Rank 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
adaptive learning
adaptive learning
adaptive learning
adaptive learning
adaptive learning
adaptive learning
adaptive learning
adaptive learning adaptive learning
adaptive learning
adaptive learning
1social
context lcms automationindirect
instruction accountingdigital
environment plagiarismsituated learning
e-learning infrastructure decision tree
wireless networks
2online
interactionsemerging
technology literaciescontent
structurecomputer software domain model formal learning
intelligent tutoring
epistemological beliefs
internet-based
learning automation
3social
networkconceptual
modelsmobile
technologymathematics
teachingcognitive process
affective learning
enhanced learning
educational games
information architecture
academic success
content structure
4web
resourcesdesign
principles teacher rolelearning curve puzzles
game-based environment
pedagogical issues
classroom activities information literacy
enhanced learning
standardisation
5social
networks snalearning
motivationworkload sharing
related services
knowledge levels
human-computer interaction
social network cognitive structures eye tracking
online interactions
6technology integration
socio-cognitive conflict mobile phone
authentic learning
software engineering net generation course delivery
classroom environment nursing education
distance learning
english teaching
7 lesson plansocio-economic
statuslearning
effectivenessteaching
effectiveness
pair programmin
g low-achieverconstructive
learningteaching strategy ecology observation
vocabulary learning
rote-memorization
8 electricity data processingteaching strategy
pedagogical model globalization ict-monitoring timelines
concept maps learning curve
spatial abilities
knowledge building
9research
methodologyschool
improvementmultimedia
learning fuzzy logic youtheducational
policy spainlearning
objectives personality trait high schoolslanguage schools
10 annotationdisaggregated
data brainstorming peer review course blogword-
associationinformation
science self-reflection mobile phone ontologyevaluation
methodology
11recommenda
tioninformation
logisticsmobile
computing static mediavirtual
communitymultimedia
featurestechnology
usage video games semantic web storytellingself-
awareness
12blended learning
instructional planning reusability one-to-one
e-learning content
computer-aided learning
perceived playfulness ecology complex system
e-learning system
conceptual change
13online
communitieseducational
policydesign
principlescomputer networks
authoring environment cms
educational software
peer-assessment electronic portfolio
expert systems
game technology
14computer networks great britain
cognitive apprenticeshi
pevaluation
methodology hong kong second lifeweb-based education
primary school
mathematics education
virtual environment
web-based services
15lifelong learning
research methodology course design
strategic interaction reusability
networked learning adult students
entrepreneurship trustworthiness
learning models activity theory
16 reusability plagiarismformal
learninginformation
sharinggender
differencepedagogical
processlearning
preferencesacademic
performance technical writing metaphorlearning designs
17 ict training nursingtraditional teacher
wireless networks
recommender systems
face-to-face collaboration thinking styles
reading comprehensi
onweb-mediated
writingself-
reflectionsystem
dynamics
18 koreaeffective teaching
education-care
web-enabled srl large-scale online video
cognitive systems
learning design english teaching
instructional method museum
19course design sixth grade
learning achievement
search engine repositories
constructionism
teaching resources
computer self-efficacy video streaming
course design
mobile guidance
20 roboticse-learning platform
learning resource
video recordings
developing countries
conceptual development
bayesian networks sixth graders
knowledge representation
laptop computers
mobile computing
21authoring
environment quality controlsocial
sciences nursing medicinescience teaching domain model
lifelong learning
computer-mediated communication
machine learning
authoring environment
22 mpeg-4ubiquitous learning
authoring environment web 2.0 syntax stella software
pedagogical knowledge
learning community deep learning
online community
psychometrics
23 digital videomacromedia
flashsocial
learningindividual identity
technology adoption
constructive learning
instruction design
authentic learning teaching method
intelligent tutoring
feedback mechanism
24technology standards
human-computer interaction
personalization australia
alternative assessment
educational technologies
medical informatics
assessment criteria
secondary education.
