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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Measuring emotional responses to experiences with Cloud-based learning activities</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rocael Hernandez Rizzardini</string-name>
          <email>roc@galileo.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cloud-based tools, Cloud Learning Activities, Cloud</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hector Amado</string-name>
          <email>hr_amado@galileo.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Education Environments</institution>
          ,
          <addr-line>Web 2.0, Social Networking, eLearning.</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>GES department, Galileo University</institution>
          ,
          <addr-line>Guatemala</addr-line>
          ,
          <country country="GT">Guatemala</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2012</year>
      </pub-date>
      <fpage>53</fpage>
      <lpage>56</lpage>
      <abstract>
        <p>- Cloud Education Environments consider all the cloud services, whether they are applications, content providers, infrastructure services, as large ecosystem that can be used as an e-Learning ecosystem which can be built upon the learning objectives of a course. Any web 2.0 application might be used for learning purposes, and many of those applications that reside on the cloud have already opened the APIs for having an orchestrated integration of them. In this paper we present the design and deployment of learning activities using cloud applications and services. The experiences presented here are from Galileo University in Guatemala, with students from three different countries in Central America and Spain. In this study we present results of an instrument that measured emotional aspects and opinions about the tools and cloud-based learning activities. Several cloud-based tools were used for the different learning activities required for the courses, some featuring collaborative actions, knowledge representation and schemes, publication of information, research activities, storytelling activities and social networking. The results obtained demonstrates that students are eager to use and have new and more interactive ways of learning, that challenges their creativity and group organization skills, while professors have a growing interest on using new tools and resources that are easy to use, mix and reuse.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
There is great potential to maximize innovation through the
use of multiple cloud-based tools for learning activities and
to create a new learning environment, applications, and
learning experiences. Therefore there is a tendency that
Virtual Learning Environments (VLE) will move from a
monolithic paradigm to a distributed paradigm. Some call it
the next generation of cloud-based e-Learning environment
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. It is clear that VLE need to be more scalable and
improve the real innovation they bring to education, but
actual work has a focus on infrastructure layer rather than
application layer [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Still VLE is a simple conversion of
classroom-based content to an electronic format, retaining
its traditional knowledge-centric structure. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
Cloud computing application technologies are a major
technological trend that is shifting business models and
application paradigms; the cloud can provide on-demand
services through applications served over the Internet for
multiple set of devices in a dynamic and very scalable
environment [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Thus, the significance of the technology
for this study lies not only in cloud computing, but in the
application that reside in the cloud that can be used for
learning purposes, although as it will be presented, many of
them have not been intended for learning in the first place,
the applications used in this case study are actually used for
learning. Likewise social networking technologies provide
easy pathways for sharing these kinds of cloud applications
and their related data and activities and of course for
socializing and possible collaborative experiences at the
same time. [8]
We aim to create a Cloud Education Environment, where a
vast amount of possible tools and services can be used,
connected and in the future orchestrated for learning and
teaching. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
      </p>
      <p>II.</p>
    </sec>
    <sec id="sec-2">
      <title>A. The Galileo University Test-bed</title>
      <p>
        In this section we present our cloud-based learning
experience in Latin-American countries following other
successful experiences [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>The experience happens in the Institute Von Neumann
(IVN) of Galileo University, Guatemala. IVN is an online
higher education institute. It delivers online educational
programs across the country and those programs are open for
other countries.</p>
    </sec>
    <sec id="sec-3">
      <title>B. Experience description</title>
      <p>The student population at IVN is mostly adult learners who
have a job; this is something quite common in the entire
University students. The courses are similar to any other
University course; most of the students do their learning
during the evening or in weekends because of work.
It is a complete online learning degree, the topic of the
course is an e-Learning certification that consists in several
modules that specializes the students into e-Learning from
an instructional design reference. The course do not have
asynchronous sessions, although the use of chat with
professor and other peers is possible, and students are
expected to work 10 hours/week for studying materials,
doing learning activities and doing collaborative activities.
The courses within the e-Learning certification are designed
in learning units that usually last for 1 week each unit
having a diversity of online material such as video, audio,
animations, interactive content, forums, assignments and a
wide diversity of learning activities specially designed for
enhancing learning acquisition. The course uses the
institutional LMS that currently is .LRN LMS
(www.dotlrn.org), although some module are alternative
given using Moodle. The students have the advice and help
from professional instructional designers to build their
online course. The Certification is targeted to university
professors, e-Learning consultants, instructors that want to
enhance their knowledge about teaching with technology.
The presented experience has two groups of more than 60
students, most of them university professors, from different
countries: Guatemala, Honduras, El Salvador and Spain.
