Conference Agenda
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
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ITHET 17: Presentation of papers
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ID: 182 / ITHET 17: 1 ITHET (Full Paper) Topics: AI: Artificial Intelligence (DL, DS, ML and RL) in education, Higher education as it is changing with the advent of pervasive information technology, Changing delivery patterns and asynchronous learning., Changes in the roles and relationships of learners and teachers in technology-mediated environments., The impact of technology on assessment practices in higher education, with particular interest in support for selfand peer-learning and evaluation, and the challenge of plagiarism and cheating. Keywords: Control engineering education, Generative AI, Project-based learning, Feedback and learning systems, Learning dynamics From Closed-Loop to Open-Loop Learning: A Control Perspective on AI in Engineering Education Norwegian University of Science and Technology (NTNU), Norway Generative AI tools are fundamentally changing how students engage with engineering education by removing traditional barriers to obtaining solutions. This paper examines an undergraduate control engineering course redesigned to explore learning dynamics under reduced structure and unrestricted access to AI tools. Using a control-theoretic perspective, learning is interpreted as a dynamical system. An initial open-ended design revealed fragmented, event-driven learning behavior, with a primary bottleneck in structuring and integrating knowledge rather than accessing solutions. In response, structural and feedback mechanisms were introduced during the course, including project-based learning, iterative workflows, and peer review. These interventions can be interpreted as reintroducing feedback into the system, shifting it from an unstable open-loop regime toward a more stable closed-loop configuration. The results suggest that in AI-supported environments, the primary role of engineering education shifts from delivering knowledge to stabilizing learning processes through structure and feedback.
Not Presented
ID: 192 / ITHET 17: 2 ITHET (Full Paper) Topics: Complexity: Complex Social Systems and their role in education, Curricula for key global technical challenges, Studio based learning. How this is changing curriculum and attitudes., Innovative uses of technology for teaching and learning within higher education and training Keywords: Cybersecurity training, Web Application security, Web Vulnerabilities, SQL Injection, Survey Cyber Security Web Application Training - Exploring the Users' Habits and Attitudes Trakia University, Bulgaria In today's digital society, driven by Artificial Intelligence (AI), Industry 4.0, and the Internet of Things, increasing internet connectivity makes web applications and data more vulnerable. Security breaches at large companies, affecting millions of users, are becoming more common. The rise of AI and growing curiosity about its use are making users more careless, which opens the door to hacker attacks. The human factor is a primary cause of vulnerabilities and security breaches, so ongoing and timely training is crucial for prevention. The article highlights the main cyber threats and vulnerabilities, as well as current testing and prevention tools, and emphasizes the importance of cybersecurity training for students, not only in IT majors but also in other fields. These skills are essential for their future success in the AI era. To highlight the significance of this issue, a simulated attack is performed on a test web application, and its potential impact is examined. For demonstration, tools like BurpSuite and SQLMap are used, with the actual testing target being the OWASP Mutillidae II web application. A survey exploring habits and attitudes toward security when using web applications was also conducted. The main survey results indicate that most respondents are unfamiliar with common types of threats and cyberattacks and wish to learn more about them. Many of them reuse the same passwords and fail to verify whether a site is secure, indicating poor cyber hygiene and awareness. Finally, the future of web application security and the role of artificial intelligence (AI) in it are discussed.
ID: 169
/ ITHET 17: 3
ITHET (Full Paper) Topics: AI: Artificial Intelligence (DL, DS, ML and RL) in education, IoT: Smart technologies and applications in education, BD: Big Data and Data Analytics in education, Complexity: Complex Social Systems and their role in education Keywords: humanoid robots, vulnerable groups, healthy ageing, ethnic minorities, healthcare robots The First Accessible Polygenic-weLLbeing (PLL) Robot for Culinary Skills Education and Healthcare Support for Vulnerable Groups in Wales 1EUREKA Robotics Centre, Cardiff Metropolitan University, United Kingdom; 2School of Humanities, Southeast University, China This research proposes and designs the Polygenic-weLLbeing (PLL) robot, an embodied service robot platform for domestic settings involving vulnerable groups. The system is designed to explore the integration of cooking skills education and dietary guidance, health and care support, and home Internet-of-Things control within a unified framework, with the aim of supporting user profiling and potential cross-module task coordination.To conduct a preliminary, prototype-level validation, this research adopted a mixed-methods approach and carried out two exploratory trials. The first was qualitative descriptive research in an aged-care facility setting, and the second was an embedded questionnaire survey conducted during cooking activities in an ethnic minority community. The results suggest that, in the older adult care setting, the PLL prototype showed initial indications of acceptability in terms of reminders, companionship, step-by-step guidance, and structured support, with older users showing a preference for concise language, clear steps, and a moderate pace of interaction. In the ethnic minority community setting, matching cultural dietary preferences, clear task guidance, and easy-to-understand voice prompts were associated with improved perceived acceptability and usefulness. The findings suggest that the design of healthcare robots for vulnerable groups should go beyond simply adding functions, but must also give due consideration to interactional comprehensibility, cultural adaptability, accessibility, and emotional support. As prototype research, this paper conducted scenario-based preliminary validation of two key modules of PLL, but it has not yet systematically evaluated multi-module coordination or the operation of the system. Future work is still needed to further verify its multi-module collaborative capability and its potential for sustained application in longer-term, larger-scale real-world settings.
ID: 170
/ ITHET 17: 4
ITHET (Full Paper) Topics: IT: Immersive (VR, AR, MR and ER) technologies in education, Virtual laboratories, classroom, universities, Changing delivery patterns and asynchronous learning., Changes in the roles and relationships of learners and teachers in technology-mediated environments. Keywords: Metaverse, Coding, Minecraft, Higher Education, Programming From Pixels to Code: Minecraft as a Tool for Teaching Programming to University Students With No Technical Background Manchester Metropolitan University, United Kingdom This study explores the integration of Minecraft as a game-based learning tool in teaching ”Programming Fundamentals” to non-technical university students over three academic years. By analysing student performance and engagement levels, the research demonstrates significant improvements in programming comprehension, problem-solving skills, and academic success. The results highlight increased average marks, higher pass rates, and decreased awarding gap between White and BAME students, as well as a rise in good honours for both White and BAME students. Furthermore, entry-level qualifications did not hinder performance, suggesting Minecraft’s inclusivity across diverse student backgrounds. The findings highlight the potential of game-based learning and assessment to enhance engagement and create a more accessible learning environment in programming
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