Daniel Spikol

Daniel Spikol
Malmö University | mah · Department of Computer Science

Ph.D. Computer Science

About

71
Publications
12,903
Reads
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984
Citations
Citations since 2017
24 Research Items
482 Citations
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2017201820192020202120222023020406080100

Publications

Publications (71)
Chapter
Full-text available
Research on learning spaces and their impact on teaching and learning has been a field of inquiry for decades. Yet, technological advances regarding data capture and analysis tools are opening both new opportunities and challenges in this area. This chapter illustrates the potential key role of multimodal learning analytics (MMLA) in advancing lear...
Chapter
Full-text available
This chapter provides an introduction and an overview of this edited book on Multimodal Learning Analytics (MMLA). The goal of this book is to introduce the reader to the field of MMLA and provide a comprehensive overview of contemporary MMLA research. The contributions come from diverse contexts to support different objectives and stakeholders (e....
Chapter
Challenges that arise during a time of crisis, as the current COVID-19 pandemic, are a basis for recognizing how different governments handle the governance of units such as schools and issues related to democracy and social inequality. By paying attention to similar or contrasting issues in the political welfare states’ characteristics and organiz...
Preprint
Full-text available
Challenges that arise during a time of crisis, as the current COVID-19 pan-demic, are a basis for recognizing how different governments handle the governance of units such as schools and issues related to democracy and social inequality. By paying attention to similar or contrasting issues in the political welfare states’ characteristics and organi...
Conference Paper
Workshop proposal for CrossMMLA focused on collecting and analysing multimodal data across the physical and the virtual. Under the current global pandemic, cross physical and virtual spaces play a substantial factor and challenge for MMLA, which is focused on collaborative learning in physical spaces. The workshop proposes an asynchronous format th...
Conference Paper
Full-text available
Workshop proposal for CrossMMLA focused on collecting and analysing multimodal data across the physical and the virtual. Under the current global pandemic, cross physical and virtual spaces play a substantial factor and challenge for MMLA, which is focused on collaborative learning in physical spaces. The workshop proposes an asynchronous format th...
Chapter
The Scandinavian countries are often seen as a unity. However, during the COVID-19 pandemic striking differences on how the countries approached the crisis became evident. This quantitative-ethnographic (QE) study aimed to understand political and cultural similarities and differences between the three Scandinavian countries – Denmark, Norway and S...
Preprint
Full-text available
The Scandinavian countries are often seen as a unity. However, during the COVID-19 pandemic striking differences on how the countries approached the crisis became evident. This quantitative-ethnographic (QE) study aimed to understand political and cultural similarities and differences between the three Scandinavian countries-Denmark, Norway and Swe...
Conference Paper
Full-text available
Learning is a complex process that is associated with many aspects of interaction and cognition (e.g., hard mental operations, cognitive friction etc.) and that can take across diverse contexts (online, classrooms, labs, maker spaces, etc.). The complexity of this process and its environments means that it is likely that no single data modality can...
Article
The current knowledge of the effects of the physical environment on learners’ behaviour in collaborative problem‐solving tasks is underexplored. This paper aims to critically examine the potential of multimodal learning analytics, using new data sets, in studying how the shapes of shared tables affect the learners’ behaviour when collaborating in t...
Presentation
Full-text available
This workshop explores quantitative ethnography as a framework for discussing network approaches to learning analysis. In many learning contexts, we increasingly have access to large amounts of rich process data. To make meaning of this evidence, our goal is to develop a qualitatively "thick" description of the data and thus of learning. However, t...
Conference Paper
In this study, we describe the results of our research to model collaborative problem-solving (CPS) competence based on analytics generated from video data. We have collected ~500 mins video data from 15 groups of 3 students working to solve design problems collaboratively. Initially, with the help of OpenPose, we automatically generated frequency...
Article
Full-text available
Multimodal learning analytics provides researchers with new tools and techniques to capture different types of data from complex learning activities in dynamic learning environments. This paper investigates the use of diverse sensors, including computer vision, user‐generated content, and data from the learning objects (physical computing component...
Article
Physical computing toolkits have long been used in educational contexts to learn about computational concepts by engaging in the making of interactive projects. This paper presents a comprehensive toolkit that can help educators teach programming with an emphasis on collaboration, and provides suggestions for its effective pedagogical implementatio...
Conference Paper
Students’ learning is ubiquitous. It happens wherever the learner is rather than being constrained to a specific physical or digital learning space (e.g. the classroom or the institutional LMS respectively). A critical question is: how to integrate and coordinate learning analytics to provide continued support to learning across physical and digita...
Conference Paper
Full-text available
Collaborative problem solving (CPS), as a teaching and learning approach, is considered to have the potential to improve some of the most important skills to prepare students for their future. CPS often differs in its nature, practice, and learning outcomes from other kinds of peer learning approaches, including peer tutoring and cooperation; and i...
Conference Paper
Full-text available
Multimodal learning analytics offer researchers new tools and techniques to capture different types of data from complex learning activities in dynamic learning environments. This paper investigates high-fidelity synchronised multimodal recordings of small groups of learners interacting from diverse sensors that include computer vision, user-genera...
Conference Paper
Full-text available
In order to support equity and access in collaborative learning, it is important to understand the nature of collaborative learning itself. One approach is to look at the physical aspects of how students collaborate while engaged in open-ended group-work during Practice-Based Learning (PBL) activities. By analysing how students and teachers move an...
Conference Paper
Full-text available
Collaborative learning activities are a key part of education and are part of many common teaching approaches including problem-based learning, inquiry-based learning, and project-based learning. However, in open-ended collaborative small group work where learners make unique solutions to tasks that involve robotics, electronics, programming, and d...
Conference Paper
In this paper, we pose the question, can the tracking and analysis of the physical movements of students and teachers within a Practice-Based Learning (PBL) environment reveal information about the learning process that is relevant and informative to Learning Analytics (LA) implementations? Using the example of trials conducted in the design of a L...
Conference Paper
Multimodal Learning Analytics (MMLA) captures, integrates and analyzes learning traces from different sources in order to obtain a more holistic understanding of the learning process, wherever it happens. MMLA leverages the increasingly widespread availability of diverse sensors, high-frequency data collection technologies and sophisticated machine...
Conference Paper
Introducing physical computing into regular school classes is challenged by constraints of schedules and curricula structures, which do not allow for time-consuming electronics prototyping. We present a novel approach to prototyping with physical computing components with the Arduino-based TALKOO kit: It comprises hardware modules, a visual IDE and...
Article
Full-text available
The continuous evolution of learning technologies combined with the changes within ubiquitous learning environments in which they operate result in dynamic and complex requirements that are challenging to meet. The fact that these systems evolve over time makes it difficult to adapt to the constant changing requirements. Existing approaches in the...
Chapter
This chapter introduces the notion of design for learning sciences that broaden the idea of design in research. Inspired by the different design processes the differences of scientific and design problems and the role of design as a membrane between research and practice, a condensed process can be developed to bridge design-based research (DBR) an...
