15 results for Baghaei, Nilufar, Conference paper

  • Evaluating a Collaborative Constraint-based Tutor for UML Class Diagrams

    Baghaei, Nilufar; Mitrovic, Branko (2007)

    Conference paper
    Unitec

    COLLECT-UML is a collaborative constraint-based tutor for teaching object-oriented analysis and design using . It is the first system in the family of constraint-based tutors to represent a higher-level skill such as collaboration using constraints. We present the full evaluation study carried out at the University of Canterbury to assess the effectiveness of the system in teaching UML class diagrams and good collaboration. The results show that COLLECT-UML is an effective educational tool. In addition to improved problem-solving skills, the participants both acquired declarative knowledge about good collaboration and did collaborate more effectively. The participants have enjoyed working with the system and found it a valuable asset to their learning.

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  • A Collaborative Constraint-based Intelligent System for Learning Object-Oriented Analysis and Design using UML

    Baghaei, Nilufar (2006)

    Conference paper
    Unitec

    Automatic analysis of interaction and support for group learning through a distance collaborative learning system is at the forefront of educational technology. Research shows that collaborative leaming provides an environment to enrich the leaming process by introducing interactive partners into an educational system and creating more realistic social contexts. This paper presents COtttCl-Ogtll, a constraint-based ITS that teaches object-oriented design using Unified Modelling Language (UML). UML is easily the most popular objectoriented modelling technology in current practice. Constraint-Based Modelling (CBM) has been used successfully in several tutoring systems, which have proven to be extremely effective in evaluations performed in real classrooms. We have developed a single-user version that supports students in learning UML class diagrams. The system was evaluated in a real classroom, and the results showed that students' performance increased significantly while interacting with the system. We are now extending the system to provide supporl for collaboration. An overview of both single-user and collaborative versions of the system is presented. A full evaluation study has been planned lor April 2006, the goal of which is to evaluate the effect of using the system on students' leaming and collaboration.

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  • From Modelling Domain Knowledge to Metacognitive Skills: Extending a Constraint-based Tutoring System to Support Collaboration

    Baghaei, Nilufar; Mitrovic, Branko (2007)

    Conference paper
    Unitec

    Constraint-based tutors have been shown to increase individual learning in real classroom studies, but would become even more effective if they provided support for collaboration. COLLECT-UML is a constraint-based intelligent tutoring system that teaches object-oriented analysis and design using Unified Modelling Language. Being one of constraint-based tutors, COLLECT-UML represents the domain knowledge as a set of constraints. However, it is the first system to also represent a higher-level skill such as collaboration using the same formalism. We started by developing a single-user ITS. The system was evaluated in a real classroom, and the results showed that students’ performance increased significantly. In this paper, we present our experiences in extending the system to provide support for collaboration as well as problem-solving. The effectiveness of the system was evaluated in a study conducted at the University of Canterbury in May 2006. In addition to improved problem-solving skills, the participants both acquired declarative knowledge about good collaboration and did collaborate more effectively. The results, therefore, show that Constraint-Based Modelling is an effective technique for modelling and supporting collaboration skills.

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  • Designing a socially assistive companion robotic wheel chair: RoboChair

    Jayawardena, Chandimal; Baghaei, Nilufar; Ganeshan, Kathiravelu; Sarrafzadeh, Hossein (2013)

    Conference paper
    Unitec

    Developing socially assistive robots is an emerging interdisciplinary research area, which requires collaboration between a wide range of disciplines. Among recent research projects, there have been attempts to develop assistive robotic solutions to solve various health and social issues. In most current research attempts to design socially assistive robots, the focus is on designing new robotic agents that can interact with people by various means. Since people do not have much experience with robots, usually extensive field trials are conducted in order to assess the usability of these robots. However, determining the usability of these robotic agents is a difficult task, since the results of field trials are not always conclusive. In this paper, an attempt to overcome the difficulty of evaluating usability of assistive robots is presented. This paper presents the design of the first version of a companion robot called RoboChair. RoboChair is in the form of a wheel chair. But, functionally it is a socially assistive companion robot. The proposed robotic chair is a mobile robot that can carry a person. It is equipped with several measuring devices for taking clinical measurements mentioned above. In addition to that, it is equipped with several sensors for obstacle avoidance, map building, localization, detecting humans etc. It is also equipped with motor controllers and other actuators for motion control. The robot chair is capable of engaging users with interactive dialogs through a touch screen and by using human-robot interaction techniques. It has a scalable modular architecture so that adding new hardware and software modules is straightforward. The software framework is based on Robot Operating System (ROS) open source robotic middleware. RoboChair is controlled by a distributed controller that spans multiple hardware devices and multiple operating systems.

