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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>SmartFeedback: Augmented Audience Response System for Intelligent Feedback</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ramón Hervás, Iván González-Díaz, Jesús Fontecha, Ana I.</string-name>
          <email>Manuel.Serrano, Carmen.Lacave}@uclm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tania Mondéjar</string-name>
          <email>Tania.Mondejar@uclm.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Molina, Manuel A. Serrano, Carmen Lacave, Technologies and Information Systems Department, University of Castilla-La Mancha</institution>
          ,
          <addr-line>Ciudad Real, España, {Ramon.HLucas, Ivan.GDiaz, Jesus.Fontecha, AnaIsabel.Molina</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Psychology Department, University of Castilla-La Mancha</institution>
          ,
          <addr-line>Ciudad Real</addr-line>
          ,
          <country>España</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-Active participation in classroom is a critical teaching tool to achieve significant learning, which encourages critical thinking and, ultimately, makes possible to improve academic results. In recent years, innovative strategies have been developed, such as the use of devices to support participation, known as Audience Response systems (ARS) or informally, clickers. The present work proposes the development and initial validation of a system based on an augmented ARS device, with three types of functionalities (a) Programmed, the teacher can pose questions or surveys to the students, who will be able to participate through the ARS; (b) Spontaneous, an innovative functionality that allows the affective, improvised and natural participation of the audience, so that it will be possible to provide emotional feedback about any event produced in the class; (c) Implicit, the mere presence of the device and its position with respect to the rest of the devices will provide valuable data to study social behaviors and habits. The aim of all this is not only to make teaching activities more dynamic, but it is also a valuable and new source of information for the teacher, including permanent feedback of learning, opinions, emotions and social behavior, which can be used for studying their relationship with academic results. This paper describes the ARS prototype developed, whose functionalities have been tested through a trial with 19 users that helps to answer design questions for this type of devices.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Keywords— Dynamization, Active Participation, Clicker,
Academic Results, Emotions, Social Behavior.</p>
    </sec>
    <sec id="sec-2">
      <title>I. INTRODUCTION</title>
      <p>
        The Audience Response Devices (ARS), also known as
clickers, provide an interactive voting/answering system,
consisting of a software platform for managing the questions
asked by the teacher, and typically a simple hardware,
consisting of a radio-frequency receiver and several
transmitter nodes that are distributed among the audience
(students). The emitting nodes have a simple button panel that
allows the participating audience to select and emit their
answers, after each question has been shown (previously set).
ARSs contribute to active participation in the classroom, a
fundamental teaching tool for achieving significant learning
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], which encourages critical thinking and, ultimately, favors
improved academic results [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        In recent years, innovative strategies have been developed
in order to empower students in the classroom and increase
their engagement in the teaching-learning process.
Just-inTime teaching [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] or inverted class [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] are some well-known
examples. These strategies aim at reducing traditional master
classes, replacing them with guided self-learning, dedicating
the classroom hours to more participatory and reflective
activities. To this end, it is common to use ARS devices [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],
as well as software versions of this concept, such as Kahoot!
(https://kahoot.com/), which are very useful for implementing
gamification techniques in the classroom [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The interest in
the use of this type of tools, which allows the application of
active learning strategies is growing considerably [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Its
incorporation to the classrooms has been, in general, well
received, as much by the students [8] as by the teachers [9];
which is related to the benefits that have been demonstrated to
contribute [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]: instantaneous feedback, improvement in the
performance of the students [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]; promotion of the attendance
and the participation [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], attention and motivation [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and
group-based learning [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>This paper describes a relevant part of the design and
development process of a dedicated audience response device
that incorporates certain innovative functionalities. These
features are intended to provide feedback to the teacher,
during the teaching-learning process, explicitly collecting the
spontaneous emotional interactions of the students. In
addition, the proposal goes further, providing the hardware
device with sensor-based mechanisms and implicit
monitoring functions that would allow, in future works, to
analyze aspects related to the social behavior of students, as
well as to check if there is any relationship between them and