The courses titles are: course 2: Introduction to e-Learning;
course 3: e-Moderation and course 4: Online activities
design.</p>
      <p>In this experience, students were assigned to cloud-based
learning activities for the first time, most of them were not
technology savvy, but they had a preliminary course that
introduced them into the use of the institutional LMS and
related technologies.</p>
      <p>
        The course professor introduced these cloud-based learning
activities as innovative and powerful tools for learning, with
the objective to elaborate all the benefits that can create
mindset change, guiding the students through the benefits
that these type of activities will have in their learning
process [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], something that proved to be very helpful to
avoid resistance and possible fear to new and seen as
complex tools. We collected information form students in a
pre-test and post-test through an online survey. Each group
did two four-week courses, between the courses there was a
one-week off that we used to do telephone interviews and
gather further information about the experience.
      </p>
    </sec>
    <sec id="sec-4">
      <title>C. The Learning Activities and Scenarios</title>
      <p>
        We designed learning activities based on instructional
objectives, using as a base the past standard
non-cloudbased activities from previous editions of the courses, and
transforming them to leverage the potential of the cloud
ecosystem. The designed and tested activities are presented,
it is important to mention that each activity was carefully
designed using a custom made instructional design template
that contains all activity related information such as:
learning objectives, instructions, classification using
Bloom’s revised taxonomy [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and grading. Each single step
on the activity has a clear and explicit grading. With a clear
design of the activity, the professor and instructional
designer proceed to select the most suitable tool based on
previous knowledge and experience with the tool, in the
presented experience most of the proposed tool has been
already used for other learning activities in other courses.
Course 2 “Introduction to e-Learning”, had the following
learning activities:
Activity 2.1: Students had to do a research of a given topic,
then writing collaboratively an essay in groups of four
students. This activity was prepared with a comparison
group setting, where we divided the whole class in three
parts, first two parts using cloud-based learning activities
and the last third part using traditional desktop applications.
The first two groups were asked to use cloud services,
Google Docs [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and Wiki Spaces [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and one of the
group used traditional word processor. Then students were
invited to represent the information with a time-line tool, the
cloud-based time-line tools used were Dipity [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and
Timetoast [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and the traditional tool was Power Point.
Finally students had to comment and discuss about other
groups results in the LMS online discussion forums.
The group parts used tools are describe in Table I.
Activity 2.2: Students had to do a research and present
knowledge gained through mind map tools, the cloud
application used were MindMeister [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] and Cacoo [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
Finally they were invited to discuss about other peer
contributions on the LMS forum. It was designed as an
individual activity.
      </p>
      <p>Also a comparison setting is presented in Table II.</p>
      <p>
        Course 3: “e-Moderation”, had the following activities:
Activity 3.1: Students had to synthetize information learned
in the course and publish it using the cloud-tool Issuu [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
Then discuss other peer contribution on LMS forums.
Activity 3.2: Students had to do a research, create a
storytelling script and represent it using one of the following
cloud-based tools: GoAnimate [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], Xtranormal [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], Pixton
[
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Publish it in the social network Facebook [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] and
comment other peers’ contributions.
      </p>
      <p>
        Course 4: “Online activities design”, had the following
learning activities:
Activity 4.1: the whole group of students will build a
collaborative bookmarking based on a research assignment,
using a base taxonomy provided by the professor to classify
the links provided by the students. The Delicious
bookmarking site [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] was used for the activity.
      </p>
      <p>
        Activity 4.2: Students had to create online satisfaction
survey for courses, synthetize a method and requirements
for these types of surveys using a mind-mapping tool and
publish a sample survey using Google forms [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
Activity 4.3: The third learning activity focused on modeling
a process for creating visually attractive digital posters with
educational intentions, first by using a mind-mapping to
elaborate the concepts, and then reflect them in an
cloudbased tool for online poster called Gloster [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>In all activities, students were required to learn about the
tool in order to perform their assignments.</p>
    </sec>
    <sec id="sec-5">
      <title>D. Instruments Used</title>
      <p>
        We used standardized instruments to measure this
experience [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref13">10,11,12,13</xref>
        ], through online surveys sent to the
students with a pre-test and post-test that measured
emotional aspects and opinions about the tools and
cloudbased learning activities. Pre and post-test were evaluated
with instructional designers, professors and students to
observe and verify its validity, some enhancements were
introduced after conducting an interview with survey testers.