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  • Enhancing engagement and collaborative learning skills in multi-touch software for UML diagramming

    Basheri, Mohammed; Burd, Liz; Munro, Malcolm; Baghaei, Nilufar (2013)

    Conference paper
    Unitec

    The use of Multi-touch interfaces for collaborative learning has received significant attention. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper explores the potential of Multi-touch interfaces in collaborative Unified Modeling Language (UML) diagramming by comparing them to a PC-based tool and evaluating the collaborative learning skills and level of physical interaction in both conditions. The results indicate that even though participants conversed more in the PC-based condition, the use of the Multi-touch table increased the level of physical interaction and encouraged “creative conflict” skills amongst the team members.

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  • Designing engaging educational tools for improving children's learning

    Casey, John; Baghaei, Nilufar; Nand, Kalpana (2014)

    Conference paper
    Unitec

    The success rate of computer games in engaging children has prompted educational researchers to investigate if similar techniques can be used to engage children with learning. In this paper, we present the results of a study conducted with 120 primary school children, in which two versions of our proposed educational tool (Features Enriched Game (FEG) vs Feature Devoid Game (FDG)) were used for four weeks to teach primary school curriculum areas of Numeracy and Te Reo Maori language. The effectiveness of the educational tool was measured using a pre-test and a post-test, as well as the frequency and duration of time on playing the game. The results showed that the FEG version enhanced children's learning - it was more effective as an educational tool in both Numeracy and Te Reo curriculum areas, when compared to the FDG version. In the case of Numeracy, the increase in scores was twice as much as the FDG version and in the case of Te Reo (Maori Language) it was five times as much. Similar results were also shown by other indicators such as time and frequency. Finally, the results showed that the

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  • Enhancing Children's Numeracy & Te Reo Skills using Computer Games

    Nand, Kalpana; Baghaei, Nilufar; Casey, John (2014)

    Conference paper
    Unitec

    The use of computer games as common vehicles for education, as opposed to pure entertainment, has gained immense popularity in recent years. In our earlier work, we investigated the appealing characteristics of engaging computer games for children and designed an educational tool based on those characteristics. In this paper, we present the results of a study conducted with 120 primary school children, in which two versions of our proposed educational tool (features enriched vs feature devoid) were used for four weeks to teach primary school curriculum areas of Numeracy and Te Reo Maori language. The effectiveness of the educational tool was measured using a pre-test and a post-test, as well as other indicators such as subjective analysis, the frequency and duration of time on playing the game. We found that the features enriched game enhanced children’s learning in both Numeracy and Te Reo curriculum areas more than the feature devoid version. In the case of Numeracy, the increase in scores was twice as much as the feature devoid version and in the case of Te Reo it was five times as much. Finally, the results of the subjective analysis showed that the feature enriched game was more popular with children – the test group indicated that they enjoyed playing the game more than the participants in the control group and are more likely to recommend it to their friends. The results also showed that the sound effects, the visual effects, the level of challenges in the game and the feedback messages contributed more to their engagement.

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  • Personalized learning : current status and potential

    Nandigam, David; Tirumala, Sreenivas Sremath; Baghaei, Nilufar (2014)

    Conference paper
    Unitec

    The term personalized learning has proliferated over recent years especially with the advancement of several educational technologies, conceptual frameworks and mobile and wireless internet technologies. The aim of this paper is to identify an acceptable personalized learning paradigm for educators. A detailed literature review on various aspects of personalized learning is also presented. Eleven participants with moderate to highly-experienced in teaching across eight countries took part for this study. The data is collected via LinkedIn collaborative participation eliminating the possibility of bias towards a particular outcome. This provides both theoretical and empirical aspects of the topic in question. The data collected from the group discussions was analyzed using content analysis techniques and the issues raised by the participants were categorized into emerging themes. This paper concludes with acknowledging the necessity of good combination of teaching and technology for a successful personalized learning paradigm.

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  • Mobile devices as support systems for health behaviour change

    Nandigam, David; Baghaei, Nilufar; Liang, Haining (2015-05)

    Conference paper
    Unitec

    A Behaviour Change Support System (BCSS) is a socio-technical information system designed to form, alter, or reinforce attitudes, behaviours, or compliance to a regular patterns of activities, and they do so without the use of coercive or deceptive elements. A health BCSS (HBCSS) is then a BCSS aimed at influencing health behaviours and wellbeing in a positive way. Accordingly, mobile devices can represent ideal tools to become the enabler portals for HBCSS. In this research we provide a review of the literature on mobile applications to see if and how they can be classified as HBCSS. We focus our review on Type 1 Diabetes and emphasize on whether persuasive elements are used and, if so, how. This in turn will aid us to assess what is required for mobile devices to become HBCSS.

