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SelfJames Andrew

Self, James Andrew
Design Practice Research Lab.
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dc.citation.conferencePlace US -
dc.citation.endPage 212 -
dc.citation.startPage 207 -
dc.citation.title ACM Conference on Designing Interactive Systems -
dc.contributor.author Jeong, Wondo -
dc.contributor.author Self, James A. -
dc.contributor.author Oakley, Ian -
dc.contributor.author Lee, Hui Sung -
dc.contributor.author Chung, Young Chul -
dc.contributor.author Kim, Byung Hern -
dc.date.accessioned 2024-02-01T00:07:30Z -
dc.date.available 2024-02-01T00:07:30Z -
dc.date.created 2020-01-01 -
dc.date.issued 2019-06-27 -
dc.description.abstract Online learning continues to see rapid growth with millions of students now engaging online and remote courses seen as convenient alternatives to conventional classroom-based teaching. Despite these advantages, online courses suffer from high drop-out rates. Prior research has suggested limited opportunities for social interaction between students may contribute to these undesirable outcomes. In order to address this challenge, we developed FlipMe, an Internet of Things companion augmenting peer-to-peer interaction in real time. We report a pilot user study to explore the potential of FlipMe as a design intervention to increase peer-to-peer learning while viewing online video content. Initial findings indicate that FlipMe’s tangible interface and feedback design features have the potential to promote peer interaction in online learning. -
dc.identifier.bibliographicCitation ACM Conference on Designing Interactive Systems, pp.207 - 212 -
dc.identifier.doi 10.1145/3301019.3323883 -
dc.identifier.scopusid 2-s2.0-85069487069 -
dc.identifier.uri https://scholarworks.unist.ac.kr/handle/201301/79571 -
dc.identifier.url https://dl.acm.org/doi/10.1145/3301019.3323883 -
dc.language 영어 -
dc.publisher Association for Computing Machinery -
dc.title FlipMe: Exploring Tangible Peer-to-Peer Communication in On-Line-Learning -
dc.type Conference Paper -
dc.date.conferenceDate 2019-06-23 -

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