Article
Full-text available
This article introduces the Learning Activity Design (LEAD) framework for the development and implementation of mobile learning activities in primary schools. The LEAD framework draws on methodological perspectives suggested by design-based research and interaction design in the specific field of technology-enhanced learning (TEL). The LEAD framewo...
Article
Full-text available
The MEDEA Studio was a research centre founded at Malmö University. It focused on collaborative media and design to promote research and practice in connection with its surrounding environment for better innovation and outreach. During its history, MEDEA has undergone several changes leading to diverse challenges. This field report examines MEDEA’s...
Article
Full-text available
This article introduces the Learning Activity Design (LEAD) framework for the development and implementation of mobile learning activities in primary schools. The LEAD framework draws on methodological perspectives suggested by design-based research and interaction design in the specific field of technology-enhanced learning (TEL). The LEAD framewo...
Article
Full-text available
This poster discusses work on the design of a visual-based programming language for physical computing and mobile tools for the learners to actively document and reflect on their projects. These are parts of a European project that is investigating how to generate, analyze, use and provide feedback from analytics derived from hands-on learning acti...
Conference Paper
This paper presents the overall goals and preliminary results of an on-going research project that aims at: understanding the intricacies and complexities of introducing mobile technologies into schools' curriculum and accepted teaching practices; analyzing actual transformations that the use of mobile technologies in schools brings to contemporary...
Chapter
This article questions the design of mobile learning activities that lead students to spend time focusing on the mobile devices at the expense of interacting with other students or exploring the environment. This problem is approached from an interaction design perspective, designing and analysing geometry-learning activities. The authors present s...
Article
This paper presents the next step in the iterative design process of a four-year project that explores how to use technology in the everyday ecology classroom for fieldwork. In order to proceed in making mobile science inquiries more accessible to the everyday teacher and to better understand how to design the final phases of the project we investi...
Conference Paper
Full-text available
This paper introduces the workshop "Exploring Design Methods for Mobile Learning" to be held at MobileHCI 2011, in Stockholm, Sweden.
Article
This article questions the design of mobile learning activities that lead students to spend time focusing on the mobile devices at the expense of interacting with other students or exploring the environment. This problem is approached from an interaction design perspective, designing and analysing geometry-learning activities. The authors present s...
Conference Paper
Full-text available
Mobile devices combined with sensor technologies provide new possibilities for embedding inquiry-based science learning activities in authentic settings. These technologies rely on various standards for data exchange what makes the development of interoperable mobile and sensor-based applications a challenging task. In this paper, we present our te...
Article
The availability of low-cost and powerful mobile devices and 3D modeling and visualization tools provides new opportunities for bringing innovation into mathematics education. This paper reports on the findings from a mobile geometry project pilot for middle school students designed together with teachers that consisted of outdoors and indoors acti...
Conference Paper
Recent advances in mobile, wireless, and sensor technologies provide new possibilities for supporting learning activities that can be spatially distributed and incorporate different physical and environmental sensory data. In this paper, we present our technical efforts in relation to the design and implementation of mobile and web applications tha...
Conference Paper
Our hands-on workshop convenes educational designers and learning technology architects to author inquiry learning activities and user experiences. Participants will use a scenario editor to design classroom and field activities based on pedagogical approaches such as personal inquiry. Designs will be implemented using modeling tools, mobile device...
Conference Paper
A common picture from studies on mobile learning is a group of students standing somewhere outdoors around a mobile device "like bees around the hive". This paper questions the design of learning activities that lead learners to spend time focusing on the device at the expense of interacting with other learners while exploring the outdoor environme...
Chapter
This chapter presents the COLLAGE (collaborative learning platform using game-like enhancements) project as a good practice example of mobile and game-based learning that aims to integrate formal and informal learning settings through an innovative pedagogical approach. In this learning environment, students learn in context while participating in...
Conference Paper
Full-text available
New media technology students at university face many challenges from social to pedagogical when they start academic studies. One of the programs initial goals for these new students is to introduce them to some of the key social Web services that they will need to use for their schoolwork. The use of pervasive games to reach this specific purpose...
Conference Paper
Full-text available
Scientific practices increasingly incorporate sensors for data capture, information visualization for data analysis, and low-cost mobile devices for field- based inquiries incorporating open web standards. While a broad range of design approaches for developing technology-enhanced learning has been used by researchers and practitioners for the last...
Article
Full-text available
The combination of informal learning and mobile outdoor games can be seen as a relevant arena for conducting novel learning activities that involve children in different tasks including physical motion, problem solving, inquiry and collaboration. These are activities that support different cognitive and social aspects of learning. Co-design and hum...
Conference Paper
Mobile outdoor games can be seen as fertile ground for conducting novel learning activities that involve children in different tasks including physical motion, problem solving, inquiry and collaboration; all those are activities that support different cognitive and social aspects of learning. Co-design and human centric design practices have been t...
Article
In this paper, we present our design approach for bridging outdoors and indoors learning activities with the support of mobile and positioning technologies. In order to illustrate these research efforts we describe the outcomes of two trials we have conducted with more than 50 elementary school children. The activities presented in this paper aspir...
Chapter
In this chapter we describe our continuing efforts related to the design, implementation and evaluation of innovative educational activities supported by ubiquitous computing in the AMULETS (advanced mobile and ubiquitous learning environments for teachers and students) project. We argue that the design of innovative mobile learning activities shou...
Article
In this paper we report the results of our on-going activities regarding the use of smart phones and mobile services in university classrooms. The purpose of these trials was to explore and identify which content and services could be delivered to the smart phones in order to support learning and communication in the context of university studies....
Conference Paper
Full-text available
In this paper we present our pedagogical and technological approach for supporting the design of novel situated learning activities that can be conducted both, outside the school and in the classroom. One main goal is to enhance the content of the curricula by bringing multimedia resources and mobile support to outdoor settings thus enriching the f...
Article
Pervasive computing offers new ranges of possibilities when it comes to supporting learning and collaboration. The design of educational activities in these environments is a challenging task that raises the question of how pervasive computing can be used to support new modes of collaborative learning. In this paper we discuss those aspects related...
Article
Full-text available
This paper presents our views concerning the use of context as a part of the participatory approach in order to provide content in context to increase the value of information. Our aim is to decrease the "ontological gap" that exists between users and information systems. Our focus is to close this gap by using contextual information. We introduce...

