B.H. Limbu
26 records found
1
Authored
We can teach more than we can tell
Combining Deliberate Practice, Embodied Cognition, and Multimodal Learning
Table tennis tutor
Forehand strokes classification based on multimodal data and neural networks
Beginner table-tennis players require constant real-time feedback while learning the funda-mental techniques. However, due to various constraints such as the mentor’s inability to be around all the time, expensive sensors and equipment for sports training, beginners are unable ...
HoloLearn
Using holograms to support naturalistic interaction in virtual classrooms
Traditional online communications tools used in education are limited in terms of fostering naturalistic or life-like interaction. Such limited interactions in classrooms can negatively impact learning. Holograms are promising tools that show potential to overcome such limitat ...
Expert distribution similarity model
Feedback methodology for non-imitation based handwriting practice
Learning fine psychomotor skills such as handwriting is a tedious endeavour which requires close supervision of the teacher to master. However, the increasing number of students in classes means less time a teacher can allocate for each student. This adversely affects the deve ...
Designing and implementing gamification
GaDeP, gamifire, and applied case studies
Gamification aims at addressing problems in various fields such as the high dropout rates, the lack of engagement, isolation, or the lack of personalisation faced by Massive Open Online Courses (MOOC). Even though gamification is widely applied, not only in MOOCs, only few cas ...
The chapter highlights the role of sensors for supporting seamless learning experiences. In the first part, the relation between sensor tracking of learning activities and research around real-time feedback in educational situations is introduced. The authors present an overvi ...
Gamification aims at addressing inherent problems of massive open online courses (MOOC): high dropouts, lack of engagement, isolation, lack of individualization. However, each MOOC platform offers different features and technical interfaces. Also, each platform collects differ ...
WEKIT.One
A Sensor-Based Augmented Reality System for Experience Capture and Re-enactment
Body-worn sensors can be used to capture, analyze, and replay human performance for training purposes. The key challenge to any such approach is to establish validity that the captured expert experience is actually suitable for training. In this paper, to evaluate this, we app ...
Can you ink while you blink?
Assessing mental effort in a sensor-based calligraphy trainer
Sensors can monitor physical attributes and record multimodal data in order to provide feedback. The application calligraphy trainer, exploits these affordances in the context of handwriting learning. It records the expert’s handwriting performance to compute an expert model. ...
Multimodal Learning Hub
A Tool for Capturing Customizable Multimodal Learning Experiences
Studies in Learning Analytics provide concrete examples of how the analysis of direct interactions with learning management systems can be used to optimize and understand the learning process. Learning, however, does not necessarily only occur when the learner is directly inte ...
Using sensors and augmented reality to train apprentices using recorded expert performance
A systematic literature review
Experts are imperative for training apprentices, but learning from experts is difficult. Experts often struggle to explicate and/or verbalize their knowledge or simply overlook important details due to internalization of their skills, which may make it more difficult for appre ...
The WEKIT.one prototype is a platform for immersive procedural training with wearable sensors and Augmented Reality. Focusing on capture and re-enactment of human expertise, this work looks at the unique affordances of suitable hard- and software technologies. The practical ch ...
Tomb of osiris
Gamifying the assessment of collaborative complex problem solving skills on tangible tabletops
“Tomb of Osiris” is a collaborative puzzle-based game on a Tangible Tabletop, with the aim to gamify the MicroDYN approach. MicroDYN is an approach to assess complex problem solving skills through tasks within microworlds. Gamifying MicroDYN proposes new solutions for fosterin ...