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Computers in Human Behavior 55 (2016) 1145–1164

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Computers in Human Behavior


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Full length article

Youubi: Open software for ubiquitous learning


Bruno de Sousa Monteiroa,∗, Alex Sandro Gomesb, Francisco Milton Mendes Netoa
a
Universidade Federal Rural do Semi-Árido (UFERSA), Brazil
b
Universidade Federal de Pernambuco (UFPE), Brazil

a r t i c l e i n f o a b s t r a c t

Article history: Popularization of mobile and personalized services motivates the adoption of learning strategies sup-
Received 26 September 2014 ported by the principles of ubiquitous computing. However, because it is a new field, there is a perceived
Accepted 30 September 2014
lack of ubiquitous learning environments, based on reference architectures, and open source software.
Available online 29 December 2014
Against this backdrop, this article aims to present the Youubi; one u-learning environment that was de-
Keywords: veloped as a component-oriented reference architecture, applied to the context of formal and informal
Ubiquitous learning learning. For validation, the Youubi was used and installed by undergraduate’s students and teachers in
Ubiquitous computing their smartphones. The method applied in this research includes design process and quantitative and
Software engineering qualitative analysis techniques, with the goal of identifying scenarios of ubiquitous learning and realize
Design interactive the impressions of students and teachers about the playful and motivational aspects, and its contribution
Gamification to learning.
© 2014 Elsevier Ltd. All rights reserved.

1. Introduction ing systems. Moreover, not all studies reviewed include the rec-
ommended requirements for software of this nature (Spínola &
According to IDC’s research (2014), the number of smartphones Travassos, 2012). This reality can result in rework effort for devel-
in the world surpassed 1 billion units in 2013. This reality shows a opment of new projects, but also delay the effective popularization
strong upward trend in the consumption of mobile services and of context-aware systems by learners and teachers.
devices. With increasing access to computing devices connected Furthermore, the isolation between “playful environments” and
to the Internet, individuals experience the ability to produce and “learning environments” wasted opportunities to develop new
disseminate information, easily, quickly and situated, as are their models and didactic approaches. Features of social interaction and
needs and wants. By means of mobile devices, access to informa- the playfulness of the challenges encountered in digital games
tion is free and continuous. This continuity can be temporal (any (gaming), for example, also appear to be ignored. This isolation
time) and spatial (anywhere), and it is in this direction that points causes the development of educational environments often im-
to the development of learning environments: become absolutely posed by institutions, which cannot compete with the attention
ubiquitous the access to information, communication and knowl- given by the learners (and teachers) to environments with a focus
edge acquisition (Santaella, 2010). on social interactions (social networks) and recreational activities
This perspective has led to the interest and growth of scientific (games).
papers in the area of ubiquitous learning (u-learning) (Hwang & Therefore, it is perceived that the ICT resources and learning
Tsai, 2011; Wu & et al., 2012; Johnson et al., 2014; Martin et al., environments are applied based on the same traditional teach-
2011a). However, being a field of very recent research work has ing models; do not adapt to the characteristics, interests, goals
been done on experimental artifacts that do not follow a refer- and motivations of those involved, be they students or teach-
ence architecture. In the systematic review by Martin et al. (2011b), ers; keeping the distance (structure, dialogue and transactional
we found the lack of development models for ubiquitous learn- distance) between people and people, and between people and
content.


Corresponding author at: Universidade Federal Rural do Semi-Árido, Depart-
1.1. Objectives
ment DCEN, Av. Francisco Mota, 572, Costa e Silva, Mossoró, RN CEP: 59625-900,
Brazil.
E-mail addresses: brunomonteiro@ufersa.edu.br (B. de Sousa Monteiro), This article presents the results of Youubi project, which ob-
asg@cin.ufpe.br (A.S. Gomes), miltonmendes@ufersa.edu.br (F.M. Mendes Neto). jective was develop a u-learning environment and increase the

http://dx.doi.org/10.1016/j.chb.2014.09.064
0747-5632/© 2014 Elsevier Ltd. All rights reserved.
1146 B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164

engagement of learners and teachers. It includes the following spe- used to support learning should be integrated with everyday
cific objectives: life in the same way that learning occurs in everyday life: con-
tinuously”.
• Design and implement a ubiquitous, accessible environment (g) Provide a reference architecture for new u-learning projects.
through different platforms (Mobile, Web, Smartwatch and The development of Youubi project also follows a component-
iDTV). based architecture, which allows each of them can be evolved
• Design and implement a reference architecture, component- or replaced without damage to other components of the archi-
oriented, that provides the services available to the ubiquitous tecture.
environment.
• Evaluate the progress of ubiquitous engagement in situations
using the proposed ubiquitous learning environment. 1.3. Ubiquitous learning

The concept of Ubiquitous Computing and its development in


1.2. Justification education scenarios is very broad and presents challenging require-
ments to be covered even before the current technological ad-
The following will be raised some points that justify the viabil- vances. Therefore, it is understood that the development of stan-
ity of this project: dards and tools simplify development of mobile and ubiquitous
learning applications and accelerate the life cycle of projects. This
(a) Recognize the importance of context, everyday life and inter- makes the efforts of the teams to focus on didactic aspects of ed-
ests of individuals. According to Paulo Freire: “Knowledge, in ucational design, not in technology and programming details.
contrast, requires a curious presence of the subject in the face According to Weiser (1991) “the most profound technologies
of the world. Requires their transforming action on reality. De- are those that disappear”. With these words the author introduces
mands a constant search” (Freire, 1977, p. 27). the prospect that people and environments would be “augmented”
(b) Recognize the importance of social relationships and interac- with computing resources to provide information and services, “in-
tions of those involved. The Youubi is not just the interaction visible” mode, when and where required (Azevedo, 2009). This
of the learner with the system, because the formation of learn- type of scenario and the term “ubiquitous computing” originated at
ing communities also belong to the scope of the u-learning as it the Xerox Palo Alto Research Center, Program in Ubiquitous Com-
promotes the formation of social networks and facilitates their puting (Ubiquitous Computing Program). At that time, anthropolo-
social interactions (Wenger, 1988). gists of Xerox PARC, through ethnographic studies, observing how
(c) Recognize the popularization of mobile devices and services, people actually used the technology, and not as people said use
and integration among different platforms. As estimates and it. These observations led the researchers to reflect less on techni-
reports from various institutions, it is possible to observe the cal details of the machines and more on their situational use, ie,
popularization of ICT, especially mobile technologies. For ex- how computers were integrated into daily human social activities
ample, according to the Global Report 2013, the International (Weiser, Gold, & Brown, 1999).
Telecommunication Union (ITU), there are 6.8 billion mobile Based on this concept and its application prospects, in general
phones worldwide enabled when currently the world’s popu- ubiquitous learning refers to learning supported by ICT resources
lation is 7.1 billion people. Also according to the ITU, in 2013, held anytime, anywhere and fits the context of the learner. This ap-
approximately 2.7 billion people were using the Internet, which proach can also be defined as: “[…] learning processes supported
corresponds to a penetration of 39% worldwide, while in Eu- by the use of Information Technologies and Communication Mobile
rope the percentage is 75%. Specifically with regard to Internet and Wireless sensors and location mechanisms that collaborate to
access mobile broadband, it is estimated that there are over 2 integrate learners with their learning context and its surroundings,
billion subscribers worldwide. allowing form real and virtual networks between people, objects
(d) Facilitate authoring and sharing content in a contextualized and situations or events, so that it can support an ongoing, contex-
way. In experiments by Chu, Hwang, and Tsai (2010); Hwang tualized and meaningful learning to the learner” (Saccol, Schlem-
and et al., (2011), researchers have proposed the construction mer, & Barbosa, 2011).
of mental maps, by the learners themselves, ubiquitous envi- In this sense, the idea of ubiquity in the learning process pro-
ronment in a sensitive context, to help them interpret, orga- vides valuable contributions to what one might think about the
nize and share their knowledge and discoveries, not only to im- invisible learning (Cobo & Moravec, 2011), which by nature is not
pact on motivation, but also to improve the learning outcomes assigned to a fixed and static context. One of the main contri-
of students. The results of their experiments showed that, in butions of the adoption of ICT (Information and Communication
the quantitative analysis, the experimental group scored higher Technologies) in everyday life is to have allowed expanding the
than the control group performance in addition to qualitative pre-established than is traditionally known as learning spaces lim-
analysis, both teachers and students showed up motivated and its. In other words, invisibility technology enables new possibili-
engaged in this type of approach. ties for converting other spaces in learning laboratories. This idea
(e) Recognize the importance of playfulness as a way to motivate is also related to the perspective of learning as a continuous pro-
learners in their learning process. Software for social interaction cess throughout life, also by expanding the temporal dimension,
(social networks, chats, micro blogs), geolocation and games are for promoting learning situations in the moment that is most ap-
widely used by students, however, they are little explored by propriate to the learner.
educational institutions. However, the differential Youubi is to Given this perspective, all the dynamic context of the learner
integrate existing fundamental requirements in such environ- may be linked with their educational goals. For example, according
ments on a single platform aimed at learners’ learning, it also to its context, the environment can assist with recommendations
helps the teacher to take ownership of that environment. like “content, person, event or place is available for you now”. In
(f) Provide new approaches and models of learning without the this sense, the concept of context is defined by Dey (2001) as “any
hindrance of separating formal learning from informal learning. information that can be used to characterize the situation of an
As recalls Chen, Seow, and So (2010): “the technology that is entity. An entity is a person, place, or object considered relevant
B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164 1147

to the interaction between a user and an application, including the • Communication: supporting communication among individuals
user and the application itself”. synchronously and asynchronously.
• Instructional Content: Besides supporting content created by
learners themselves, the environments must provide content
1.4. Base features of u-learning environments
related to the learning objectives of these individuals.