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Projects

Projects (3)
Project
The newly launched International Journal of Learning Analytics and Artificial Intelligence for Education (www.i-jai.org) aims to increase knowledge and understanding of ways in which learning analytics (LA) and artificial intelligence (AI) can support and enhance education. The journal aims to bridge the gap between pure academic research journals and more practical publications. The open journal will be indexed in databases such as Scopus, DOAJ, DLBP, LearnTechLib, EBSCO, Google Scholar, etc. This journal provides open access to all of its content on the principle that making research freely available to the public supports a greater global exchange of knowledge. Such access is associated with increased readership and increased citation of an author's work. We invite researchers and relevant stakeholder to submit papers that for instance focus on: * Analysing Learner’s Activity, Engagement, and Motivation * Modeling Learning and Teaching in Different Environments (online, blended and physical environments) * Evaluation and Development of Teaching Practices and Learning Designs * Application of Machine Learning, Educational Data Mining, and Predictive Analytics * Social Network Analysis and Network Modelling Tools * Supporting and Developing Assessment and Feedback Practices * Supporting Personalised and Adaptive Learning * Analyzing and Improvement of Learning Organisations based on Data * Development of new Methods and Theories * AI applications in the educational domain See more at www.i-jai.org
Archived project
Project
We’re making some real technologies (kits, electronics systems, and sensor systems in the classroom) that help teachers and learners understand what’s going on when people do science and math in the classroom. We’ll be doing this with high schools, undergraduate engineering and masters courses in interaction design and related fields, as we have a sense there might be something to be understood commonly across all these different environments. The end result of all this should help support teachers and learners, classrooms and STEM (science technology engineering and mathematics) education overall. We’re hoping to bridge the qualitative (human experience) and quantitative (machine and sensor tracking) aspects of learning, as well as hoping to create a new “kind” of learning analytics (for practice based learning tasks). Put another way: The project will result in learning analytics tools for practice-based STEM learning that are appropriate for real-world learning environments.