digital literacy
affective learning
25education technology prompting
face-to-face learning
traditional teacher
remedial instruction
classroom activities
internet experience
learning satisfaction brainstorming
cost-effectiveness
controlled experiment
26conceptual framework
learning strategy laptop
vocabulary acquisition
online interaction
software engineering visual maps
distance learning study skills
teaching method
long-term benefits
27middle school automation orchestration
direct instruction ontologies
temporal patterns topic maps
computer games knowledge transfer tablet pc
data processing
28web-
conferencing learning models colleges least squaresphysical science digital natives
learning perspective
diagnostic test iwb technology
ict infrastructure
social aspects
29elementary education expressiveness
knowledge management syntax
user acceptance chile
instructional method
self-regulation automation video games
cognitive structures
30multiple
intelligence peer tutoring
evidence-based
practicestudent
outcomes automationprimary schools literacies
group learning sociology
self-awareness
student satisfaction
Focal point 1-1: Exploring The Evolution of Adaptive Learning Ontology (4)
Conclusion & Future Work
• ET&S database only • One year by one year results • Evaluation: 2, 5, 11 years from 2005-2015• Ontology
2015wireless networks
automationcontent structurestandardization
online interactionsEnglish teaching
rote-memorizationknowledge buildinglanguage schools
evaluation methodology
2005-2014 adaptive learning
1scorm2mobile devices3annotations4learning cell5learning process6learning sequence7learning designs8learning strategies9cognitive load
10web-based learning
Focal point 1: Explore Real-Time Adaptive Situated Learning Design
1-1: Exploring the Evolution of Adaptive Learning Ontology
1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(1)
• to understand the relationship between individual brainwave and different tasks
• to build an automated real-time adaptive learning system
Purpose & Framework
Brainwave Type Frequency Mental states & ConditionsDelta (δ) < 4 Hz Deep sleep, non-REM sleep, unconscious
Theta (θ) 4Hz to 8Hz Intuitive, creative, recall, fantasy, imaginary
Alpha (α) 8Hz to 12Hz relaxation, peaceful or stable situation
Beta (β) 12Hz to 30Hz relaxed yet focused, Alertness, agitation (emotional involvement)
Gamma (γ) > 30Hz higher mental activity, Motor Functions
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(2)
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(3)
Research Design
• RQ1: What are the differences in individual brainwave signals among the three different tasks (inter difference, i.e. Listening Music, Gaming, and Learning)?
• RQ2: What are the differences in individual brainwave signals between the two activities in each task? (intra difference)
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(4)
Research Questions (RQs)
Participants • 30 students, 14 females (47% of the sample) and 16
males (53% of the sample)
• Undergraduate (n=13, 43%) & graduate (n=17, 57%)
• Self-evaluation form (Eysenck Personality Questionnaire)
– 73% of the participants (n=22) have stable personalities
– 27% of them (n=8) are unable to control their emotional reactions and are easily nervous/ anxiety
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(5)
Results & Discussion (1/3)
• RQ1: What are the differences in individual brainwave signals among the three different tasks (inter difference, i.e. Listening Music, Gaming, and Learning)?
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(6)
EGG TASKS Task1Music
Task2Gaming
Task3Learning
Delta Listen music t=-2.6859, p=0.0072**
t=-2.8059,P= 0.0050**
Theta Learning t=2.0537, p=0.0400*
Alpha Gaming t=2.3523, p=0.0186 *
Gamma Learning t= -2.2003, p= 0.0278*
Results & Discussion (2/3)
• RQ2: What are the differences in individual brainwave signals between the two activities in each task? (intra difference)
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(7)
Results & Discussion (3/3)
EEG brainwave Activities Listening Music Gaming Learning
α-music video
Rock music video Push Boxes Whack-A-Mole Southeast Asia Quiz
Delta α-music video t=-2.4058 p=0.0161*
t=-3.6021 p=0.0003*** t=-3.5121 p=0.0004*** t=-3.6837 p=0.0002***
t=-3.9936 p=6.522e-05***
Rock music video
t=-2.6907 p=0.0071** t=-2.6031 p=0.0092** t=-2.8678 p=0.0041**
t=-3.2658 p=0.0011**
Push Boxes t= -2.2207 p=0.0264* Whack-A-Mole t=-2.0198 p=0.0434 *
Theta α-music video t=-2.4271, p=0.0152* t=-3.0128, p=0.0026**
t=-3.1281 p=0.0017**
Rock music video
t=-2.1069, p=0.0351* t=-2.7729,p=0.0055**
t=-2.8864 p=0.0039**
Push Boxes t=-2.6293, p=0.0086**
t=-2.7073 p=0.0067**
Whack-A-Mole t= -1.9788 p=0.047846 *
EEG brainwave
Activities Listening Music Gaming Learning
α-music video
Rock music video
Push Boxes Whack-A-Mole Southeast Asia Quiz
Alpha α-music video
t=-2.1414 , p=0.0323*
t=-2.0129 P=0.0441*
Rock music video
t= -2.3528, p=0.01864 *
Gamma α-music video
t=2.3423, p=0.0192 *
t=2.5332, p=0.01131 *
t=2.2713 P=0.0231*
Rock music video
t=2.0199, p=0.0434*
Southeast Asia
t= -2.1975 p=0.0280 *
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(8)
Results & Discussion (3/3)• RQ2: What are the differences in individual brainwave signals between the two activities in each
task? (intra difference)
The participants’ Alertness of each tasks or activities are not significant different
The participants’ higher mental activity under some activities (e.g. listening/watching the alpha (α) music video or heavy metal/rock music video) are different from playing an exciting game, learning a subject, or taking a quiz.
The participants’ feeling and thinking states under the activities of the listening/watching the alpha (α) music video and having a quiz are somehow different.
Finally, the participants are playing a game has somewhat different brainwave signals from focusing on learning a subject only.
Focal point 1-2: Exploring the Difference in Brain Activities under Three Distinct Tasks
(9)
Conclusion
Thank you
Q & A