Solomon Sunday Oyelere

Solomon Sunday Oyelere
University of Exeter | UoE · Department of Computer Science

About

147
Publications
99,033
Reads
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3,062
Citations
Introduction
My research interests include mobile and context-aware computing, smart learning environments, pervasive and interactive systems. My current focus is on developing smart technology and games to support education, health, and wellbeing.
Additional affiliations
November 2020 - April 2022
Luleå University of Technology
Position
  • Professor (Assistant)
January 2018 - October 2020
University of Eastern Finland
Position
  • PostDoc Position
April 2014 - March 2016
Modibbo Adama University of Technology
Position
  • Lecturer
Education
March 2014 - January 2018
University of Eastern Finland
Field of study
  • Computer science
October 2010 - June 2013
Technische Universität Ilmenau
Field of study
  • Research in computer and systems engineering
February 2002 - April 2008
Modibbo Adama University of Technology
Field of study
  • Computer science

Publications

Publications (147)
Article
As initiatives on artificial intelligence (AI) education in K-12 learning contexts continues to evolve, researchers have developed curricula among other resources to promote AI across grade levels. Yet, there is a need for more effort regarding curriculum, tools, and pedagogy, as well as assessment techniques to popularize AI at the middle school l...
Article
Full-text available
The study employs design-based research (DBR) to design the mathematics teaching and learning activity model (M-TLAM) for blended learning instruction in a Tanzanian higher education context. This model utilises contextual factors, including ICT tool usage, collaborative learning with metacognitive activities, and local culture, to determine how op...
Preprint
Full-text available
This paper explores using metaheuristic algorithms for single-criteria optimisation problems (SCOP) and multi-criteria optimisation problems (MCOP). It highlights the critical differences between these types, noting that SCOP focusses on a single objective while MCOP deals with conflicting goals. We applied metaheuristic algorithms inspired by natu...
Article
Full-text available
Though studies have been done on Machine Learning, almost all the studies focused on higher educational institutions, with little attention to K-12 educational settings. Those studies that focused on K-12 are scattered, making it difficult to specifically know which visualization tools best enhance Machine Learning in K-12 schools. This study, ther...
Article
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A computer-based simulation is a viable approach for integrating the basics of science and technology in Junior Secondary. This study examined the impact of PhET on students' academic performance as well as students' motivation toward Basic Science and Technology. The study also investigates how PhET influence students' attitudes toward Basic Scien...
Article
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The field of drug discovery has experienced a remarkable transformation with the advent of artificial intelligence (AI) and machine learning (ML) technologies. However, as these AI and ML models are becoming more complex, there is a growing need for transparency and interpretability of the models. Explainable Artificial Intelligence (XAI) is a nove...
Article
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This systematic review aims to assess the effectiveness of virtual reality (VR) and gamification interventions in addressing anxiety and depression. The review also seeks to identify gaps in the current VR treatment landscape and provide guidelines for future research and development. A systematic literature search was conducted using Scopus, Web o...
Article
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Active school transport (AST) refers to using active means of transport such as walking, cycling, or riding a non-motorised scooter to school. It can help improve adolescents’ physical activity levels and create a more sustainable environment. The study involved 70 adolescents (45 boys and 25 girls) aged 13 to 14 from one school in Skellefteå, in N...
Article
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Predicting academic performance for students majoring in computer science has long been a significant field of research in computing education. Previous studies described that accurate prediction of students’ early-stage performance could identify low-performing students and take corrective action to improve performance. Besides, adopting machine l...
Article
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Researchers' efforts to build a knowledge base of how middle school students learn about machine learning (ML) is limited, particularly, considering the African context. Hence, we conducted an experimental classroom study (N = 32) within the context of extracurricular activities in a Nigerian middle school to discern how students engaged with ML ac...
Article
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Virtual reality is an emerging field in mental health and has gained widespread acceptance due to its potential to treat various disorders, such as anxiety and depression. This paper presents a bibliometric analysis of virtual reality (VR) use in addressing depression and anxiety from 1995 to 2022. The study analysed 1872 documents using the Scopus...
Article
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Machine learning (ML) literacy has recently been identified as one of critical skills students need to succeed as future creators and innovators. While the significance of introducing ML basics at kindergarten to twelfth grade (K–12) levels is increasingly acknowledged, there is limited research that focuses specifically on collaborative design of...
Article
Full-text available
Recently, virtual reality (VR) technology has shown great potential in advancing education with many pedagogical benefits for building the 21st-century teaching and learning experience. This study conducted a formative evaluation of an immersive VR expedition application with the aim of understanding users' learning processes and how the applicatio...
Article
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Imbalanced Data (ID) is a problem that deters Machine Learning (ML) models from achieving satisfactory results. ID is the occurrence of a situation where the quantity of the samples belonging to one class outnumbers that of the other by a wide margin, making such models' learning process biased towards the majority class. In recent years, to addres...