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  • Evaluating mobile games for diabetes education

    Baghaei, Nilufar; Nandigam, David; Casey, John; Direito, Artur; Maddison, Ralph (2015-12)

    Conference paper
    Unitec

    Mobile games can be effective, evidence-based, and motivating tools for the promotion of children's health. Traditional method for diabetic education relies heavily on written materials and there is only a limited amount of resources targeted at educating diabetic children. In our earlier work, we proposed a novel approach for designing computer games aimed for educating children with diabetes. In this paper, we apply our game design to a mobile Android game (Mario Brothers). We also introduce three heuristics that are specifically designed for evaluating the mobile game, by adapting traditional usability heuristics. The results of a preliminary evaluation study, conducted for a week, showed that the children found the game engaging and it helped enhanced their knowledge of healthy diet and lifestyle.

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  • Designing mobile games for improving self-esteem in children with ADHD

    Baghaei, Nilufar; Casey, John; Ahmad, Yvette; Liang, Haining; Yu, Zhen (2015-09)

    Conference paper
    Unitec

    There is a growing number of children with Attention Deficit Hyperactivity Disorder (ADHD). Research has shown that these children process information quite differently from others. A lot of ADHD diagnosed children (especially Inattentive type ADHD) are more of a visual learner, easily distracted, struggle to follow instructions, are easily forgetful and more importantly have low self-esteem. Parents are often overwhelmed by the amount of information they receive on how to handle their child's symptoms and learning style. In this project, we propose a novel way to increase the self-esteem of ADHD diagnosed children through use of computer games. We came up with a set of design principles that can be applied to any game to make it suitable for ADHD children, especially with the aim of increasing their self-esteem. Our game design was applied to an existing open source mobile game (GLtron). The results of a pilot study showed that users enjoyed playing the game and found it valuable for increasing players’ self-esteem.

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  • SOFA: An Online Social Network for Engaging and Motivating Families to Adopt a Healthy Lifestyle

    Baghaei, Nilufar (2009)

    Conference paper
    Unitec

    Overweight and obesity have become a global epidemic and are increasing rapidly. Previous research has shown that providing social support and family support has profound roles on the weight management of individuals. However, the support provided by online health communities is outside the family context and is targeted at individuals. We are proposing SOFA (SOcial FAmily), an online social networking system aimed to engage and motivate families to adopt a healthy lifestyle through exposure to educational information on diet exercise and a range of other healthy living information. In this paper, we describe SOFA’s features, the research questions that we are investigating and some preliminary results from a live deployment. The results showed that adding a social layer can considerably increase user engagement with static educational content and showed that the provision of family based profiles reduced the activity levels of individual family members when compared to those with individual profiles.

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  • Designing mobile applications for smoking cessation in New Zealand

    Baghaei, Nilufar; Wu, Lian; Casey, John; Biddle, TeUrikore (2016-06)

    Conference paper
    Unitec

    Tobacco is a leading cause of preventable death in New Zealand. The smoking rate for New Zealand Māori was 44 percent in 2009, still significantly higher than for non-Māori (18 percent) for both males and females. In this research project, a novel mobile application (SmokefreeNZ) has been designed and developed, which can provide two way interactions between the server and client, whereas traditional text interventions only provide one-way communication (from server to client). This novel approach integrates interactive Mobile Technology, Social Psychology, Persuasive Technology and Behavioural Therapy to deliver personalised content in both English and Te Reo Māori, which is designed to encourage and help individual smokers to quit smoking. It serves as a tool and platform to rouse and maintain the desire and motivation to quit smoking. It is also capable of delivering tailored multimedia content to smokers from different cultural backgrounds, and will provide a clear goal for the quit attempt, maintaining the salience and reward value of making progress towards that goal. It can also use evidence based methods of reducing the desire and impulses to smoke. Currently a cased-controlled trial is undergoing to further investigate the effectiveness of the app as an intervention tool.

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  • A Multi-touch Interface for Enhancing Collaborative UML Diagramming

    Baghaei, Nilufar; Basheri, Mohammed (2012)

    Conference paper
    Unitec

    Multi-touch interfaces facilitate collaborative learning and, thus, represent a promising educational technology. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper explores the multi-touch interface’s potential in collaborative Unified Modelling Language (UML) diagramming by comparing it to a PC-based tool. The results of the study demonstrate that the use of the multi-touch table enables an increase in the equity of participation, enhanced collaboration amongst team members, and the facilitation of parallel-participative design.

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  • COMAC: Educational Games for Children with ADD/ADHD

    Baghaei, Nilufar; Casey, John; Romo de Vivar, David; Harris, Grace (2012)

    Conference paper
    Unitec

    Previous research has shown that children with Attention Deficit Disorder (ADD) and Attention Deficit Hyperactivity Disorder (ADHD) have unique difficulties that can make more traditional methods of teaching less effective. In this paper, we present a novel approach for designing computer games aimed at offering a more dynamic way of teaching ADD/ADHD diagnosed children, keeping them engaged and increasing their learning outcomes. The process of applying our design principles to two open source games (Aquaria and SuperTux) and our future plans will also be described.

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