From a systematic analysis, information systems designed to Finally, Fischer (2001) adds that the challenges of a ubiqui-
support ubiquitous learning should have the following character- tous system go beyond providing the information in any time or
istics (Ogata and Yano, 2004): place, as they also aim to provide the right information at the
right time and the right way. Considering these aspects, context-
• Permanence: information created and collected by individuals awareness - that such systems must be able to withstand - plays a
should not be lost, unless they are purposely excluded. More- key role.
over, interactions and other data useful for the learning process
should be recorded continuously. 2. Research design
• Accessibility: individuals have access to their information from
anywhere. The research method proposed in this article is divided into two
• Immediacy: wherever they are, individuals may request and ob- phases, and uses techniques of Interactive Design (Preece, Rogers,
tain information immediately. & Sharp, 2005) and follows the guidelines of Qualitative Research
• Interactivity: individuals can interact with their peers by mech- (Flick, 2004), which is complemented with quantitative techniques
anisms of synchronous or asynchronous communication. of analysis statistical and interpretative procedures, according to
• Located activities: learning situations can be incorporated into the procedures described in Fig. 1.
the everyday lives of all involved. Altogether, this work has mobilized 128 participants, dis-
tributed as follows: Phase 1 counted with the participation of
Martin et al. (2011a,b) also defines a set of criteria that
90 undergraduate students from Science and Technology course;
must be observed in the development of learning environments,
Phase 2 counted with the participation of two professors and 36
and therefore, must be provided when designing their base
undergraduate students from Science and Technology course and
architectures:
Biotechnology course. The following Table 1 shows the groups of
• Privacy: privacy concerns are amplified in context-sensitive ap- participants.
plications, due to access to a large amount of data which refer Following the flow of activities described in the research
to interactions with content and peers, and the complete profile method (Fig. 1), each of them will be described in detail, with their
of the individual, including their location data. respective goals, tasks, artifacts, duration and participants.
• Synchronization: synchronous operations, where an operation
must wait for a response before execution can continue, 2.1. Phase 1: Design process
are inadequate for context-sensitive applications, that need
to be notified asynchronously when new context data are First, Phase 1 aims to design and validate all the services of-
available. fered by the u-learning environment that will be used in Phase
• API available: the availability of an API (Application Program- 2. To this objective were adopted techniques of Design Interac-
ming Interface) allows services to be consumed by other sub- tive which, in general, has the following characteristics: model of
systems, developed with different technologies, which reduces cyclical and iterative design, user participation, emphasis on pro-
the project complexity and processing overhead on the client totyping, and combining quantitative and qualitative techniques.
applications. Moreover, the process has a flexible structure allowing the cycle
• Free software: when a software comes with an Open Source methodology can be adapted to specific scenarios.
license, means that more people can have access to it, which
contributes to the development and popularization of the 2.1.1. Competitor analysis
projects. The adoption of this technique aims: Identify characteristics
• Reuse and extensibility: extensibility is related to the ability to and intrinsic features of the u-learning environments; and Identify
add new functionality while reusabildade refers to the ability strengths and weaknesses in related systems.
of a feature to be used again in other systems. Provide these Artifacts used: Table with the attributes that one wants to ob-
properties in software components allows incremental evolu- serve.
tion and reduces the development effort. Tools: Spreadsheet software; and Reference organizer software.
• Acquisition of context: a collection of data describing the con- Duration: This activity is expected to last three months, how-
text can be direct, when it makes use of an internal source (eg a ever, it may be performed again during the research in order to
location provider), or external, when it uses an external source keep sources updated.
(eg a weather server).
• Tolerance uncertainty measurements taken by sensors of the 2.1.2. Profile questionnaire
real world may have some degree of uncertainty and incom- The adoption of this technique aims: Get information on the
pleteness. Thus, using multiple sources of sensors is recom- profile of participants in Phase 1; Analyze participants’ expecta-
mended to minimize this uncertainty. tions about the features found in u-learning environments; and
• Representation of entities: to allow the system to collect and Identify patterns of consumption and services on mobile devices.
process data in a systematic way by all components, the rep- Tools: Software for producing forms/surveys.
resentation of the entities and context need to be well defined
and unambiguous. 2.1.3. Requirements elicitation
• Scalability: This property refers to the ability to gradually in- The adoption of this technique aims: Develop conceptual model
crease the capacity of a system, in order to maintain their per- of the u-learning environment; Identify and describe the require-
formance at an acceptable level for the users. ments that form the basis for the u-learning environment; Identify
1148 B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164

Fig. 1. Research Method.

Table 1
Groups of participants.

Phase Course Role Participants

1 – Design Science and Technology Student 45 students


1 – Design Science and Technology Student 45 students
2 – Experiment Biotechnology Professor 1 professor
2 – Experiment Science and Technology Professor 1 professor
2 – Experiment (control group) Biotechnology Student 8 students
2 – Experiment (control group) Science and Technology Student 10 students
2 – Experiment (experimental group) Biotechnology Student 8 students
2 – Experiment (experimental group) Science and Technology Student 10 students

the services to be provided by the Youubi Server; and Identify spe- tasks that can be performed through the client application, within
cific requirements of the client applications. a period of 15 days. After this period, participants must answer a
According to Sommerville (2007), requirements are descriptions questionnaire evaluation to identify the strengths and weaknesses
of the services provided by the system and operational constraints. of the prototype. Based on the analysis of the collected data, a new
To this objective, it should be taken as input of this process the cycle of requirements elicitation and prototyping can be started.
following information: (i) intrinsic features and functionality of
u-learning environments; (ii) analysis of competitor systems; (iii) 2.2. Phase 2: Experiment in real environment
characteristics of the mobile applications; and (iv) analysis of ques-
tionnaires profile of participants. Following, Phase 2 aims to perform the collection and analysis
of data necessary to verify the evolution of indicators of engage-
2.1.4. Prototyping ment. This last phase lasted three weeks and participants were
The adoption of this technique aims: Develop low fidelity pro- able to install Youubi in their smartphones, and could freely use
totype of the client application; and Develop working prototype of it anywhere, at home, in the city, the university, etc.
the client application. In this article was adopted a model proposed by Greene, Miller,
In the life cycle of Interactive Design, the prototyping process is Crowson, Duke, and Akey (2004). It demonstrates how the moti-
recommended for requirements validation and preliminary evalu- vational variables influence the cognitive engagement and achieve-
ation of the system practice. The intent of this activity is to pre- ment of students (Fig. 2). This model uses eight variables measured
vent errors related to aspects of usability to propagate to the other by a questionnaire: motivating tasks, autonomy support, mastery
phases of the project. For this, several cycles of prototyping can evaluation, perceived instrumentality, self-efficacy, mastery goals,
be performed until the prototype can be considered stable. During performance goals, and study strategies.
this process, the following artifacts can be designed: navigability
diagram, paper prototypes, and high-fidelity wireframes. 2.2.1. Profile questionnaire
The adoption of this technique aims: Get information about the
2.1.5. Evaluation of design profile of participants in Phase 2; Analyze participants’ expecta-
The adoption of this technique aims: Evaluate the prototype of tions about the features found in u-learning environments; Identify
the client application with the participants; and validate the ser- patterns of consumption and services on mobile devices.
vices offered by the Youubi Server and consumed by the prototype. Because it is the first activity of Phase 2, the researcher must
This activity includes the preparation, implementation and expose the project plan to collaborator professor, who must agree
analysis of usability tests with end users in the different versions to use the u-learning environment, developed in Phase 1, in his
of the prototypes in development. Because it is a cyclic method, teaching practices. It is noteworthy that the collaborator professors
the evaluation results can cause a return to earlier stages, so that must also have compatible smartphone and mobile Internet ser-
the requirements and prototypes can be refined. vice.
For this activity, from 90 participants in Phase 1 who should
answer the Profile Questionnaire, a subgroup of students that ad- 2.2.2. Training of participants
dress the following prerequisites must be selected: possess a com- The adoption of this technique aims: Present the research
patible smartphone and mobile Internet service. Each participant project participants and instruct them about installing and using
of this subgroup will have access to a script with suggestions for the u-learning environment developed in Phase 1.
B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164 1149

Fig. 2. Theoretical model used to apply engagement questionnaire (Greene et al., 2004).

First, the researcher must instruct professors on how to install ment of these students. After collection, the analysis is performed
and configure the client application on their smartphones. Further- by comparing the data collected from control groups and experi-
more, it should expose all functionality offered and some sugges- mental groups.
tions for use of these resources with students. Then, the researcher
must also have a face time with the participants of the experimen- 2.2.6. Interaction history
tal group students in order to present the nature of the research, The adoption of this technique aims: Perform quantitative anal-
guide the installation, configuration and use of the u-learning en- ysis of data collected during interactions performed in the experi-
vironment on their smartphones. Thus, it is noteworthy that these ment, since all the actions performed by users must be registered
participants must also have compatible smartphone and mobile In- in the database of the u-learning environment designed in Phase1.
ternet service. After this training, the students in the two experi-
mental groups (Table 1) can interact with the u-learning environ- 3. Results
ment for a period of three weeks.
This section presents the results obtained from the application
2.2.3. Diary notes of the method defined in the previous section in order to develop a
The adoption of this technique aims: For the Experimental u-learning environment and analyze its impact in real environment
Groups, allow participants to report situations of ubiquitous learn- with teachers and students.
ing during interaction with the u-learning environment; For both
the Experimental Groups and the Control Groups, allow partici- 3.1. Profile survey
pants to record their study strategies and practices that can ex-
press their levels of engagement. In order to identify patterns of consumption in mobile appli-
During the three weeks, in both Control Groups and Experi- cations and helping in requirements elicitation, a questionnaire
mental Groups, participants are asked to report their learning ex- was administered as first quantitative data collection technique.
periences. To facilitate these records, the researcher can provide The questionnaires were answered by undergraduate students from
notepads that must be collected at the end of that period. Science and Technology course. The average age of participants was
19 years, and from all 90 questionnaires, 79 reported having smart-
phone, which corresponds to 92% of the sample. Still other ques-
2.2.4. Episodic narrative interview tions were done with the objective of defining the profile of the
The adoption of this technique aims: Collect testimonials from participants (Table 2).
students of Experimental Group in order to qualitatively analyze Another interesting finding was related to the question “How
the engagement of these individuals; Collect testimonials with pro- many hours per day on average do you spend interacting with
fessors in order to analyze qualitatively the satisfaction and ac- your smartphone?”. The average was 6.7 h, which, although an ap-
ceptance of the u-learning environment designed in Phase 1; and proximate value, reflects the perception of the participants overes-
Identify strategies of use in the u-learning environment adopted by timated their dependence on the services offered by their smart-
learners and teachers. phones. This statement is based on comparison with the average
After three weeks the researcher must do episodic narrative hours of Brazilian using smartphones, which was 84 min in 2013,
interviews with students in the experimental group. In addition, according to IBOPE (2014). About privacy issue the participants
the researcher must also do this interview with collaborating were quite receptive to the idea of sharing their location as shown
teachers in order to collect evidence of satisfaction and accep- in Table 3.
tance of these professionals regarding the use of the u-learning Regarding the perception of the usefulness of the recommenda-
environment. tion functionality present in some applications for smartphone, the
average acceptance by participants was 3.5 on a scale 1–5. The fol-
2.2.5. Engagement questionnaire lowing Table 4 highlights the participants’ preferences related shar-
The adoption of this technique aims to evaluate the level of en- ing and consuming media.
gagement of learners, through a questionnaire. After 3 weeks, the It can be observed that text and images are preferred for cre-
researcher must use a questionnaire to all students participating in ating and sharing, perhaps for convenience and speed of media
Step 2, in order to collect data that can express the level of engage- authoring. On the other hand, texts, videos and images have a
1150 B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164

