International Journal of Knowledge and Learning (4 papers in press)
Text-based Sentiment Analysis: Review
by Lijo V. P., Hari Seetha
Abstract: The impact of the social networks based sentiment analysis and opinion mining has increased in recent times. Decision makers consider the opinions of the thought leaders and laymen, and plenty of opinions are available in social networks. When a user wants to get a service or buy a product he or she will check for the reviews and opinions provided by other people about various offerings. Opinion rich data sources are available in digital form; this attracts many researchers to focus research on sentiment analysis. The sentiments available in social networks and review pages are highly valuable for industries and individuals who want to closely monitor their reputation and live feedback about their services and products. This paper presents a review covering techniques, tools, data resources and applications in the area of text-based sentiment analysis.
Keywords: Sentiment Analysis; Feature selection; Text Mining; Semantic Orientation; Text Classification; Opinion Mining; Lexicon.
An Ontology-driven Software Product Line Architecture for Developing Gamified Intelligent Tutoring Systems
by Diego Dermeval, Glauber Leite, João Almeida, Josmário Albuquerque, Ig I. Bittencourt, Sean W. M. Siqueira, Seiji Isotani, Alan Pedro Da Silva
Abstract: Intelligent Tutoring Systems (ITSs) can successfully complement and substitute other instructional models in many situations. Many works have been using gamification by adding game elements to learning contexts aiming to engage students and to drive desired learning behaviors. However, the design of gamified ITS should deal with a huge variability. It may combine gamification elements to the technological and pegadogical aspects of ITSs. Meanwhile, Software Product Lines (SPLs) promise to offer rapid product development, reduced time-to-market, quality improvement, and more affordable development costs to build software from a same family. A key factor to successfully implement a product-line approach is to structure commonalities and variabilities into a product line architecture. In this paper, we propose an SPL architecture for developing gamified ITSs. It uses an ontology-driven feature modeling strategy and is specified in terms of architectural views. We illustrate how our architecture could be applied to instantiate a product on the basic math domain. We also discuss a set of implications (costs, quality and time to market) of using it as well as how it could support the evolution/changing of gamified ITSs.
Keywords: Intelligent tutoring systems; Gamification; Gamified Intelligent tutoring systems; Software product line; Ontologies.
Using Board Games to Improve Mathematical Creativity
by Kwangho Lee, Jungkyu Park
Abstract: Our study examined whether playing board games improved elementary students' mathematical creativity and, if it did, how board games should be used effectively in the elementary classroom. To accomplish this aim, we invited three fifth-grade classes to participate in our study, two classes serving as experimental groups and one class as a control group. One experimental group was a teacher-led group and the other a free-play group. The students in the experimental groups played the board games for four weeks, 30 minutes every day, and were given one board game each a week. The control group did not play board games at all; rather, they spent time reading books. After the four weeks, the creativity of the board game participants in both the experimental classes improved significantly as demonstrated through t-test, comparing the pretest and the post test. The control class did not show improvement statistically. The free-play group students' flexibility, one of the components of creativity, improved significantly (p= .022). We also found that for students who received lower scores in mathematical creativity in the pretest, teachers need to intervene in the activities; however, for the higher-ranked students, opportunities should be given to play without interventions to enhance creativity.
Keywords: mathematical creativity; board game; teacher-led group; free-play group.
Improving Knowledge Sharing, Creation, and Innovation Performance in Nanotechnology Firms: An application of Hybrid Model of Kano and QFD
by Azam Sazvar, Mahmood Yahyazadehfar, Hasanali Aghajani
Abstract: Despite previous studies that consider the sharing and creation of knowledge as a prerequisite for innovation, the authors of the present study believe that in companies with high technologies such as nanotechnology, these three variables are in an interactive line and improvement of the scope of each variable will result in the improvement of scope of other two ones. For this reason, after designing the questionnaire based on the literature and determining the sample size, finally 134 questionnaires were collected from the activists of nanotechnology companies in Tehran, which constituted the final sample of the study. In this study, data analysis tool is integration of Kano and QFD (quality function deployment) models. In the first stage using Kano model, out of total 16 measures, seven measures were identified as option M (or must be needs). As a contribution of the present research, in-depth interviews of QFD model were conducted with seven managers of the study companies, who had agreed to participate in the study. Finally, 10 strategies including development of venture capital firms, introducing benefits of nanotechnology to society, adoption of the laws of intellectual property, and tax exemption were introduced for nanotechnology companies. All of these strategies can be prioritized based on relative and absolute weights, cost, ease of access, and comparison with competitors.
Keywords: knowledge sharing; knowledge creation; innovation performance; nanotechnology companies; QFD model.