their academic results.</p>
      <p>As a key part of the design and development of the final
prototype of the augmented ARS, this contribution also
describes the preliminary evaluation (proof of concept) carried
out on the potential use of the device in the classroom, as well
as its possible impact on teaching practice. The starting point
was a prototype of virtual ARS (emulated by software in a web
environment), provided to students, which incorporates the
ordinary functionalities of a traditional ARS, along with other
functions that enable spontaneous interactions and allow them
to collect their opinions and / or emotions at any time of the
class.</p>
      <p>The evaluation, carried out with the participation of a pilot
group of student volunteers, allow to analyze and discuss the
results obtained and to validate whether the proposal of
innovative functionalities to incorporate in the increased ARS
is positive and enriching for the learning.</p>
      <p>This proposal is a valuable and new source of information
for the teacher since the data collected (always ensuring the
privacy of the student) will be used in the future to analyze,
among other aspects, the relationship between the augmented
ARS with the level of academic results. This information can
be very useful for the schools, serving as a support for decision
making that ensures continuous quality improvement; hence
the name SmartFeedback.</p>
      <p>Consequently, the aim of this work is to establish the
functionalities that the final prototype of the augmented ARS
will have, to determine the design and development principles,
both of the dedicated hardware device and the associated
software, and to analyze, in a preliminary way, its pedagogical
impact. The article presents the proposal of the
SmartFeedback system in section 2, the experience carried out
and its results, in section 3, and the conclusions of this
evaluation, in section 4.</p>
    </sec>
    <sec id="sec-3">
      <title>II. PROPOSED SYSTEM</title>
      <sec id="sec-3-1">
        <title>A. Motivation</title>
        <p>The use in class of the standard clickers usually requires a
simple deployment and set-up, so the functionality they offer
is limited to a simple survey of the responses provided by
students at predetermined times. This limitation is what has
motivated the work presented here, since the objective is to
analyze the information provided to teachers during the
development of the class, the impact of teaching activities on
students, as well as their behavior, both individual and
collectively. The prototype of the augmented ARS has a
lowcost profile in terms of the necessary hardware (less than 20$
per unit), and it provides a range of future uses of the
incorporated functionalities, as well as of the collected data,
which are not contemplated in the traditional commercial
clickers.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. General View</title>
        <p>In the proposed teaching-learning scenario, based on
active participation and enriched by the use of augmented
ARS devices, three types of activities are allowed:
</p>
        <p>Programmed: is the supported functionality by
traditional clickers, in which the teacher can propose
questions or polls (surveys) to students, who can
participate through the response buttons of the ARS
device in pre-set/programmed moments.
 Spontaneous: students can interact with the device at
any time during the session by pressing a specific
button to express a positive feeling about what is
happening in class (equivalent to the "Like" used in the
context of social networks). This is an innovative
feature that allows for the affective, improvised and
natural participation of the audience, and provides
feedback on any event produced in the class, similar to
what happens in social networks.
 Implicit: the device allows services that do not require
any interaction from the students. Specifically, the
presence of the augmented clicker in the classroom and
its proximity to the teacher's device, as well as to the
rest of the devices carried by the students, provides
valuable data to study social habits and behaviors. The
presence and proximity data are obtained by analyzing
the power of the signals emitted by the ARS devices
themselves, incorporating embedded Bluetooth Low
Energy (BLE) and Wi-Fi wireless transceivers. This
functionality is one of the main reasons for developing
dedicated hardware for the ARS device.</p>
        <p>These functionalities are shown in the general scheme of
the SmartFeedback system, presented in Figure 1.
Spontaneous emotional interactions can occur during a
programmed activity, while the implicit functionalities must
take place at all times, independently of the other
functionalities.</p>
        <p>The system is designed to support, in addition to the
traditional participation functionalities (programmed
activities), the rest of the activities previously exposed, related
to the interactions in the classroom. These activities will be
processed to provide, in the best way, the necessary
information to the teacher. Therefore, there are three levels of
information that the system must provide, each with data and
visualization techniques specific to its purpose:
 Instantaneous data: This refers to the data that can be
provided to the teacher during the development of the
class. They should have a visual and simple format,
typically by means of graphics, which do not require
much effort or attention to understand them and make
decisions. Examples may include concrete results of a
scheduled activity (such as a survey) or peaks in
positive student feedback.
 Short-term data (daily): This is the data that the
teacher can analyze at the end of a class (or several of
them) to evaluate what impact the different activities
carried out have had, in order to plan the next sessions.
Some of the data related to implicit functionality, such
as automatic attendance control, are also included in
this category.