Table 2
Some questions for profiling the participants (who have smartphones).

Do you have mobile internet plan? Do you have Wi-Fi internet at home? Do you use apps to meet new people?

Yes 70% 91% 65%


No 30% 9% 35%

Table 3
Responses to the question “In the smartphone apps, with whom you may share your location?”.

Everybody Friends, Family, Colleagues Friends, Family, Only Friends Only Family Nobody

16% 8% 28% 42% 4% 2%

lower variation about viewing. Finally, Table 5 expresses the inter- Table 5
Summary of responses to the question “What are your interest with the use of
ests of the participants to use their devices.
smartphone applications?”.
Applications related to leisure stand out in the preferences of
the participants, however, the average between the preferences of Interest Leisure Learning Professional News
Leisure, Learning and News appear with smoother variations. These First preference 69% 9% 15% 6%
data show that there is the potential for applications for learning Average preferences [1–5] 3.3 2.4 1.7 2.4
purposes which could explore the playful aspect.

3.2. System requirements


on u-learning approach, and therefore seeks to satisfy the princi-
The requirements listed here (Table 6) are derived from the ple of ubiquitous computing.
intersection of the following factors: (i) intrinsic features of u- The Youubi architecture consists of eight components, server-
learning environments; (ii) intrinsic characteristics of mobile ap- side, and its services can be consumed by client applications for
plications; (iii) analysis of the profile questionnaires; and (iv) com- the following platforms: Mobile, Web, iDTV, SmartWatch, or other
petitor analysis. systems through a service API. This API provides methods of in-
stances that support incremental use of a digital social network, as
3.3. Prototyping well as specific to ubiquitous environments.
When using the generic term “architecture” in the context of
In the life cycle method of Interactive Design, the process of software engineering, it can refer to the reference architecture or
prototyping is recommended for requirements validation and sys- software architecture, which are pegged to a reference model. First,
tem evaluation practice. The intent of this activity is to prevent a reference model refers to the breakdown of a known problem
errors related to aspects of usability to propagate to the other into parts that cooperatively solve it. From experience, reference
phases of the project. First, during design of the Mobile Client was models define characteristics of a mature domain and describe in
produced paper-based low-fidelity screens (Fig. 3) to identify the general terms how the parts interrelate to achieve their goals (Bass,
components of GUI and to validate requirements. It is noteworthy 2007; Domingos, 2004).
that also was adopted prototyping of high fidelity wireframes tools, In this project we adopted the reference model Client–Server
however, the paper prototypes were more dynamic and efficient to because there is always a service provider in operation that re-
sketch and test the usability of screens for mobile applications. sponses the requests of client subsystems. Some advantages in
Then to assist in more comprehensive understanding of the adopting this model: it does not require the high processing re-
flow of screens, a diagram of the navigation screens (Fig. 4) was quirements of customers, it is easy to be scaled in cases of over-
prepared. This artifact proved particularly useful to maintain con- load, usually requires more expensive hardware and server up-
sistency of the interface (Barbosa and Silva, 2010), and thus reduce grades are made transparent to customers (Kurose & Ross, 2006).
the learning curve for the user when interacting with the GUI of Then, it was designed a reference architecture consisting of a
the u-learning environment. schema mapped onto software elements that cooperatively imple-
ment the functionality defined in the reference model. It also de-
3.4. Development: Base architecture fines the common infrastructure and interfaces of the component
systems that implement it. Next, Fig. 5 illustrates a high-level rep-
The ubiquitous learning environment developed in this work is resentation of the proposed reference architecture.
called “Youubi”. Due to the complexity of this software system, Then, this reference architecture has been instantiated, or im-
firstly, it was necessary to design and implement a base architec- plemented, to give the software architecture, which is directly re-
ture. This architecture supports development environments based lated to structural and technological issues in the development of

Table 4
Most shared and consumed media on smartphones.

Media Texts Videos Personal Images Other Images Other files

Sharing (first preference) 37% 12% 13% 22% 16%


Sharing (average preferences [1–5]) 2.4 1.9 1.7 2.4 1.7
Viewing (first preference) 30% 24% 14% 22% 10%
Viewing (average preferences [1–5]) 2.2 2.3 1.6 2.4 1.4
B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164 1151

Table 6
Functional requirements of the u-learning environment.

Requirement Description

Login User can access the u-learning environment if email and password are correct
Logout User can finish his session in u-learning environment
Recovery password If user forgets his password, he may recovery it
Recommended Contents System displays contents strongly recommended in the home screen like: Person, Place, Post, Event, Group and Challenge
Create Person User can create new account in the u-learning environment
Edit Person User can edit profile attributes
Search User can search for: Person, Place, Post, Event, Group or Challenge
List Persons System displays friends list and requests for friendship
Display Person System displays person profile and possible options to interact
Add Person User can add a person to his friends list
Remove Person User can remove a person from his friends list
Send message User can send text messages to other Person
List Post System displays favorite Posts that were added by user
Create Post User can create new Post
Edit Post User can edit Post, if he’s the author
Display Post System displays Post’s details and possible options to interact
Rate Post User can rate: positive or negative
Comment Post User can add a comment related the Post
Add Post User can add a Post to his favorites list
Remove Post User can remove a Post from his favorites list
List Locales System displays favorite Locales that were added by user
Create Locale User can create new Locale
Edit Locale User can edit Locale, if he’s the author
Display Locale System displays Locale’s details and possible options to interact
Rate Locale User can rate: positive or negative
Comment Locale User can add a comment related the Locale
Add Locale User can add a Locale to his favorites list
Remove Locale User can remove a Locale from his favorites list
List Challenges System displays favorite Challenges that were added by user
Create Challenge User can create new Challenge
Edit Challenge User can edit Challenge, if he’s the author
Display Challenge System displays Challenge’s details and possible options to interact
Rate Challenge User can rate: positive or negative
Comment Challenge User can add a comment related the Challenge
Answer Challenge User can answer a Challenge. If user wins, the Challenge is added to the favorites list
Remove Challenge User can remove a Challenge from his favorites list
List Group System displays favorite Groups that were added by user
Create Group User can create new Group
Edit Group User can edit Group, if he’s the author
Display Group System displays Group details and possible options to interact
Rate Group User can rate: positive or negative
Add Group User can add a Group to his favorites list
Remove Group User can remove a Group from his favorites list
Add content into Group User can add an existing content (Post, Event, and Challenge) into a Group
Create content into Group User can creates a new content (Post, Event, and Challenge) into a Group
Remove content from Group User can remove content (Post, Event and Challenge) from a group
Notify System displays notifications with news to the user
Display Map System displays Person, Place, Post, Event, Group and Challenge around user
Display Tags System displays contents related with Tags (hashtags with “#”)
Setting User Preferences User can set up preferences about privacy and notifications

Fig. 3. Examples of prototypes on paper.


1152 B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164

Fig. 4. Simplified diagram of the navigation screens.

Fig. 5. Youubi Architecture.


