In this work, we explore video lecture interaction in Massive Open Online Courses (MOOCs), which is central to student learning experience on these educational platforms. As a research contribution, we operationalize video lecture clickstreams of students into cognitively plausible higher level behaviors, and construct a quantitative information processing index, which can aid instructors to better understand MOOC hurdles and reason about unsatisfactory learning outcomes. Our results illustrate how such a metric inspired by cognitive psychology can help answer critical questions regarding students' engagement, their future click interactions and participation trajectories that lead to in-video & course dropouts. Implications for research and practice are discussed.
Abstract. For MOOC learners, lecture video viewing is the central learning activity. This paper reports a large-scale analysis of in-video interactions. We categorize the video behaviors into patterns by employing a clustering methodology, based on the available types of interactions, namely, pausing, forward and backward seeking and speed changing. We focus on how learners view MOOC videos with these interaction patterns, especially on exploring the relationship between video interaction and perceived video difficulty, video revisiting behaviors and student performance. Our findings provide insights for improving the MOOC learning experiences.
This work is an attempt to discover hidden structural configurations in learning activity sequences of students in Massive Open Online Courses (MOOCs). Leveraging combined representations of video clickstream interactions and forum activities, we seek to fundamentally understand traits that are predictive of decreasing engagement over time. Grounded in the interdisciplinary field of network science, we follow a graph based approach to successfully extract indicators of active and passive MOOC participation that reflect persistence and regularity in the overall interaction footprint. Using these rich educational semantics, we focus on the problem of predicting student attrition, one of the major highlights of MOOC literature in the recent years. Our results indicate an improvement over a baseline ngram based approach in capturing "attrition intensifying" features from the learning activities that MOOC learners engage in. Implications for some compelling future research are discussed.
Tabletop systems have become quite popular in recent years, during which there was considerable enthusiasm for the development of new interfaces. In this paper, we establish a comparison between touch and tangible interfaces. We set up an experiment involving several actions like translation and rotation. We recruited 40 participants to take part in a user study and we present our results with a discussion on the design of touch and tangible interfaces. Our contribution is an empirical study showing that overall, the tangible interface is much faster but under certain conditions, the touch interface could gain the upper hand.
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