Personalized learning methods have revolutionized education by allowing tailored teaching approaches to meet individual students’ needs. This approach, supported by educational technologies, aims to engage learners with diverse expertise levels by adapting content and methods accordingly. This demo introduces an End-User Development system that empowers teachers to create and define interactive behaviors of educational tools using Trigger-Action Programming (TAP). The system facilitates the creation of "vocabularies" specific to each learning subject and translates them into verbal primitives for trigger-action rule definition. These rules are then used in the customization of interfaces. This demo presents examples using a tangible device and a web-based educational game aimed to enrich education activities in elementary schools. Future directions include studying teachers’ appropriation of the use of TAP to customize learning material as well as adaptation in new domains and with different devices.
RuleCraft: An End-User Development Hub for Education / Andrao, Margherita; Gini, Federica; Frageri, Davide; Bucchiarone, Antonio; Cappelletti, Alessandro; Treccani, Barbara; Zancanaro, Massimo. - (2024). (Intervento presentato al convegno 2024 International Conference on Advanced Visual Interfaces, AVI 2024 tenutosi a Arenzano, Genoa, Italy nel 3rd-7th June 2024) [10.1145/3656650.3656741].
RuleCraft: An End-User Development Hub for Education
Andrao, Margherita
;Gini, Federica
;Bucchiarone, Antonio;Treccani, Barbara;Zancanaro, Massimo
2024-01-01
Abstract
Personalized learning methods have revolutionized education by allowing tailored teaching approaches to meet individual students’ needs. This approach, supported by educational technologies, aims to engage learners with diverse expertise levels by adapting content and methods accordingly. This demo introduces an End-User Development system that empowers teachers to create and define interactive behaviors of educational tools using Trigger-Action Programming (TAP). The system facilitates the creation of "vocabularies" specific to each learning subject and translates them into verbal primitives for trigger-action rule definition. These rules are then used in the customization of interfaces. This demo presents examples using a tangible device and a web-based educational game aimed to enrich education activities in elementary schools. Future directions include studying teachers’ appropriation of the use of TAP to customize learning material as well as adaptation in new domains and with different devices.File | Dimensione | Formato | |
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