B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164 1153

the final software system. Developing a system on an architecture 2014 Horizon Report (Johnson & et al., 2014). In this sense, it seeks
has the advantage of helping the management of problems arising to analyze all the actions performed by users in order to encourage
from the complexity of the project (Domingos, 2004). them to continue interacting in the environment through partici-
pation indicators, medals and rankings. Another example of appli-
3.4.1. Essential components cation of this component is to identify the learning style, which is
To ensure high cohesion, the main components are divided and also part of the project scope. Through the dimensions and indica-
placed according to their function in architecture. The considera- tors developed by Felder and Silvermann (1988), we seek to iden-
tions on the description of each component of the architecture, and tify the learning style of the learner by analyzing all of his history
implementation details, are made below. of interactions and types of content consumed.
Communication: This component implements the communica- Recommender: This component is responsible for analyzing the
tion layer on Web Service, which provides API services Youubi. data stored in the database in order to generate recommenda-
Currently, this API provides 90 methods, and allows to answer tions for all elementary entities Youubi (described in the next sec-
the requests made by client applications, and independent sys- tion). This processing is done in a single phase and is triggered by
tems, through HTTP requests. Thus, there are no restrictions on Threads, which ensures the parallelism and processing efficiency.
language or technologies used in applications that consume those However, because it is a u-learning environment, client applica-
services because, as it is a standard protocol, the application layer tions need to inform the user context (represented by the Context
of the Internet, any modern language is capable of sending HTTP class), even with your current location and details on the access
requests. More specifically, for its implementation was adopted the device.
RESTEasy framework that uses the technique REST (Representa- Persistence: this component is responsible for the persistence
tional State Transfer), which presents itself as more efficient al- of the data in the database, which ensures isolation between per-
ternative to front SOAP (Simple Object Access Protocol) (Fielding, sistence and business rules. The implementation of this compo-
2000). nent uses the standard JPA (Java Persistence API) with framework
Manager: This component receives the requests coming from EclipseLink.
clients and implement their respective business rules. Because of Common Tools: This component is comprised of a number of
its importance, it can be considered the core of the system as it commercial methods such as conversion algorithms. Thus, by con-
is responsible for managing all components of the architecture. For centrating such methods, prevents business rules are implemented
this reason, it is also responsible for updating indicators that pro- in the classes of the CommonModel component. It can also be used
vide identification of patterns of behavior of users, based on their by both, client applications and components that run on the server,
interactions with the system. These indicators, updated constantly without the risk of cyclic dependency.
by the Manager component are represented by classes (belonging Common Model: This component focuses JavaBean classes that
to CommonModel component): Scores, Context and Times. represent the entities of the architecture. By respecting this stan-
Scores class consists of attributes responsible for telling all ac- dard and do not perform any business rule, it can be used by all
tions performed by the user in the system, organized by specific components of the architecture, including by client applications
types. For each user interaction in the system, the corresponding without risk of cyclic dependency. This component also represents
attribute to this action is incremented. The maintenance of these the data model through the use of standard JPA annotations.
attributes in real time ensures that they are always updated and Finally, it is noteworthy that all these components run on the
prevents additional processing is required to collect these indica- application server, and they were implemented using the Java pro-
tors. gramming language. However, this does not preclude other imple-
Context class represents the state of a Person object at a given mentations of this architecture are carried out on other languages
instant of time, location, state of the device he is using to access and platforms, such as PHP, Ruby, Python or C#.
the system, and the action that the user performed. A Context ob-
ject can be created by the system periodically or whenever the 3.4.2. Elementary entities
user performs some action. Therefore, the set of those objects form Although CommonModel component which represents the data
the history of user actions. model of the system is composed of dozens of classes, six of them
Times class represents a histogram (ie frequency distribution) represent the fundamental system entities: Person (person), Post
of all actions performed by the user divided by units of time (time (posting), Location (location), Event (Event) Challenge (challenge)
of day, and day of week). You can register the following actions: and Group (group).
content creation, content editing, adding objects as favorites, com- Person: This class represents the users of the system and can be
ment on some content, assessment of some content, viewing con- considered the primary model class, because it is logically located
tent or user acceptance of suggestions, search for content or users, in the center of all other classes. Support requirements for social
rejection suggestions, removal of content or social bond, performed networking, the Person class has relationships n: m with the other
logins, messages, among other interactions. elementary grades. This class also stores the following lists: list of
Collector: this component is responsible for collecting data on devices used by the individual; list of contexts, which represents
other systems that provide an API for access, such as Google, the history of all changes in the context of the individual, and the
YouTube, Wikipedia, Facebook, Twitter, Redu, Moodle, and others. list of tags, which represents the set of keywords related to the
Thus, the user profile can be enriched with information coming interests of that individual, automatically aggregated to measure its
from other systems, making the most accurate recommendations. interaction on the environment.
Analyzer: This component is responsible for analyzing the data Location: This class represents a geographical point, made nat-
stored in the database in order to identify new information that urally by its coordinates (latitude and longitude), as well as other
might enrich the user profile. This processing is performed by pe- attributes that add meaning. A Location object can be created au-
riodically Threads, which guarantees the parallel processing. An ex- tomatically by the system, but can also be created, discussed and
ample application of this component, supported by Youubi, refers shared by individuals.
to the adoption of features of Gamification (Deterding, Sicart, Post: This class represents posts, commented and shared by in-
Nacke, O’Hara, & Dixon, 2011). This concept, applied to the edu- dividuals. A post can consist of text, links and files. A post can also
cational context, is a trend that is attracting the attention of re- be associated with a Location object, which allows you to link the
searchers and businessmen, as can be seen in the annual report objects of the virtual environment with the everyday life of the
1154 B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164

individual. yet popular, perhaps due to the prices, more companies are mar-
Event: This class represents an event time, which can be cre- keting these products. In general, these devices allow the installa-
ated, shared and commented on by users of the system, and can tion of applications, have touchscreen display and can connect to
also be associated with a Location object. The adoption of this ele- the Internet and / or smartphones through Bluetooth communica-
ment is based on the possibilities of self-regulated learning strate- tion. Currently, many companies provide SDK (Software Develop-
gies (Souza, 2012). ment Kit) to develop applications for their products, which is seen
Challenge: This class is a challenge, for example, a multiple as a way to popularize the commercialization of these devices.
choice question that can be created and shared by users of the External clients: in addition to providing services to specific
system, and can also be associated with a Location object. This ele- customer applications, Youubi also allows other independent sys-
ment enables teachers and learners themselves to the development tems can consume its services. For this, the access can be made
of recreational strategies related to the principles of Gamification through the authorization protocols, for example, OAuth. It is an
(Johnson et al., 2014; Deterding et al., 2011). open standard protocol that allows other systems to access user
Group: This class represents a set of persons who share com- data, with your permission, without knowing your password.
mon interests with each other in the form of posts, events, places
and challenges. In a group, you can also participate in chats 3.5. Development: Mobile client
with all members of the group, which facilitates social interac-
tion among them. In addition, groups can be created and shared For development of the Mobile Client was adopted the Android
by users of the system, and they are also associated with a Lo- system. This platform was chosen based on data from market share
cation object. The adoption of this element is supported by the (KWP, 2014) which show that, in Brazil, in 2013, the Android sys-
theory of situated learning (Monteiro and Gomes, 2013) and socio- tem was present in 87% of smartphones. Additionally, we adopted
interactionist theories of learning (Vigotski, 2007). the Ice Cream Sandwich (API 15) version of Android, which allows
you to use important features of the platform and at the same
3.4.3. Client applications time, be compatible with 80% of smartphones.
Due the development of an API to provide services on WebSer- To implement the screens and graphics components (Fig. 6),
vice, other systems and other client applications, regardless of de- was made use of guidelines, ie a specialized guide to good prac-
vice or programming language, can consume the services offered tices for the development of GUI applications for mobile devices
by IYouubi interface by simply your support platform perform Web and Android systems (Lehtimaki, 2012).
requests (ie http protocol). Additionally, by having its development
based on the concept of ubiquitous computing, the scope of this
work includes the development of client applications over these 3.6. Design evaluation
platforms: Mobile, iDTV, Web and Smart Watch.
Mobile Client: due to the popularization of mobile devices, as The experimental evaluation was conducted by five participants.
already mentioned (session 1), they can contribute, and also enable First and in person, along with the researcher, they were asked
popularizing ubiquitous learning scenarios? To answer this ques- to answer a questionnaire to identify profile. Then they received
tion, Dey, Wac, Ferreira, Tassini, Hong, and Ramos (2011) analyzed some instruction on installing the application, could exploit it in
the proximity of users of their smartphones through a field study an ad hoc manner, and had the opportunity to clarify their doubts
in a period of four weeks to verify the following hypothesis: “the (Fig. 7). Then the participants were given a script composed of
phone is always close to its owner”. The results showed that when tasks that reflect the main features of the application.
phones were connected, they were within arm’s reach 53% of the Because it is an application that exploits the ubiquity require-
time, however, in 88% of the time were within arm’s reach or in ments without barriers between formal and informal learning en-
the same location as its owner, for example, in the same room, of- vironments, participants had the freedom to use the application
fice, bedroom, etc. These data point to the relevance of the use of and run proposed for a week in the places and times they prefer
these devices in development based on u-learning systems. script. After this period, they also were asked to answer a ques-
Web Client: according to Brazilian Media Research in 2014 tionnaire of acceptance.
(Brasil, 2014a), commissioned by IBOPE for the Department of Finally, after data collection, the analysis phase, which aims to
Communication of the federal government in 2013, 46% of the pop- structure the collected data and interpret them started. The infor-
ulation had access to Internet. These data demonstrate the impor- mation from the analysis phase were the basis for the corrections
tance of offering services on Web clients. Moreover, the provision and the consequent evolution of the application and the compo-
of personalized services, independent of access that the learner has nents that implement the Youubi on the Server side.
at his disposal device, is one of the characteristics of ubiquitous Table 7 provides a summary of the mean ratings made by
learning. It is also worth noting that Web clients can be devel- the participants. For each set of criteria participants were able
oped not only for computer and laptops, but also for any platform to add comments about their impressions regarding the applica-
that delivers this kind of application, eg, smartphones, tablets, and tion and the system in general. Thus, it was possible to identify
some models of televisions and conventional mobile phones. the strengths and weaknesses along with their respective causes
iDTV Client: IBOPE poll (Brasil, 2014a), in 2013, 97% of the pop- (Tables 8 and 9).
ulation had access to television. While not everyone has access to Based on these results, new versions of the application (Android
cable TV, Interactive Digital TV by FTA (iDTV) or smart TVs (ie Youubi) and Youubi Server components could be developed in or-
smart TVs), it is remarkable that type of device penetration among der to remedy the complaints raised by the participants. Similarly,
the Brazilian population. Furthermore, it is known that the shut- the points that received positive ratings and comments have also
down of the analog signal is expected to happen by 2018 (Brasil, been enhanced and better exploited.
2014b). Given these facts, the Youubi also provides access to its
services through platforms running on televisions, whether propri- 3.7. Results and discussion
etary or open system.
Smart Watch Client: in making the Youubi ever closer to the The following Table 10 shows the summary of the responses
concept of “ubiquity”, also adopted the device support the Smart from questionnaires engagement that were answered. Thus the
Watchs type (ie smart watches). Although these devices are not rate of engagement was the same in the control group and the
B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164 1155

Fig. 6. Examples of screens from Youubi’s Mobile Application.