 Long-term data (historical). These are the "raw" data,
which will allow a deeper analysis and study the
existence of a possible relationship with academic
results. Included in this category are data on proximity
between devices, which will also allow the analysis of
individual and group behavior.</p>
      </sec>
      <sec id="sec-3-3">
        <title>D. Implementation</title>
        <p>This section briefly describes the hardware design of the
device prototype, i.e., the arrangement of the electronic
components on the printed circuit board, which is part of the
augmented ARS. This design has been previously validated
by functional tests on the protoboard. These tests have been
used to check the compatibility of the various hardware
components and their connection options. From this validated
scheme, a highly replicable Printed Circuit Board (PCB) has
been developed, using Electronic Design Automation (EDA)
software. In Figure 2, the synthesized computer design of the
first hardware prototype is shown (upper image) and the
physical/real aspect of this prototype once it is assembled
(lower image).</p>
        <p>The device consists of a SoC (System on Chip) Espressif®
ESP32-WROOM-32D (ESP32), which has an embedded
microcontroller chip with a powerful 32-bit CPU and
dualcore Xtensa® LX6. Each core can reach a maximum working
frequency of 240MHz. Broadly speaking, the integrated one
contains 448 KBytes of program memory (ROM), as well as
520 KBytes of physical memory for data and instructions; it
also has integrated wireless transceivers for communication
via Wi-Fi 802.11b/g/n + BLE 4.2 protocols. Another relevant
feature of the ESP32 is its different power management
modes, which allow to reduce the clicker consumption
drastically, in those moments of time when there is no
processing or communication activity.</p>
        <p>In addition to the ESP32-WROOM-32D module, i.e. the
communication and processing core of the augmented ARS
device, the PCB incorporates a 3.3v DC voltage regulator, and
two CR-2032 lithium battery sockets. As actuators, the
hardware prototype incorporates i) a small Seeed
Technology® 3VDC 316040001 DC vibration motor, to
provide haptic feedback in specific circumstances; ii) a small
0.96 inch (128x64 pixels) monochrome OLED display to
provide visual information to the user. Finally, as sensing
components, the augmented ARS device is equipped with a
triaxial accelerometer (STMicroelectronics® LIS3DH) and 5
capacitive touch buttons/pads, integrated in the PCB itself and
connected to the ESP32 inputs that allow measuring
capacitance variations in everything that conducts electrical
charge (like human skin).</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>III. TRIALS</title>
      <p>A trial has been carried out that serves as an initial
evaluation of the design and functionalities of the
SmartFeedback system, as well as to assess its usefulness in
the teaching-learning process.</p>
      <sec id="sec-4-1">
        <title>A. Material and Protocol</title>
        <p>Although a first assembled prototype of the ARS physical
device is available, a number of design and implementation
decisions still need to be made before scaling up production.
This is the main reason for the trial test described in this
section. For this purpose, an initial software prototype has
been developed that emulates the behavior of the ARS
interaction device, through a web environment (Figure 3). The
interactions that each student performs using his device are
stored along with a time stamp. The emulated system includes
programmed, spontaneous and implicit functionalities (in the
latter case, only presence information is stored, but not raw
data related to the proximity between devices). In this way, it
is possible to obtain, from early stages, information that helps
in the decision-making process in the final development of the
system. A user-centered design is followed, making these
participants from the beginning of SmartFeedback
development.</p>
        <p>The evaluation was carried out in the context of the subject
"Teaching Innovation" in the specialty of Technology and
Information Technology of the University Master's Degree in
Secondary Education Teaching, due to the double profile
(student and teacher in training) of the student population.</p>
        <p>
          The participants were 19 students and the professor in
charge of the subject. The evaluation was conducted during a
two-hour class session, following the next protocol: (a) the
professor explained to his students the basic concepts of the
ARS devices and the functionalities of the SmartFeedback
system; (b) he provided them with access to the web
environment that emulates the ARS device and briefly
explained its operation, encouraging them to use it during the
class when they consider appropriate. To this end, the teacher
developed the class normally, alternating teaching-learning
methods during the session (inverted class, master class,
collaborative learning, etc.). During the class, questionnaires
and surveys (programmed activities) were integrated, which
had to be answered through the ARS emulator. At all times,
students were able to make spontaneous interactions of type
"Like"; (c) at the end of the session, students were asked to fill
out an opinion survey to find out their perception of the system
and their possible real use in class. This survey was integrated
into an online form system and was organized in three blocks
of items, with a five-level Likert scale, from "(1) Strongly
Disagree" to "(5) Strongly Agree". The first block of questions
aimed to obtain general information about the validity and
convenience of using dedicated/physical ARS devices in the
classroom. The second block evaluated the perception of the
functionalities and possible benefits of the ARS from the
student's point of view. Regarding the third block, participants
were asked to put themselves in the role of the teacher and
evaluate various aspects of the system. Finally, an overall
numerical evaluation of the system was requested, on a [
          <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5">1-5</xref>
          ]
scale.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Results</title>
        <p>With regard to the overall rating of the system, an average
of 4.12 out of 5 was obtained (σ=+/-0.6). Figure 4 shows the
results obtained in the first block of items, about perception of
participants about the physical device ARS. The aim was to
obtain information related to the convenience of using a
dedicated/physical device versus its digital equivalent,
typically as an app on mobile devices.</p>
        <p>Participants indicated that the physical device may favor
greater and better use than equivalent versions in app version.