Article
Full-text available
Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students’ learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too little attention has been paid to the influence of game elements and IVR features on learners’ perceived cognition....
Article
Full-text available
Background and context: Researchers have been investigating ways to demystify machine learning for students from kindergarten to twelfth grade (K–12) levels. As little evidence can be found in the literature, there is a need for additional research to understand and facilitate the learning experience of children while also considering the African c...
Conference Paper
An assisted remote manipulation (ArM) platform has been defined for the Super FragmentSeparator (Super-FRS) main tunnel and hot cell at the High Energy Physics (HEP) Facilityof Anti-proton and Ion Research (FAIR). The designed platform positioned within a VirtualReality (VR) based framework ensures dynamic collaboration and effective humaninteracti...
Article
Full-text available
Student attrition is a long-standing problem in Computer Science (CS), as in many other disciplines, and it has gained momentum in the academic sphere. This study employs bibliometric analysis to shed light on the research stream of student attrition within CS. Bibliometric analysis is a popular technique for evaluating published scientific artic...
Article
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Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students’ motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to...
Article
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The increasing attention to Machine Learning (ML) in K-12 levels and studies exploring a different aspect of research on K-12 ML has necessitated the need to synthesize this existing research. This study systematically reviewed how research on ML teaching and learning in K-12 has fared, including the current area of focus, and the gaps that need to...
Article
Full-text available
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students’ understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and impleme...
Preprint
Full-text available
Imbalanced Data (ID) is a problem that deters Machine Learning (ML) models for achieving satisfactory results. ID is the occurrence of a situation where the quantity of the samples belonging to one class outnumbers that of the other by a wide margin, making such models learning process biased towards the majority class. In recent years, to address...
Article
Full-text available
The emergence of artificial intelligence (AI) as a subject to be incorporated into K-12 educational levels places new demand on relevant stakeholders, especially teachers that drive the teaching and learning process. It is therefore important to understand how ready teachers are to teach the emerging subject as the success of AI education would pro...
Article
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The aim of the research was to investigate teachers' perspectives on the elements of emergency e-learning during the COVID-19 pandemic. The research was conducted with 134 teachers from different types of schools in Poland during the first wave of crisis e-learning (March - May 2020). The variables included in the analysis comprise teachers' use of...
Article
There was no known effective approach to implementing information systems in Tanzanian Higher Education Institutions (HEIs) because the requirements of users change frequently and HEIs vary in their requirements. Theoretically, the agile software development process and Design Science Research (DSR) could deliver software that suits such a context,...
Article
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Frameworks for the evaluation of technological instructional tools provide educators with criteria to assess the pedagogical suitability and effectiveness of those tools to address learners’ needs, support teachers’ understanding of learning progress, and recognize the levels of achievement and the learning outcomes of the students. This study appl...
Article
Personality traits play a significant role in many organisational parameters, such as job satisfaction, performance, employability, and leadership for employers. One of the major social networks, the unemployed derives satisfaction from is Facebook. The focus of this article is to introduce association rule mining and demonstrate how it may be appl...
Article
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This research presents the results of an exploration of special education teachers' understanding of how their participation in workshop-based digital storytelling (DST) would enhance their professional development concerning inclusive education. This study evaluates the usability of the Smart Ecosystem for Learning and Inclusion (SELI) platform fo...
Article
Full-text available
Background Most children and adolescents in Sweden do not meet the recommended daily physical activity levels of the World Health Organization. Active school transport (AST) and gamification are potential methods for increasing children’s daily physical activity. We previously developed a game named Tic-Tac-Training for promoting active transport a...
Article
This study aimed to provide insight into the competencies required for students to participate actively and thrive in artificial intelligence education in the K-12 context taking cognizance of ethical concerns. The problem is that AI education is new, and we have not understood the competencies required by students to understand AI effectively. Sin...
Article
Full-text available
Recent studies have shown that children are not adequately physically active and there is a need to increase children’s physical activity. This study describes new opportunities and solutions for using existing games and gamification to increase physical activity among children in Sweden. We adopted the principles of Tic-Tac-Training to redesign, b...
Article
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The use of blockchain in education has become one of the trending topics in education technology research. However, only a handful of education blockchain solutions have provided a measure of the impact on students' learning outcomes, teaching, or administrative processes. This work reviews how academic data stored on the blockchain is being visual...
Article
Full-text available
