DEDOS: An authoring toolkit to create educational multimedia activities for multiple devices

David Roldán-Alvarez, Estefanía Martín, Pablo A. Haya, Manuel García-Herranz, María  Rodríguez-González.

IEEE Transactions on Learning Technologies (2018) 11(4), 493-505


Information and Communication Technologies offer new possibilities for teachers to enhance their teaching methods. The increasing use of personal computers, tablets, interactive whiteboards or even multitouch tabletops in the classrooms seems to attract the interest of the students. However, there are not many tools that allow teachers to create multimedia activities for all these technologies in an effortless way. Most of current authoring tools either focus on creating content for only one device or they do not fully exploit the benefits of rich content for designing engaging educational activities. In this paper we present an authoring toolkit composed by two applications: DEDOS-Editor, which allow teachers to design their own learning activities, and DEDOS-Web, which allows the students to perform those activities adapting them to multiple devices. To test both tools, we have performed two evaluations. One with teachers to test the authoring tools and a second one with primary school students to test if the activities designed with this tool enhance their learning process. Results show that DEDOS-Editor is an easy to learn authoring tool which helps teachers to complement their learning methods while DEDOS-Web is flexible enough to create several learning scenarios from just one set of activities, factors which lead to achieving positive learning outcomes.





Juxtalearn: learning science and computing through juxtaposition performance in video making

The main goals of JuxtaLearn are to research, develop and evaluate a pedagogical and technological framework that exploits performance to enhance science and technology learning. JuxtaLearn will encourage students to use creative activities, in particular video-making, to help them understand things they find difficult to grasp. The international project will apply to both university and school students

Juxtalearn PathwaySchool and University students studying science and technology often encounter barriers to their understanding of complex concepts. However, unlike in the arts, students are frequently poorly motivated to overcome these barriers. Focusing on ‘performance’ JuxtaLearn will provoke student curiosity in science and technology through
creative film making and editing activities. Computational identification of students’ barriers to conceptual understanding will be overcome by scaffolded creative application of concepts in activities juxtaposed to traditional understanding. State of the art technologies will support students transferable reflections focusing on two pedagogical approaches: juxtaposition performance and reflective performance.