Fig. 7. Initial meeting with researcher and participants.

Table 7
Quantitative summary of responses.

Criteria Average [1–5]

1. General reactions 4.1


1.1. General reaction (Terrible–Admirable) 4.2
1.2. General reaction (Frustrating–Satisfactory) 4.0
1.3. General reaction (Tedious–Stimulant) 3.4
1.4. Overall reaction (Hard–Easy) 3.8
1.5. Overall reaction (Inadequate–Adequate) 4.8
1.6. Overall reaction (Rigid–Flexible) 4.4
2. Reactions about Screens 4.2
2.1. Characters on the screen (Hard to read–Easy to read) 3.8
2.2. The screen layout was helpful (Never–Always) 4.2
2.2.1. Amount of information displayed (Inadequate–Adequate) 4.6
2.2.2. Organization of displayed information (illogical–Logic) 4.2
2.3. Sequence of screens (Confused–Clara) 4.2
2.3.1. Next screen in the sequence (Unpredictable–Predictable) 4.2
2.3.2. Returning to the previous screen (Impossible–Easy) 3.8
2.3.3. Progression of work (Confused–Clear) 4.2
3. Reactions about Terminology 4.8
3.1. Terms, words and concepts used (Inconsistent–Consistent) 5.0
3.2. Execution of a task leads to a predictable outcome (Never–Always) 4.6
4. Reactions about Learning Curve 3.9
4.1. Beginning (Difficult–Easy) 3.6
4.2. Time to learn to use the system (Slow–Fast) 4.2
5. Reactions about Multimedia 4.1
5.1. Image quality (Bad–Good) 4.2
5.2. Colors (Inadequate–Adequate) 4.0
1156 B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164

Table 8
Summary of qualitative responses, specifically related to causes of positive ratings.

1. General Reactions (positive)


Attends the requirements of usability: “It has a cool and pleasant layout”, “Interface with great usability” Basic requirements for ubiquitous environments found in
other systems have been attended: “I like the app because it showed me to be a mixture of several other app into one, so instead of having three or four app on my
cell now I can have only one”
Innovative system: “I loved it, I thought super innovative and I hopefully want to use it a lot with my friends” Approval of feature Gamification: “the idea of medals
is interesting”
2. Reactions about screens (positive)
Attends the requirements of usability: “All [screens] are really cool”, “Fairly intuitive”
3. Reactions about Terminology (positive)
Attends the requirements of usability: “Easy to understand, It uses terms of day-to-day”, “Clear and objective”
4. Reactions about Learning Curve (positive)
Attends the requirements of usability: “The functions in sidebar are organized, It’s possible to unwind pretty quickly”, “Well easy”, “I thought it easy to interact, It
has several boxes which are well divided”
5. Reactions about Multimedia (positive)
Neutral colors: “The shade of blue is nice”

Table 9
Summary of qualitative responses, specifically related to causes of negative ratings.

1. General Reactions (negative)


The small number of users affects the motivation of the participants: “It was not so exciting because I did not found friends in common”The performance Youubi
Server was probably the cause of negative reviews regarding the slowness and transition screens: “It spends a lot of time locked up”
2. Reactions about screens (negative)
Need more tests on devices with screens of different sizes: “The characters are sometimes smaller than the usual size of the other apps”, “In my smartphone screen
took a little work to see everything”
Need to add more customization features: “I think it should be done in a setting where the user himself has the ability to customize your screen is as desired”
3. Reactions about Terminology (negative)
There were no negative comments
4. Reactions about Learning Curve (negative)
Shortcut on the home screen of the device: “The icon was not easy to visualize so I installed three times the application”
5. Reactions about Multimedia (negative)
Increase the quality of the images displayed: “When loading profile image is distorted”

experimental group: 3.05. However, it must take into considera- “In general, the studies are done in the three hours of the day,
tion some variables that may influence this result, for example, the with intervals of 25 minutes to rest.”
grade from Biotechnology / Control Group class was 8.2, well above “I have a good relationship with my university colleagues.
the average of the other three classes, which may influence the re- Whenever possible we study in group because it is good
sponses of participants, especially the criterion “3. Mastery eval- to solve possible doubts. I do not usually ask questions to
uation”. Furthermore, it is understood that the sample was small, teachers, only when I have no colleague who can help.”
therefore should continue analyzing the data obtained in the other “I have a good relationship with colleagues, though I not always
collection techniques, especially in the interview and diary of par- attend all disciplines together, they are essential to my stud-
ticipants through qualitative analysis. ies. I solve questions with them in study group and I try to
Analyzing the interaction history of the Youubi u-learning en- help them in the activities.”
vironment was possible to identify the main activities carried out “It’s bad teamwork when all or a large proportion of its mem-
by participants (Table 11). These data match with the narratives of bers are uninterested, but when the group is struggling, it’s
the participants. For example, the challenges were the most talked good to work in groups.”
about content by participants in interviews and diaries, and this “What motivates me more to study in practice classes is when
feature appears first position in the history of interactions. the teacher proposes problems to improve my grade.”
“The practice of group studies and sharing of knowledge in
3.7.1. Reports from control group problem solving”
Following will be presented the reports of the students in the “I like solving exercises to identify where I am not doing well.”
control group who did not interact with Youubi u-learning envi- Attitudes recognized by students that need to be changed:
ronment. These reports express their needs, desires and expecta-
tions for their academic everyday life. These reports were collected “Generally I usually study when is already close to the date of
from Engagement Questionnaires and Diary Notes techniques. exam.”
Below are presented some reports of students regarding ac- “I often make plans to study more, but I can never fulfill that.”
tivities and strategies more adopted during their studies: “The time that I devote myself to the study is not always
enough, I believe that the cause of this is the lack of organi-
“Directed studies and activities related to the test.” zation of study time.”
“Some students help each others, but to get good grades the “I usually only study a subject periodically when the teacher
interest is individual.” proposes activities periodically, otherwise I only study when
“The study group is still a very effective practice.” approaching exam dates.”
“I study after class to learn the content presented in the class-
Yearning related to putting into practice the knowledge ac-
room.”
quired at the university, ie, students do not know how to relate
“Sometimes I share with other students what I understood
and apply this knowledge to their daily lives:
about a particular subject or I try to solve their doubts when
they can not assimilate properly.” “Lessons should be in complete harmony with the daily lives of
“Reading a lot, discuss and work practices are essential.” students and possible performances as professionals”
Table 10
Summary of engagement questionnaire answered by students.

Student Group Course Age Genre Grade Actions in 1. Motivating 2. Autonomy 3. Mastery 4. Self- 5. Mastery 6. Performance 7. Perceived 8. Study General
ID Youubi tasks support evaluation efficacy goals goals instrumentality strategies Mean

1 Con. Biot. 20 F 8.3 3.375 2.80 4.00 3.40 4.00 1.25 4.00 3.56 3.30
2 Con. Biot. 25 M 7.3 3.38 3.20 4.00 2.60 3.40 1.00 3.50 1.67 2.84
3 Con. Biot. 20 F 8.0 3.50 3.60 4.00 3.60 3.60 2.75 4.00 3.11 3.52
4 Con. Biot. 20 M 8.0 3.50 3.00 4.00 3.40 4.00 1.25 4.00 3.67 3.35
5 Con. Biot. 23 M 8.2 3.75 3.40 4.00 3.60 3.40 1.00 4.00 3.78 3.37

B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164


6 Con. Biot. 21 F 8.3 3.38 2.60 4.00 2.40 4.00 1.25 4.00 2.22 2.98
Means 21.5 8.2 3.48 3.10 4.00 3.17 3.73 1.42 3.92 3.00 3.23

1 Con. BCT 20 M 7.0 2.50 3.20 3.80 3.40 3.40 2.50 2.25 3.00 3.01
2 Con. BCT 21 M 2.8 3.63 3.60 3.60 3.40 3.80 2.75 4.00 3.44 3.53
3 Con. BCT 29 M 7.1 3.13 2.80 3.20 3.20 4.00 1.00 4.00 3.56 3.11
4 Con. BCT 25 F 2.6 2.75 2.00 1.80 1.40 2.80 3.00 3.75 2.78 2.53
5 Con. BCT 18 M 2.50 3.80 3.40 4.00 3.00 1.00 4.00 3.33 3.13
6 Con. BCT 21 F 8.3 2.50 2.40 3.00 3.00 2.80 2.25 4.00 2.22 2.77
7 Con. BCT 23 F 2.8 2.50 2.80 2.80 2.40 2.20 2.00 2.75 2.44 2.49
8 Con. BCT 18 M 1.50 2.40 2.80 2.40 2.80 1.00 4.00 3.78 2.58
9 Con. BCT 23 M 6.8 2.63 4.00 2.60 2.20 3.60 1.00 3.25 1.89 2.65
Mean 22.0 5.3 2.63 3.00 3.00 2.82 3.16 1.83 3.56 2.94 2.87

Means (Control Groups) 21.7 6.8 3.05 3.05 3.50 2.99 3.44 1.63 3.74 2.97 3.05

1 Exp. Biot. 20 F 6.6 77 3.63 3.80 3.20 3.40 3.40 1.50 3.00 3.00 3.12
2 Exp. Biot. 21 M 5.5 70 3.00 3.20 4.00 2.80 3.20 1.00 4.00 2.89 3.01
3 Exp. Biot. 22 M 4.4 75 3.25 3.40 3.00 2.60 3.00 2.50 3.50 2.33 2.95
4 Exp. Biot. 21 M 5.0 166 3.00 2.80 3.60 3.00 3.00 2.25 3.50 2.44 2.95
5 Exp. Biot. 21 F 6.4 103 3.13 2.40 3.20 3.40 3.40 1.25 3.75 3.00 2.94
6 Exp. Biot. 23 F 3.4 209 3.50 3.80 3.60 3.60 4.00 1.50 4.00 2.89 3.36
7 Exp. Biot. 21 F 7.2 224 3.00 2.80 3.40 2.40 2.80 1.50 4.00 2.44 2.79
8 Exp. Biot. 22 F 7.5 87 3.25 3.00 4.00 3.60 3.80 3.00 3.75 3.00 3.43
Means 21.3 5.8 126 3.22 3.15 3.50 3.10 3.33 1.81 3.69 2.75 3.07

1 Exp. BCT 19 F 7.0 318 3.63 3.80 3.20 3.60 3.60 1.75 4.00 3.11 3.34
2 Exp. BCT 19 M 5.8 176 3.25 3.60 3.20 3.20 3.80 1.00 3.75 3.22 3.13
3 Exp. BCT 22 M 7.0 46 2.63 2.60 3.20 3.00 3.20 1.50 4.00 2.33 2.81
4 Exp. BCT 19 M 7.9 199 4.00 3.60 3.80 3.20 3.40 3.25 3.50 3.67 3.55
5 Exp. BCT 21 M 5.4 99 3.00 2.60 2.60 2.80 3.20 1.00 2.75 2.89 2.60
6 Exp. BCT 19 F 7.7 151 2.63 3.00 3.40 2.80 3.20 1.50 3.00 2.44 2.75
Means 19.8 6.8 165 3.19 3.20 3.23 3.10 3.40 1.67 3.50 2.94 3.03

Means (Experimental Group) 20.60 6.3 146 3.20 3.18 3.37 3.10 3.36 1.74 3.59 2.85 3.05

1157
1158 B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164

Table 11
Summary of Youubi interaction history.

