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1.
Artificial Intelligence in Education (Aied 2021), Pt Ii ; 12749:229-233, 2021.
Article in English | Web of Science | ID: covidwho-2122157

ABSTRACT

From October to November 2020 the Philippines was struck by eight typhoons, two of which caused widespread flooding, utilities interruptions, property destruction, and loss of life. How did these severe weather conditions affect online learning participation of students pursuing their undergraduate and graduate studies in the midst of the COVID-19 pandemic? We used CausalImpact analysis to explore September 2020 to January 2021 data collected from the Moodle Learning Management System data of one university in the Philippines. We found that overall student online participation was significantly negatively affected by typhoons. However, the effect on participation in Assignments and Quizzes were not significant. These findings suggested that students continued to invest their time and energy on activities that have a direct bearing on their final grades.

2.
29th International Conference on Computers in Education Conference, ICCE 2021 ; 1:608-613, 2021.
Article in English | Scopus | ID: covidwho-1762498

ABSTRACT

Faced with the fears and anxieties brought on by the COVID-19 crisis, educational institutions had to devise new compassion-based teaching and learning policies and approaches that recognized and provided for the pandemic’s psychological and emotional toll. This paper describes how the Ateneo de Manila University in the Philippines enacted its core value of cura personalis, care for the entire person, in the context of emergency remote teaching. We describe the circumstances that prompted the greater emphasis on compassion and the adjustments to classroom management, course content, class interactions, and assessment. Finally we describe the tradeoffs or costs of this approach. © 2021 29th International Conference on Computers in Education Conference, ICCE 2021 - Proceedings. All rights reserved

3.
3rd International Conference on Adaptive Instructional Systems, AIS 2021, Held as Part of the 23rd HCI International Conference, HCII 2021 ; 12792 LNCS:412-421, 2021.
Article in English | Scopus | ID: covidwho-1359848

ABSTRACT

This paper is a critical examination of four factors that affect widespread adoption of computer-based interventions in general and adaptive instructional systems (AISs) in particular within the Philippine context: Despite government and private sector efforts, hardware diffusion in schools has not reached critical mass. The poorest sectors of society have very limited Internet access. The curriculum tends to focus on computer literacy skills and is generally unable to use information and communication technologies to support specific subjects. Finally, teachers lack the preparation and, as a consequence, the confidence to use technology in innovative ways. The study-from-home necessitated by the COVID-19 pandemic would have been an ideal opportunity to maximize the impact of computer-based interventions such as AISs as these technologies have been shown to compensate for weak teacher-led instruction. However, AISs demand the very same resources that the Philippines educational system does not have, making such deployments impossible. This paper ends with a challenge to design AISs to operate under these difficult circumstances in order to maximize the benefits that they bring to education. © 2021, Springer Nature Switzerland AG.

4.
ICCE - Int. Conf. Comput. Educ., Proc. ; 2:303-311, 2020.
Article in English | Scopus | ID: covidwho-1049476

ABSTRACT

We describe the design and development of a "slow art"experience of Rodel Tapaya's painting, Earthly Desires, which was developed for the Microsoft HoloLens. The painting is a mix of mythological and historical imagery and can be appreciated from multiple perspectives. The experience that we designed offers viewers on a particular thread, provided by the artist himself, in which he describes how the painting emanated from the image and theme of the agimat or talisman. The experience was implemented using the Unity game engine and the Vuforia AR plugin for Unity. Due to community quarantines associated with the COVID-19 pandemic, we were not able to gather feedback from museum visitors regarding the experience but will be performed in the future. Copyright © 2020 Asia-Pacific Society for Computers in Education.

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