Maria Mercedes T. Rodrigo's research while affiliated with Ateneo de Manila University and other places
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Publications (13)
The research on understanding how programmers read and comprehend error messages is still limited. Through an eye-tracking study, we hope to add to what is known about how student programmers read and act upon error messages. In this paper, we elaborate on the methodology that we plan to use in the hopes of eliciting feedback from the research comm...
This paper explored how re-engagement (a learner’s unprompted and voluntary re-interaction with a learning intervention) may be measured in an open-world, game-based learning environment such as WHIMC, a custom Minecraft world designed to show conditions of altered Earths. Ways to describe/quantify to what extent certain WHIMC elements engender re-...
This study attempted to model the stag and hare hunting behaviors of students using their interaction data in a mobile computer-supported collaborative learning application for Grade 5 mathematics. Twenty-five male and 12 female Grade 5 students with an average age of 10.5 years participated in this study. Stag hunters are more likely to display pe...
Due to the popularity and flexibility of Minecraft, educators have used this game to develop instructional materials and activities to cultivate student interests in science, technology, engineering and mathematics (STEM). One example of such an initiative is the What-If Hypothetical Implementations in Minecraft (WHIMC) project of the University of...
In March 2020, the COVID-19 pandemic forced over 1 billion learners to shift from face-to-face instruction to online learning. Seven months after it began, this transition became even more challenging for Filipino online learners. Eight typhoons struck the Philippines from October to November 2020. Two of these typhoons caused widespread flooding,...
When the COVID-19 pandemic forced universities to shift to online learning, one of the challenges to faculty and administrators was to provide students with high-quality, curriculum-based learning materials that could be accessed despite students’ variable levels of Internet access. Part of the Ateneo de Manila University’s response to this challen...
What-If Hypothetical Implementations using Minecraft (WHIMC) is a set of Minecraft worlds that learners can explore to learn more about science, mathematics, engineering, and technology. Because Minecraft is open-ended by design, assessing whether students are learning is always a challenge. In addition to using methods such as post-tests and self-...
In this paper, we analyze in-game data and out-of-game assessment data from 15 Grade 6 boys from the Philippines who were completing a learning task with the What-If Hypothetical Implementations using Minecraft (WHIMC) to determine how distance traveled and area covered relate to assessment outcomes. We also determine the extent of overlap of areas...
Citations
... Mobile learning has been attracting the attention of educational researchers for a long time [62][63][64][65][66]. The present research intended to study students' attitudes toward this learning in a university course. ...
... This finding implied that low performers wander early in gameplay while high performers use a depth-first search strategy when exploring an area and are goal-oriented (Esclamado and Rodrigo, 2022a). The study of Casano and Rodrigo (2022a) performed a comparative assessment of American and Filipino learner traversals and in-game observations within Minecraft against canonical answers from experts. The finding suggested that high performers make more observations aligned with canonical answers from experts than low performers. ...
... Penilaian kompetensi dibuat atau direvisi sesuai dengan penafsiran tersebut. Mastery experience (pengalaman penguasaan) terbukti sangat kuat ketika individu mengatasi rintangan atau berhasil dalam tugas-tugas yang menantang, terutama tugas-tugas yang sulit bagi orang lain [9], [10]. Kebanyakan individu masih terus mengingat pengalaman penguasaan (atau kegagalan) mereka. ...
... In case of a dynamic stimulus (Driving, head mounted eye tracker, etc.) it is usually impossible to annotate the amount of generated data in a reasonable time. Therefore, object detection, segmentation, and identification methods have been utilized to compute AOIs in dynamic stimuli [31,11,36]. Those approaches are based on deep neural networks (DNN) for object detection, segmentation and classification [38]. ...
... Students have problems participating (Anthonysamy, 2022), which lowers the focus (Giray et al., 2022), rejected virtual lessons (Rodrigo & Ladrido, 2022), and actively participated in dialogues (Tiria et al., 2022). COVID-19 requires instructors, in order to develop techniques to maximise learning (Neuwirth et al., 2021). ...