Functionality Challenges viewed Persons viewed Locations viewed Posts viewed Events viewed Friendships accepted Chats

Amount of interactions 421 387 285 275 62 70 78

“All the knowledge imparted by the teacher and acquired by 3.7.2. Reports from experimental group
our own will, will be useful for future professional activi- Below are presented some of the main issues identified in the
ties, as well as for application in a practical way in everyday reports of participants who interacted with the Youubi, in other
problems.” words, that refers to students in the experimental group. These re-
“The classes are very boring due the theory without the prac- ports were collected from Engagement Questionnaires, Diary Notes
tice: what good is learning something if I do not know and Interviews techniques.
where to apply? Where to apply is not mentioned by some Spontaneous reports recorded in the diaries and interviews
teachers, and this is certainly a negative point.” showed that the possibility of creating and answer challenges
“I do not usually connect the subjects studied in everyday situ- by the participants was considered the functionality of Youubi
ations, most teachers also do not talk about it in class.” that most impressed and pleased participants:
“I think it’s very important that the teacher to introduce new
content to show us their usefulness. They would always “Really, the challenges were the most exciting.”
answer that old question ‘To what or why am I studying “It is nice the news alerts and challenge notifications.”
this?’”. “I participated in a few challenges and I saw the scores and
medals like superuser etc, is very cool”
Recognition of the importance of attitude and commitment “The challenge was the most used feature and I thought the
of the teacher: best strategy to learn.”
“Challenges were really cool and interactive as the other stu-
“The teacher who promotes enjoyable activities motivates stu- dents were there competing with us. We were challenging
dents to research and study more” each other to see who will win more challenges”.
“In this class the teacher helps to establish a direct relationship “I used more the app to answer the challenges, for example,
of the knowledge given in class to the practice of everyday this morning I was answering some.”
life” “The most important features of APP were Challenges, Posts,
“I like the methodology that uses exercises every week to de- Chat, Places/Map”.
liver the following week. This makes the matter be studied
constantly thereby sheds subject to study for exam.” Participants also demonstrated the impact of challenges to
their learning. They stressed that the challenges motivated to
Expectations of students relative the teachers and the research and study to answer correctly:
classes:
“I learned many things from the answered challenges”
“Realization of dynamic classes” “With the challenges, I think a good proposal targeting study.”
“Several ways to evaluate the course content” “The challenges are good strategies for learning, but I’m not
“Interaction among students in class for solving activities.” competitive, I answered to know my performance no mat-
ter who hit me or not.”
Attitudes criticized by students relating to teachers’ prac- “At app that part of challenge, we become more motivated to
tices: search for things on the Internet right answer, we have re-
searched and this is a way to study, okay?”
“Teacher uses blackboard to copy content.” “I liked the option of being able to propose challenges and
“The teacher uses most of the class for exercise. Good, but very to share links with groups of friends, it makes it easier to
tiring.” study.”
“I do not feel motivated to go to class ... it’s always the same “This competition will encourage the student to research about
thing, theory, theory and theory.” many contents.”
“Most of the activities that teachers spend are not fun.” “The challenges positively influence because you want to hit,
“Some teachers with no teacher-student relationship. This lack you want to learn the subject.”
of interaction is negative.” “People send a challenge and so I saw and I tried to answer and
“Classes are not motivating. I learn more when I study at searching the Internet to be able to answer”
home.” “In APP professor posted some challenges and I answered
“It is important to student to learn from differents methods be- wrong, so I went searching the right answer, then hit”.
cause there are only contents presented on the blackboard.” “I think the challenges were really a beautiful lesson. Something
“The autonomy of students is small. The student is almost prac- created by the users that stimulates others to study more, to
tically obliged to follow what the teacher tells.” predict what will and increase your score. It was excellent.”
Difficulties faced by students: It is noticed in the reports of the participants the impor-
tance of interacting with fun and challenging resources to
“I live in a neighboring town, so I need to wake up every day
learn:
at 5:00 am, and I arrive at 7:00 am at the university.”
“Lately I am unable to study hard due the social networks and “I see this app as something for leisure as it was when I was
chats. I confess that I am very addicted and the worst is that answering the challenges. It was enjoyable learning because
I realize that both are harming me.” the challenges were also to provide learning, even if it is not
“I can’t ask the teacher about all my doubts. I feel scared of him only related to the course, for example, one about ’specific
think I’m disinterested or even low IQ.” heat’ [which was not a subject I’m studying now]. It was a
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form of entertainment, entertainment with learning. When “I felt a sense of competition, but in a good way. I was talking
there is this relationship there is an optimal learning.” to a friend who was participating. He said, ‘come on into my
“The application can help find places and talking to friends profile and see how many medals I have. Let’s see who is re-
about any topic. I made a group to talk to my friends about sponding and participating’. It was cool because it motivates
all the issues and challenges about football to unwind.” us to participate even more.”
“The challenge is a fun and interesting way to ask about some- “The competitiveness helps you learn more so, because it was
thing” an added incentive, was dosed right.”