      </p>
      <p>III.</p>
      <p>RESULTS AND DISCUSSION OF THE EXPERIENCE
From a total of 36 students, 25 of the students gave their
consent to participate in the study (Participation were
equally distributed with 48% of female and 52% of male
participants, M=37, σ =14) by filling out at least one out of
the two presented questionnaires. Participants were asked
about the experience and some of the more interesting
positive and negative impressions are presented with the
emotional aspects evaluation:
A.</p>
      <p>
        Positive impressions


“I liked to know new activities and tools in the web
for more interaction with the student”
“I learned about many great tools that will help me
with my teaching activities, the experience showed
me that the activities can be very interactive and
innovative”
“The use of new tools for learning was fun and can
be applied with creativity to teach scientific
content.”
“What I liked is that I started using the tools in my
current courses.”
“I liked that the activities awaken creativity and
obtained interesting results and products.”
“The activities promote meaningful learning,
learning by doing so you will not forget, allows
flexibility in learning and I feel very satisfying to
achieve something new and different.”
“The tools used for the activities are pretty
dynamic and will make courses more interactive.”
“I needed more time to get to know the tools and
how to use it”
“The work load was increased for activities within
the new tools with an overhead with learning the
tools”
“I needed a lot of more time to achieve the results
with tools like Gloster, and I felt frustrated”
“The instructions were not clear”
“With some of the tools you need to purchase a
membership to upgrade and enable some
functionality”
“Some of the tools are not accessible and you can’t
use it in all operating systems, e.g. Flash based
tools”
In the experience evaluation the results of the pre-test
showed about the motivation, the instrument was based on
the Computer Emotion Scale (4pt. scale) [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] developed by
Kay and Loverock to measure emotions related to learning
new computer software/learning tools in general, then the
post-test measured the motivation after using the tool
proposed for the learning activities with the following
comparison in Table III.:
      </p>
      <sec id="sec-5-1">
        <title>Emotion</title>
        <p>Satisfied
Anxious
Irritable
Excited
Dispirited
Helpless
Frustrated
Curious
Nervous
Disheartened
Angry
Insecure</p>
        <p>Pre-test results
2.50 (σ = 0.65)
1.42 (σ = 0.97)
0.28 (σ = 0.45)
2.33 (σ = 0.72)
0.31 (σ = 0.47)
0.47 (σ = 0.56)
0.39 (σ = 0.55)
2.33 (σ = 0.68)
0.47 (σ = 0.56)
0.32 (σ = 0.42)
0.19 (σ = 0.40)
0.47 (σ = 0.70)</p>
        <p>
          Post-test results
2.48 (σ = 0.65)
1.24 (σ = 0.78)
0.44 (σ = 0.51)
2.16 (σ = 0.85)
0.28 (σ = 0.46)
0.52 (σ = 0.65)
0.32 (σ = 0.56)
2.12 (σ = 0.83)
0.60 (σ = 0.65)
0.35 (σ = 0.46)
0.32 (σ = 0.48)
0.40 (σ = 0.58)
The summary with the four variables of the CES [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] scale is
presented in Table IV:
The evaluation of emotional aspects from the participants,
shows little difference in the results between pre-test and
post-test measures. Results with a 4pt. scale show a positive
reaction to “Happiness” and low levels of “Sadness”,
“Anxiety” and “Anger” while working with cloud-based
tools used for learning activities.
        </p>
        <p>Some of the main results of the post-test were:
 35% of the participants think that it was difficult to
complete the learning activities
 50% of the participants think that they would need
more information and instructions to complete the
learning activities
 Only 10% of the participants expressed the</p>
        <p>learning activities were boring
 95% of the participants liked the idea to use
innovative learning online tools to represent new
knowledge
 70% of the participants considered that the time for
the activity was appropriate
 80% of the participants were positive about the
expression that sharing results within groups and
comments about other participants helps to learn
new concepts related to the activity.</p>
        <p>IV.</p>
      </sec>
      <sec id="sec-5-2">
        <title>CONCLUSIONS AND FUTURE WORK</title>
        <p>The presented learning experience showed the main
impressions from professors while they are doing and
planning learning activities using innovative cloud-based
learning tools. The impressions from participants showed the
interest in this kind of activities highlighting the interaction,
innovation, flexibility and creativity.</p>
        <p>Still there are many open questions that will be explored
about the experience with measures of previous experiences,
motivation, usability and new cloud-based learning tools.</p>
      </sec>
      <sec id="sec-5-3">
        <title>ACKNOWLEDGMENT</title>
        <p>This works was prepared thanks to our group of researchers,
e-tutors and instructional designers for collaborating
enthusiastically during the experimentation.</p>
      </sec>
    </sec>
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