The advent of blockchain technology over the last decade has led to the development of multiple use-cases of decentralization in various fields including education. This paper presents a unique bibliometric and qualitative analysis of the blockchain in education with novel contributions on temporal development, emerging themes and practical case st...
Conference Paper
This research paper examined theories, pedagogies, and contents explored by studies focusing on promoting computational thinking (CT) in higher education institutions (HEIs). CT has become a fundamental approach to building problem-solving skills, which requires a thought process. The field of CT is generally still maturing, and the use of CT as an...
Conference Paper
The educational community continuously seeks ways to improve the learner-centered learning process through new approaches like Learning analytics and its dashboard, which is helpful to enhance the teaching and the learning process. It involves a process whose final goal is presenting results to support decision-making about improving the learning p...
Chapter
Full-text available
This book chapter presents the experience of teachers and students in a workshop-based digital storytelling process to reflect on the topic of inclusion and contextualization design of learning. This kind of reflection through digital storytelling is intended to promote active learning, engagement, and independent learning and enhance collaborative...
Article
The teaching of machine learning is now considered essential and relevant in schools globally. Despite the ongoing discourse and increased research in the emerging field, teachers' conceptions of machine learning remain under-researched. This study aims at filling the gap by describing the initial conceptions of teaching machine learning by 12 Afri...
Book
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The collaborative approach has contributed to the project addressing the broad range of stakeholders interested in improving education, inclusion, and accessibility through ICT. The project relied on the knowledge and experience of the consortium, pursuing the cooperative implementation of knowledge transfer, building on a collective study of pedag...
Article
The academic world has experienced rapid growth in the adoption of social media that can constructively complement traditional education and even replace it in distance/online learning. Social media is used in many institutions for educational purposes in numerous innovative ways, even to the extent of being utilized in traditional face-to-face cla...
Article
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This study uses the quantitative research approach to examine the connection between students’ teamwork experience, self-regulated learning, technology self-efficacy, and performance in an online educational technology course. Sixty-three (63) students participated in this study. The study data were collected through an online questionnaire that in...
Article
Full-text available
Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT. Th...
Article
In Tanzania, street traders face the challenge of limited markets caused by employing weak marketing and promotion strategies. This study developed a mobile application to solve the problem addressed using participatory design. Qualitative data were collected using focus group discussions and brainstorming from 80 respondents involving both street...
Article
Full-text available
Personalized or precision education (PE) considers the integration of multimodal technologies to tailor individuals’ learning experiences based on their preferences and needs. To identify the impact that emerging multimodal technologies have on personalized education, we reviewed recent implementations and applications of systems (e.g., MOOCs, seri...
Preprint
BACKGROUND Most children and adolescents in Sweden do not meet the recommended daily physical activity levels of the World Health Organization. Active school transport (AST) and gamification are potential methods for increasing children’s daily physical activity. We previously developed a game named Tic-Tac-Training for promoting active transport a...
Article
Full-text available
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method researc...
Article
Full-text available
The aim of the article is to highlight the key elements related to the implementation of new technologies in education from the perspective of the opinions and experiences of educators in the field in Bolivia, Brazil, the Dominican Republic, Ecuador, Finland, Poland, Turkey, and Uruguay. The text compares issues related to attitudes towards the use...
Article
Street trading is an economic activity that is conducted by street traders in numerous urban parts of Tanzania. Street traders use mobile technology to search for markets. This study mapped the wants and needs of Tanzanian street traders and their customers in order to better understand the potential and pitfalls of technology to help their trade a...
Article
Full-text available
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus databases...
Article
Full-text available
The momentum around computational thinking (CT) has kindled a rising wave of research initiatives and scholarly contributions seeking to capitalize on the opportunities that CT could bring. A number of literature reviews have showed a vibrant community of practitioners and a growing number of publications. However, the history and evolution of the...
Article
Full-text available
The K-means algorithm was deployed to extract clusters within the prevalent cereal foods in West Africa. The West Africa Food Composition Table (WAFCT) presents all the 76 food sources in the cereals class as a single group without considering the similarity or dissimilarity in nutritional values. Using K-means clustering, the Euclidean distance be...
Article
Full-text available
This study examines the research landscape of smart learning environments by conducting a comprehensive bibliometric analysis of the field over the years. The study focused on the research trends, scholar’s productivity, and thematic focus of scientific publications in the field of smart learning environments. A total of 1081 data consisting of pee...
Conference Paper
Full-text available
Learning is ubiquitous and as learners change environment, it becomes necessary to collect their learning footprints across multiple systems. However, as these learning footprints are collected as logs on different systems, protected by varying privacy definitions, there exist of problem of not being able to process these logs together in a useful...