The challenges also serve as a starting point for further dis- The activities and interactions within the virtual environ-
cussion among the participants: ment also seem to influence the formal classroom activities:
“I commented something or other. It was interesting. I found “I knew the app and I saw how good it was to be communica-
pretty cool. It’s like that challenge, for example, if only the tion and debate the issues reported in the classroom.”
“start” to start a conversation within that content.” “The chats and issues and everything the teacher put us into
However, due the small amount of users that participated in the application sought outside the classroom, we could seek
the experiment, they felt the need to respond more challenges. information to turn the class more interactive”
This need appears in the following reports: “I was in college, and wanted to know where the teacher and
co-workers was, so the app showed where they were. This
“I believe that there should be challenges created by the appli- is very useful and interesting”
cation itself” “It’s a pretty cool resource, especially for people who do not
“The application should have its own challenges to not be de- know the place I am, I can take a photo and put on the map,
pending on people get posting anyway, because students they can get there more easily, for example, new students,
will not have much time available to formulate and posting who do not know the city well, who do not know where
challenges” the class rooms are. Take pictures with classmates on places
was really fun.”
The resource Challenge was complemented with features of “The teacher put a challenge in the application, the question
Gamification. This combination provided a higher level of com- was about an topic he had commented in class, I researched
petitiveness within the environment. However, this competitive- more about it and I started to pay more attention to the spo-
ness is seen as positive by participants, including teachers. In ken subjects in class”
addition to motivating students, they also report that needed to “In class, the teacher usually always ask questions to make peo-
interact collaboratively to address the challenges correctly, mo- ple in the blackboard. But this week, I thought ‘go there’,
bilizing people around them: I studied before, and I did the question on the blackboard.
“I felt the competitive challenges, because we do not want to Then, I noticed the change in my routine studies was to in-
lose, ok? I looked at the medal wall to see some of the vestigate further.”
medals I got. Yes it influences learning. For example, I was
The u-learning environment can bring people together in
at home and had a question, and I wrapped everyone who
physical spaces:
was there around me to help me to answer, I seek knowl-
edge through other people to answer right” “If in Living Center there is a group, I will be able to talk
“Because if there is a competition you will get more information with people I do not know and post things that interest
to win, because you never want to lose, everyone wants to those people who frequent that place. I guess that makes
win. So people seek more information for this. I was very us closer.”
competitive with respect to challenges, to always be there “We could post a challenge to play, and we could give our
watching and doing the questions and see who would hit opinion and continue playing and talking among themselves.
more than others. I also looked at the wall, it’s pretty cool This motivated us to talk even more personally.”
medals.” “We can know more others. In the university there is a kind of
“Challenges contribute to learning, therefore, to answer right, network of friends. For example, arriving at the Living Cen-
the person will research. I think a healthy competitiveness.” ter, who I do not know anyone and to post something that
“I felt competitive in the moment to respond the challenges. people may have fun there, is better than these other private
Also I used to look at the score. ‘Everybody hit and just me social networks that all is closed and that do not facilitates
who lost this one’ But it’s a healthy competition. Some ques- interaction with those who I do not know.”
tions of challenges I searched on Google. Even about a ques-
tion that I know, but even so I researched about that topic Participants also emphasized the importance of being able
later.” to share knowledge with their peers:
“I felt competitive, but it was not intended to be better than
others. But I think it is natural, we want to make things “It’s great to create thoughts and opinions and share it with
right. Also looked at the medal wall of my colleagues. A friends.”
ranking would be a stimulus to study more. If my name was “With comments you can assign concepts and aggregate values
the last, I think I would create more posts, not to be out- that post. You will put more details on that information. Be-
done.” sides adding value, you can exchange information with those
“I looked at the score of others. I still sometimes looked the people, it is very useful.”
wall of medals.” “This feature to create things encourages to study and to be
“I felt more curious [during the period I used the Youubi]. For able to share with friends and to propose challenges”.
wanting to win the challenges, they motivated me to learn- “What motivated me the most was seeing other people, even I
ing. People put a challenge, and if I did not know I was going did not know, who were disseminating information, we kept
to look on that subject, eg, geography, then I went looking. I working together, arguing about things that the teacher was
learned a lot not directly related to the university.” talking and sharing information”
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Ratings influence students to research and to create more “I was hoping the teacher to put a list of questions and to post
content: more challenges, but he used little. But the posts of students
I was always reading. I used to rest a bit and after I came
“Because if you post something related to your area and the
back to read new posts. For example, before sleeping, I tried
people are enjoying, that shows that you are going the right
to answer a challenge.”
way.”
“Even if the teacher does not adopt, I would use the Youubi. Ev-
“I think that influences because the guy will think twice be-
eryone met each other better. The people was very close. If
fore posting something stupid, ‘ah! I will not post anything
there were other universities using the app, the people will
here because I’m in an environment focused on learning and
meet easily and to know how things work there.”
study, so I’ll try to put something related’.”
“The thoughts are different between student and teacher, the
“I thought that cool because we can get a sense of how popular
challenges posted by a student are differents. You can iden-
is the challenge or post that we create.”
tify more with these challenges created by the students. You
“I saw many people enjoying the things I’ve created. I felt like I
will want to know which are common questions, which are
was doing something useful.”
questions from people like you. Because some have this vi-
The possibility to negatively evaluate a content divides opin- sion that the teacher is the one who is up there at the top
ions of students: and will offer you things that have no relation with you. On
the other hand, you know that your colleague on your side
“Dislike feature do not discourage me. I know just what not to is going through the same things, difficulties and problems
post. It would be more like a touch ‘look that’s not cool’” you are living.”
“Receiving a dislike gives an insecurity. Because no one likes to “Just sometimes I add teachers in my other social networks, but
be judged negatively. It was better to have only the like op- only to those who have better interaction, which is not that
tion” distant person. Varies from teacher to teacher. Because some
“If people start to dislike those your posts, you should stop them try to hold distance from students. While others use a
posting those unnecessary subjects.” different method, they try to approach, to generate a bond
“The dislike is a way to know people’s opinion. But I would not of empathy to decrease the fear that students have with re-
be discouraged if I received an dislike. But I thought it was spect to teachers and facilitate learning. Because this fear
cool” disturbs you, you’re afraid to ask anything. When you do not
“Even the person thinking ‘I’ll try to do something relevant’ on have this fear you feel more comfortable to talk, to ask, talk
receiving dislike the person takes a step back. Lose the spon- about your concerns and problems.”
taneity. Imagine the teacher give dislike in your post. ‘Wow!
I’ll take zero! ‘It is better to have just the like option”. Some students recognize the difference in profiles: producer
and consumer of content:
Students argue that it is possible to develop autonomy and
use the ubiquitous learning environment even with little input “I’m more a content consumer than a producer. I define myself
from teachers: that way.”
“It would be more interesting if all students use, it would be “I may even comment on anything, but to create something
more interdisciplinary, even without the teacher. With more from zero for people to look is not much of me does not.
people, more interesting would be.” However, I created a place and a course group in the app.
“I was more curious to see the contents of the students. The I created a place of the class that I was studying and I cre-
APP is more interesting to see all the posts, and not just ated this place we are now in the app, I took the photo, etc.
the teachers’ posts. For example, I was more curious to see I thought it interesting and cool.”
the events, because of the GPS, I thought much cool, see the
Students highlight the importance of the notification feature
map of the university, the location of things. This was the
in the u-learning environment:
best feature I used a lot the map. Especially here at the uni-
versity that there are different courses, we may be able to “I thought was cool the notifications of new things and chal-
have knowledge of other areas from there. For example, I lenges.”
saw that the teacher posted the PDF of a book. I thought it “Very cool the Application several functions, however, the noti-
very cool app by knowing the book and be able to download fications could be sharper”
the PDF.” “You could see the notifications of who performed in the appli-
“With the teacher did not have changes, but rather with the cation.”
students. Students spoke: ‘I will create a challenge, try an- “Notifications and recommendations were great.”
swer it!’. They were forming little groups. There was much “APP has greatly influenced, because we see the notification
interaction among students. Everyone wanted to use the app that the teacher posted something, so instinctively we look
and wanted that you evaluate what you did there, that you to see what is, is a spontaneous thing”
answer the challenge, that you answer the chat. People I did “I left the APP always minimized to receive notifications; I liked
not know I got to meet personally thanks to APP.” to receive these notices.”
“With the teacher did not have changes, but rather with the
students. Students spoke: ‘I will create a challenge, try an- Students highlight the possibility of increasing learning
swer it!’. They were forming little groups. There was much strategies interdisciplinary:
interaction among students. Everyone wanted to use the app
and wanted that you evaluate what you did there, that you “The APP was really cool because my routine has changed
answer the challenge, that you answer the chat. People I did somewhat because I looked for about things I had not in-
not know I got to meet personally thanks to APP.” teresting. Normally students here have some focus, but peo-
“We are also engaged more to join more to form study groups. I ple talking to other people we end up learning about new
think I had had no more use because few people were using things and not focus only on that specific discipline. Each
the application, [because it is a experimental phase yet].” was replaying different subjects, and motivated me to seek
B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164 1161

new information on those things I did not know. For exam- “I used to chat with people I knew, but I answered challenges
ple, the challenges were pretty cool, because if there was of people from other courses”.
something I did not know then I was researching to be able “I thought cool and curious [receive recommendations of con-
to respond.” tents], even though [people] out of my social network of
“The APP prompted me to learn new knowledge I then changed friends.”
the way I learn. It encouraged me to learn extra information “The Youubi should be a social network of universities. For ex-
that normally I would not go after. It encouraged me to learn ample, a person studying there a university in another state,
things to get out of my comfort zone.” I would like to talk to her, ask how your class, to exchange
information in the application, exclusive of universities, it
Students highlight the experiences regarding the use of the would be less banal than these other social networks. It
map in u-learning environment: would be good to know about events and teachers from
“Depending on where you are, you will realize the events and other universities.”
people around and interact with them, exchange ideas, in-
Impact of contextual recommendations on student learning:
crease your circle of friends.”
“Content distributed in the city may influence on learning. For “Recommendations are very interesting because it prioritizes
example, if I saw an event on biotechnology, I would want things depending on where you are, APP already puts peo-
to know all about it.” ple, challenges, and related events that location matters, this
“It is extremely useful that map, is better than being something is quite interesting, because you know what is happening
random, for example, have an event and the location. I also there or you can do at that location, for example, an activity,
quite liked the location of people.” anyway.”
“I thought it was pretty cool to know the distance, know the “It’s very interesting. You enter in the app and do not need to
things that are close to you and in the distance, knowing looking for anything. Things were already there for you to
what is happening in the library and university events.” see. For example, posts from people you know who are in
“You get curious to know what is close. So it takes you to see the same place. This information has come to you. There are
the profile of people to see who is near.” always interesting things for you to see.”
“I thought cool to see where people and groups of people are “The recommendations influence in a positive way, because
located. I have never seen anything like it” they indicate things I did not know, including related my lo-
“It was good because I discovered that there were people in the cation. For example, APP showed me an article that I did not
class who lived near me and I did not even know. I saw the know, and that was related to the area I want, and it is eas-
cities that other people live. On the map, I paid more atten- ier to get interested in the subject.”
tion on events and places. But if I saw a challenge around
me, I think I would try to answer.” Youubi comparison with other applications:
“The idea of establishing a local, know the distance, greatly fa-
cilitates studies, can create a place and establish it as a place “Other social networks are more related to post pictures and
to study, and the people will see the exact location. You have videos. The Youubi would be more academic, to share
the map and there is the visual appeal of how to get there. knowledge, in addition to the interactive part, that a person
This greatly facilitates the interaction among students.” can mark places to meet. Also, it is good to be academic, and
show challenge questions, locations that are close by.”
Students realized the difference in interaction between an-
“I thought an APP very interesting form of scholarly commu-
swering a challenge and see the map:
nication, for example, other apps are to things outside the
“Competing with others is something more active. Only seeing university. The Youubi is a friendlier for the academic pro-
things in map is something more passive. But I liked the gram, for example, to create a group to a course, put there
map to find people at the University. I only used the app at extra class notices, warning that has already posted notes,
the University and at home, I’m not much for not leaving.” schedules, to ask questions, and various other things.”
“The highlight of Youubi is the geolocation, knowing where
Influence of Social Networking on learning and student mo- things, an event, a lecture are, thought that was pretty cool.”
tivation: “If the application had only university people, I would use You-
ubi as much as the other social networks, inside the univer-
“The more friends the more application makes you want to
sity, because I only interact with the people from here.”
use.”
“In Youubi I quite liked the challenges and map, because other
“With friends in your application you can exchange ideas, mark
social networks does not have.”
locations to do work, research, study together, go to parties.
“If I wanted to use all functions of Youubi out of it you would
Would be pretty boring an application that does not have
need more applications of different things. While in Youubi
contact with other people.”
you have it all concentrated there, you do not need to keep
“Learning together is better. People to discuss it helps learn-
switching application to have all features and information”.
ing in general, to have different opinions, we can get other
knowledge.” Prejudgment in word “educational”:
“Eu acho que a experiência foi boa usando o APP. É uma APP
intuitiva. Ela ajuda a absorver novas informações. Ela ajuda “I started using the app with academic objective, because it was
a interagir com professores e outros alunos.” proposed by the teacher. If I had downloaded outside the
“When I saw another class using the app too much, I came back university, to see things the city, to see the events of the
to motivate me. This application should involve the entire city, I would have a completely different purpose. I would
university and people should have the practice of posting. see things not directly related to learning. I lost this pre-
We would use it in a positive way as well. If people really judgment with the “educational.” We saw that is possible to
posts things related with the university would be very inter- interact more with the APP to use for leisure too.”
esting to learn.”
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Influence of contents created by students: “With the application he can talk to us and propose challenges,
including other subjects. The best we end up interacting
“Influence of contents created by students: When someone cre- with the teacher and ends up treating him as equals.”
ates a post, you can start a discussion, and this greatly in- “The importance of the teacher is not only inside the room. The
fluences the learning, because one of the largest facilities for student takes the contents of the class room and study at
learning is discussing subjects that you like.” home, but he will always have doubts. With the teacher in
“It’s nice to put related content that location, or we can relate the class group, it is easier said ‘hey teacher what is this?’.
a post with the class or the place of the class room, or the It is much easier to ask questions.”
location of the school and we can use hashtag too.”
“I thought great this APP because the subjects that I am inter- Help for shy students:
ested and I want to talk to other people I can create an event
or a group and meet people who like the same things that “For example, the teacher send a challenge for students to know
me, so that is easier to work with.” who answered right and who answered wrong. So he will
“I have created several places, challenges and events. This mo- know who is understanding and who is not, hence I will not
tivates a lot. To create challenges you need to research and feel unmotivated and I will not be afraid to ask the teacher.”
to learn. Of the challenges that I created, I had a vague idea “On other social networks we interact more with people who
about the topic. So It was necessary to search and to study we know more, but on Youubi I get more comfortable talk-
to write the challenges and the answers.” ing to people who are not my friends. I would use the You-
ubi easily, because it facilitates communication, could ask
Influence of events in learning: questions more easily.”
“With this connection [created by the APP] you lose some of
“For example, getting a recommendation from a congress,
this fear. You know that the other person also has that prob-
knowing the place, I can analyze the possibility to partici-
lem or that interest. We’ve lost that desire to come face to
pate in it, or publish future works.”
face, we lose courage, we have fears. But then with the help
Influence of groups in learning: of information in this app, you can see everything that is
around you, you can integrate better, you can get into that
“In the groups you can exchange experiences, discuss issues re- group at that place, without first having to reach, establish
lated to biotechnology or bioinformatics, for example.” a nervous initial contact, trying to figure out what they are
“I created a group. I think it’s cool, join the students in the class doing. This app helps us to move from virtual to real world
to talk only of the subject class, for example.” easily.”
New features and tools in the learning environment moti-
Influence of content created by the teacher:
vate students:
“The APP provides a path for us to follow the studies. For ex-
“Young people love novelties and innovations that can help aca-
ample, the teacher publishes some file and we try to search
demic life in a new concept, and very interesting.”
related things. For example, after class, he can post a related
“I’m not much for using social networks, but I was very inter-
file for us to go deeper.”
ested in this project, because it is a different thing, a differ-
ent way of learning more.” About the privacy of students:
Some students explained that they like applications that
“I did not feel uncomfortable to share my location. But if it were
unite learning with leisure, even using these APPs in your
out of academic context I would not feel the urge. As was an
leisure time:
application of university to university, I saw no problem and
“I really like APPs that stimulate learning, like learning lan- I did not feel uncomfortable.”
guages, and news”. “I’m very wary with exposition and sharing photos and posts,
“A lot of people associate mobile APPs with leisure and spend but on Youubi I felt safer because it is always people my age,
time. Few people use mobile APPs only for learning. If you many friends. I left enabled the option to share my location.
use the APP to learning, but with elements of entertainment, But, if it was a more open network, maybe I stayed on the
as it has in Youubi, social network, chat, challenge, etc., you back foot.”
end up getting more engaged.” “I felt the urge to share my location in Youubi. At other social
networks I don’t usually do that.”
Students highlight the importance of interaction with the
teacher in the u-learning environment: Few people and few content:

