With the ambition of providing teachers with a concrete tool for worldwide exploiting didactic contents to feature their courses, we face the problem of creating a social platform with adequate functionalities to satisfy the teacher expectations. Starting with a well designed architecture we endow it with three key functionalities that become the stakeholders of the emerging social network: 1) a quality system ensuring the value of the materials the users put in the platform repository as their contribution to the social business, 2) a recommender system based on computational intelligence techniques constituting the principal tool to guide teachers along the assembling of materials into courses, and 3) a gamification system, root of the no-profit business plan of the platform, to involve teachers in the social network. As a result we delineate an ecosystem where teachers exploit contents of a repository to which contribute by themselves. They are encouraged in exploiting and contributing because the contents are of high quality; they are wisely assisted in the exploration of the repository by platform services yet under their full control; and they are variously reworded by this involvement.

e-Teaching Assistant : A Social Intelligent Platform Supporting Teachers in the Collaborative Creation of Courses / M. Mesiti, S. Valtolina, S. Bassis, F. Epifania, B. Apolloni - In: Proceedings of the International Conference on Computer Supported Education - CSEDU2014 Barcellona, Spagna 2-4 April 2014Barcelona : SciTePress, 2014. - ISBN 978-989-758-020-8. - pp. 569-575 (( Intervento presentato al 6. convegno International Conference On Computer Supported Education (CSEDU) tenutosi a Barcelona nel 2014 [10.5220/0004963505690575].

e-Teaching Assistant : A Social Intelligent Platform Supporting Teachers in the Collaborative Creation of Courses

M. Mesiti
Primo
;
S. Valtolina
Secondo
;
S. Bassis;F. Epifania
Penultimo
;
B. Apolloni
Ultimo
2014

Abstract

With the ambition of providing teachers with a concrete tool for worldwide exploiting didactic contents to feature their courses, we face the problem of creating a social platform with adequate functionalities to satisfy the teacher expectations. Starting with a well designed architecture we endow it with three key functionalities that become the stakeholders of the emerging social network: 1) a quality system ensuring the value of the materials the users put in the platform repository as their contribution to the social business, 2) a recommender system based on computational intelligence techniques constituting the principal tool to guide teachers along the assembling of materials into courses, and 3) a gamification system, root of the no-profit business plan of the platform, to involve teachers in the social network. As a result we delineate an ecosystem where teachers exploit contents of a repository to which contribute by themselves. They are encouraged in exploiting and contributing because the contents are of high quality; they are wisely assisted in the exploration of the repository by platform services yet under their full control; and they are variously reworded by this involvement.
Gamification; Materials' quality and reuse; Recommendation system; Social networks; User reputation
Settore INF/01 - Informatica
2014
Book Part (author)
File in questo prodotto:
Non ci sono file associati a questo prodotto.
Pubblicazioni consigliate

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/254437
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 3
  • ???jsp.display-item.citation.isi??? ND
social impact