In addition, the data show that the physical format may be less
distracting to students, mainly because of the absence of
notifications outside the teaching-learning process. Finally,
there is a great acceptance of the concept of spontaneous
interaction with the "Like" button.</p>
        <p>Figure 5 shows the results obtained in the survey block
regarding the use of SmartFeedback by students. From the
answers given in this block, it can be deduced that most users
believe that this system favors active participation in class.
The rest of the questions try to obtain information about
aspects related to the privacy of the interactions. There is quite
a diversity of responses, but it can be inferred that the greatest
concern about privacy is related to the public display of the
"Like" interaction during class, and about the future
correlation of the data with academic performance. On the
other hand, most participants accept that the teacher has
information about their interactions and that the system
automatically saves their presence.</p>
        <sec id="sec-4-2-1">
          <title>General perception about the ARS device</title>
          <p>The "Like" button seems right
Physical arrangement can cause
students to lose attention in class
An App can cause students to lose
attention in class
Physical buttons can encourage
more and better use during classes
Having a physical device seems
better than using an App
0
5
10
15
20
Strongly Disagree
Neutral
Disagree
Agree</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>Perception in the student role</title>
          <p>I would agree that the data would
correlate with my academic</p>
          <p>performance
If proximity information is collected, I
would prefer it to be anonymous
I think it is appropriate that the
system collects information on the
closeness between devices
I think it is appropriate that the
system serves as an automatic
attendance control
I would prefer the "Like" button to
work anonymously</p>
          <p>I think it is appropriate that it
appears on the screen when I press
the "Like" button
It is appropriate for the teacher to
know when I press the "Like" button
It is appropriate that the teacher
knows my answers to the questions
he/she proposes
Class participation with the Clicker
can be increased
0
5
10
15
20
Strongly Disagree
Neutral
Strongly Agree
Disagree
Agree</p>
        </sec>
        <sec id="sec-4-2-3">
          <title>Perception in the teacher role</title>
          <p>The results of the third block, about the perception of the
system from the teacher's point of view, are shown graphically
in Figure 6. It can be seen that they are very positive regarding
the validity and convenience of the use of this system to
improve the teaching-learning process. There is also
considerable consensus on the validity of its use for presence
control. There is a diversity of opinions on whether this
solution can increase the teacher's workload and whether the
results of both programmed and spontaneous interactions
should be displayed in real time.</p>
          <p>The SmartFeedback system aims to make face-to-face
academic activities more dynamic, promoting participation
and meaningful learning strategies. In this sense, it not only
supports activities based on questions and polls, but also
allows and promotes students to provide spontaneous
feedback on classroom activities, in a simple but effective
way.</p>
          <p>A preliminary evaluation has been made which will serve
to carry out the complete development, both software and
hardware, of the augmented ARS based on evidence.
Specifically, the results of the proof of concept conducted
support the proposed innovative feature set. For example, it is
considered that spontaneous emotional interactions based on
a "Like" button will make students more participatory, which
should result in better concept acquisition and increased
motivation. Likewise, while obtaining functional feedback
from the system, the feasibility of including the device in the
classroom as a teaching aid was confirmed.</p>
          <p>In addition, participants highlighted concerns regarding
the treatment and privacy of the data collected and displayed.
In fact, there has been disagreement about it not being
anonymous or being publicly displayed during the class.
These comments should be taken into account for the future
development of the system.</p>
          <p>In any case, the preliminary evaluation shows that the
proposed system is a valuable and new source of information
for teachers, which will allow them to analyze the
development of their classes and the impact of the activities
on the students. This finding is considered essential for the
development of future research based on the use of this
system.</p>
          <p>On the other hand, the results obtained from the trial
facilitate decision making in the following stages of proposal
development, reducing risks before scaling up the production
of physical/dedicated ARS devices and the global
implementation of SmartFeedback.</p>
          <p>The contributions shown in this work represent the first
phase of a larger project. The next step, once the augmented
ARS device has been designed, prototyped and validated, is
its production. The objective it to used it long periods in class
and analyze in depth the pedagogical feasibility.</p>
          <p>ACKNOWLEDGMENT</p>
          <p>This work is part of the project entitled "SmartFeedBack:
Smart Audience Response System for Classroom Feedback",
granted within the XI Call for Grants for Teaching Innovation
Projects promoted by the Vice-Chancellorship of Teaching of
the University of Castilla La Mancha.</p>
        </sec>
      </sec>
    </sec>
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