“With this APP, the content of the course is beginning to be- “At the moment there is little content, but the system is
come clearer. I solved several doubts. Now it’s a pleasure to promising.”
study.” “If no general engagement, it is discouraged.”
“The application is a very propitious tool for teachers because “I see the application with great potential, to stimulate learn-
communication allows us to realize that he is very impor- ing here within the university, with academic things. But as
tant for learning.” it is at the beginning, with few users, not just taking this
“I was interested by the fact that we can be in touch with the whole interaction. But I see it with a lot of potential, espe-
teacher always. That’s good, because of a nudge to animate cially within the university.”
the study.” “I was expecting other people to post more, so I think to post
“Email not always he is looking, and he’s online chat and will something related to the course or the lab.”
always be there to answer our questions quickly.”
“As there are students and teachers in the environment, if I 3.7.3. Reports from Professors
want to talk to a teacher from another area that I have no The following will be presented stretches of the reports ex-
direct contact, I can speak through the application.” pressed by teachers who used Youbi u-learning enviroment.
B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164 1163

Expectations of professors on student participation: Find collaborators:

“Students are not participating as expected.” “For me to know that other teachers have interface with me,
“The lack of interest in this class is striking. They are not inter- for example, if in a few years, Youubi become a university
ested in delivering some activities.” application, teachers will be able to talk about areas of work.
“I think my students did not interact as much as students from It would be very practical and useful in this regard.”
other classes.”
Professors recognize the Youubi as an ally:
Teachers recognize the Youubi as a facilitator of communica- “If I had a chance to use, without being in an experiment, I
tion: would, if it were possible, I would use both Web Client and
Smartphone Client”.
“As I have no social network, it is difficult to interact with them
“The APP is a way to talk with students outside of the work
outside the classroom. With Youubi it gets easier.”
environment and they talk to each other. Obviously I would
“I was able to ask questions of students who have actually used
use more formal activities, ask questions, etc. Because the
the APP”.
communication tools of the LMS of the university do not
“Because I do not use as much social networking, I speak more
work well, and the students do not really get in there in the
per message, so I ended up using the chat. I like talking with
LMS.”
people at that time. I do not like to post something to com-
ment on. I think more practical for me the chat feature.”
4. Conclusion
Teachers used Youubi to see if the students were really learn-
ing: This article presents a proposal for development of a ubiquitous
learning environment, open source, which enables its rapid adop-
“It helped to clear doubts of students and whether they had tion by educational Institutions and consequently by students and
learned content through the challenges. For example, I put teachers.
questions of challenges, relatively simple, and many students For this development, we propose a method that involves par-
missed, so I thought ‘they have not learned, that will be the ticipatory design and validation using quantitative and qualitative
first thing I’ll ask in the seminars.’” techniques in order to determine whether there was acceptance,
“I taught the same way. The difference it made was clear doubts motivation and engagement on the part of teachers and students.
by APP, the challenges and used to ask questions to them, to The ubiquitous learning environment called Youubi was devel-
see if they actually learned what they had to learn, helped oped and provided to a set of participants through an Android ap-
mainly that.” plication to mobile smartphone.
The analysis of the questionnaires and reports from participants
About privacy: showed that there was indeed accepted by users who participated
in the experiments. Reports from teachers showed that they see
“I have no problem sharing my location with the students.”
the Youubi as an important ally to their practices. The results also
Interdisciplinary: showed that the intrinsic u-learning environments features, com-
bined with features of gamification, social network and challenges
“Students from other courses answered my challenges.” can balance learning and leisure, and consequently promote moti-
vation and engagement of learners.
Resource recommendations:
5. Future works
“I used [the recommendations] to know who were the people
who were in the APP, and to see the types of questions that Although Youubi environment has been tested by end-users,
were being asked.” within a case study using a Mobile client for smartphones and
tablets, the following are some points that need to be developed so
Tendency to use only in the context of formal learning:
that this project can be used in a production environment. There-
“I started using the app to use more in the course context, but fore, once the concept and requirements have been validated, it is
then I saw that the people was posting challenges of other understood that the evolution of these points will enable to ac-
topics, ‘ah, so great, I’ll post questions about other topics as celerate the development of this project to produce a stable and
well’.” viable product:

Key features of Youubi considered by teachers: 1. Reduce the complexity of recommendation algorithms (Recom-
mender component) to enhance the attributes of efficiency.
“First the chat, second the challenges.” 2. Developing Web Client component.
“I used the map to find also the students at university.” 3. Develop Customer iDTV component.
4. Develop Customer Smartwatch component.
Youubi may help to improve their teaching method in class- 5. Evolving Communication component to provide services, pro-
room: vided by API Youubi, the Redu and Amadeus LMS systems
through an authentication protocol.
“It’s handy to know what they are discussing and use it to their
6. Evolving Communication component to enable asynchronous
advantage in the classroom as examples.”
communication toward server-clients, to ensure notification
The challenges and competitiveness in the environment does of recommendation and social interaction in real time.
not hinder collaboration: 7. Adapt the Collector component to facilitate content creation
that reference learning objects present in repositories of
“They actually are very collaborative. For example, the groups Open Educational Resources, as well as the specific content
had different jobs and often happened that one student in a from other repositories (for example, links to Wikipedia and
group, in the room, get up and go help another group.” YouTube).
1164 B. de Sousa Monteiro et al. / Computers in Human Behavior 55 (2016) 1145–1164

8. Adapt the Analyser component to identify “learning styles” of Greene, B. A., Miller, R. B., Crowson, H. M., Duke, B. L., & Akey, K. L. (2004). Predict-
learners. ing high school students’ cognitive engagement and achievement: Contributions
of classroom perceptions and motivation. Contemporary Educational Psychology,
9. Develop “panel of the teacher”, span the Web Client component 29(4), 462–482.
to display detailed interactions and indicators of apprentices Hwang, G.-J., & Tsai, C.-C. (2011). Research trends in mobile and ubiquitous learning:
in Youubi environment reports. A review of publications in selected journals from 2001 to 2010. British Journal
of Educational Technology, 42(4), E65–E70.
10. Configure production environment and execute performance Hwang, G.-J., et al. (2011). A knowledge acquisition approach to developing Mind-
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