Hannie Gijlers

Dr. Hannie Gijlers

University of Twente

Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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19 January 2021 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Galena PisoniGalena Pisoni
Galena Pisoni
Natalia Diaz RodriguezNatalia Diaz Rodriguez
Natalia Diaz Rodriguez
HGHannie Gijlers
Hannie Gijlers
LTLinda Tonolli
Linda Tonolli
This paper reviews the literature concerning technology used for creating and delivering accessible museum and cultural heritage sites experiences. It highlights the importance of the delivery suited for everyone from different areas of expertise, namely interaction design, pedagogical and participatory design, and it presents how recent and future artificial intelligence (AI) developments can be used for this aim, i.e.,improving and widening online and in situ accessibility. From the literature review analysis, we articulate a conceptual framework that incorporates key elements that constitute museum and cultural heritage online experiences and how these elements are related to each other. Concrete opportunities for future directions empirical research for accessibility of cultural heritage contents are suggested and further discussed.

29 May 2018 in International Journal of Science Education
Verified
Journal Article
Open access
SRSiswa A. N. van Riesen
Siswa A. N. van Riesen
HGHannie Gijlers
Hannie Gijlers
AAAnjo Anjewierden
Anjo Anjewierden
TJTon de Jong
Ton de Jong
Designing and conducting sound and informative experiments is an important aspect of inquiry learning. Students, however, often design experiments that do not allow them to reach conclusions. Considering the difficulties students experience with the process of designing experiments, additional guidance in the form of an Experiment Design Tool (EDT) was developed, together with reflection questions. In this study, 147 pre-university students worked in an online inquiry learning environment on buoyancy and Archimedes’ principle. Students were randomly assigned to one of three conditions, each of which contained a different version of the EDT. Since students’ prior knowledge has been found to influence the amount and type of guidance they need, the versions of the tool differed with respect to the level of guidance provided. A pre- and post-test were administered to assess students’ conceptual knowledge. No overall differences between conditions were found. In a subsequent analysis, students were classified as either low, low-intermediate-, high-intermediate, or high prior knowledge students. For Archimedes’ principle we found that low-intermediate prior knowledge students gained significantly more conceptual knowledge than low prior knowledge students in the fully guided condition. It is hypothesised that students need at least some prior knowledge in order to fully benefit from the guidance offered.

8 September 2013 in International Journal of Computer-Supported Collaborative Learning
Verified
Journal Article
Closed access
PDF file
HGHannie Gijlers
Hannie Gijlers
AWArmin Weinberger
Armin Weinberger
ADAlieke Mattia van Dijk
Alieke Mattia van Dijk
LBLars Bollen
Lars Bollen
WJWouter van Joolingen
Wouter van Joolingen

25 June 2019 in Interactive Learning Environments
Verified
Journal Article
Open access
SRSiswa A. N. van Riesen
Siswa A. N. van Riesen
HGHannie Gijlers
Hannie Gijlers
AAAnjo A. Anjewierden
Anjo A. Anjewierden
TJTon de Jong
Ton de Jong
Inquiry learning is an effective learning approach if learners are properly guided. Its effectiveness depends on learners’ prior knowledge, the domain, and their relationship. In a previous study we developed an Experiment Design Tool (EDT) guiding learners in designing experiments. The EDT significantly benefited low prior knowledge learners. For the current study the EDT was refined to also serve higher prior knowledge learners. Two versions were created; the “Constrained EDT” required learners to design minimally three experimental trials and apply CVS before they could conduct their experiment, and the “Open EDT” allowed learners to design as many trials as they wanted, and vary more than one variable. Three conditions were compared in terms of learning gains for learners having distinct levels of prior knowledge. Participants designed and conducted experiments within an online learning environment that (1) did not include an EDT, (2) included the Constrained EDT, or (3) included the Open EDT. Results indicated low prior knowledge learners to benefit most from the Constrained EDT (non-significant), low-intermediate prior knowledge learners from the Open EDT (significant), and high-intermediate prior knowledge learners from no EDT (non-significant). We advocate guidance to be configurable to serve learners with varying levels of prior knowledge.

1 August 2017 in Teaching and Teacher Education
Verified
Journal Article
Closed access
TETessa H.S. Eysink
Tessa H.S. Eysink
MHManon Hulsbeek
Manon Hulsbeek
HGHannie Gijlers
Hannie Gijlers

28 October 2022 in Multimedia Tools and Applications
Verified
Journal Article
Open access
PDF file
ACAlejandro Catala
Alejandro Catala
HGHannie Gijlers
Hannie Gijlers
IVIris Visser
Iris Visser
Promoting the social-emotional development of kindergartners is of special relevance as will lay the foundations for emotion regulation in later childhood and adulthood stages. Considering that tangible storytelling tables are already used for language and literacy skills in kindergarten, we addressed the problem of designing a storytelling intervention aimed at social-emotional development suitable in such a context by using an emotional laden story as content and embedding a guidance method that can be implemented with either a human or robot guide to enhance the learning setting. The study considered two guided storytelling activities (one traditional guided by the teacher, and one in which guidance was provided by a robot) and a control condition without additional guidance. The three conditions were compared in terms of kindergartners’ enactment process, an emotion recognition test and a story recall test. The results show that the guidance method properly supported emotion naming, children involvement and goal completion during the storytelling activity whereas the intervention supported the learning gain on emotion recognition. The study revealed that both robot and human guidance did not differ significantly in the performance tests but did outperform the control. In view of the results, this research is helpful for researchers and teachers to create in an informed way a range of environments in the kindergarten class based on storytelling tables, either with or without guidance, and with or without robot support. Future work may further investigate how specific interaction issues concerning robot embodiment (e.g., voice and behavioral cues to direct children’s attention) might enhance or not the children’s performance.