Computer-Based Assessment of Pre-assigned Individual Education Plans in Special Education

Assessment of IEP (Individual Education Plan) is an important stage in the area of special education. This paper deals with this problem by introducing computer software which process the data gathered from application of IEP. The software is intended to be used by special education institution in Turkey and allows assessment of school and family trainings. The software has a user friendly interface and its design includes graphical developer tools.

Multimedia Games for Elementary/Primary School Education and Entertainment

Computers are increasingly being used as educational tools in elementary/primary schools worldwide. A specific application of such computer use, is that of multimedia games, where the aim is to combine pedagogy and entertainment. This study reports on a case-study whereby an educational multimedia game has been developed for use by elementary school children. The stages of the application-s design, implementation and evaluation are presented. Strengths of the game are identified and discussed, and its weaknesses are identified, allowing for suggestions for future redesigns. The results show that the use of games can engage children in the learning process for longer periods of time with the added benefit of the entertainment factor.

Universities Strategic Evaluation Using Balanced Scorecard

Defining strategic position of the organizations within the industry environment is one of the basic and most important phases of strategic planning to which extent that one of the fundamental schools of strategic planning is the strategic positioning school. In today-s knowledge-based economy and dynamic environment, it is essential for universities as the centers of education, knowledge creation and knowledge worker evolvement. Till now, variant models with different approaches to strategic positioning are deployed in defining the strategic position within the various industries. Balanced Scorecard as one of the powerful models for strategic positioning, analyzes all aspects of the organization evenly. In this paper with the consideration of BSC strength in strategic evaluation, it is used for analyzing the environmental position of the best-s Iranian Business Schools. The results could be used in developing strategic plans for these schools as well as other Iranian Management and Business Schools.

Students' Acceptance of Incorporating Emerging Communication Technologies in Higher Education in Kuwait

Never has a revolution affected all aspects of humanity as the communication revolution during the past two decades. This revolution, with all its advances and utilities, swept the world thus becoming an integral part of our lives, hence giving way to emerging applications at the social, economic, political, and educational levels. More specifically, such applications have changed the delivery system through which learning is acquired by students. Interaction with educators, accessibility to content, and creative delivery options are but a few facets of the new learning experience now being offered through the use of technology in the educational field. With different success rates, third world countries have tried to pace themselves with use of educational technology in advanced parts of the world. One such country is the small rich-oil state of Kuwait which has tried to adopt the e-educational model, however, an evaluation of such trial is yet to be done. This study aimed to fill the void of research conducted around that topic. The study explored students' acceptance of incorporating communication technologies in higher education in Kuwait. Students' responses to survey questions presented an overview of the e-learning experience in this country, and drew a framework through which implications and suggestions for future research were discussed to better serve the advancement of e-education in developing countries.

The Para-Universe of Collaborative Group Work in Today-s University Classrooms: Strategies to Help Ensure Success

Group work, projects and discussions are important components of teacher education courses whether they are face-toface, blended or exclusively online formats. This paper examines the varieties of tasks and challenges with this learning format in a face to face class teacher education class providing specific examples of both failure and success from both the student and instructor perspective. The discussion begins with a brief history of collaborative and cooperative learning, moves to an exploration of the promised benefits and then takes a look at some of the challenges which can arise specifically from the use of new technologies. The discussion concludes with guidelines and specific suggestions.

A Quality-Oriented Approach toward Strategic Positioning in Higher Education Institutions

Positioning the organization in the strategic environment of its industry is one of the first and most important phases of the organizational strategic planning and in today knowledge-based economy has its importance been duplicated for higher education institutes as the centers of education, knowledge creation and knowledge worker training. Up to now, various models with diverse approaches have been applied to investigate organizations- strategic position in different industries. Regarding the essential importance and strategic role of quality in higher education institutes, in this study, a quality-oriented approach has been suggested to positioning them in their strategic environment. Then the European Foundation of Quality Management (EFQM) model has been adopted to position the top Iranian business schools in their strategic environment. The result of this study can be used in strategic planning of these institutes as well as the other Iranian business schools.

A Game Design Framework for Vocational Education

Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner-s motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group.

The Islamic Element of Al-‘Adl in Critical Thinking: the Perception of Muslim Engineering Undergraduates in Malaysia

The element of justice or al-‘adl in the context of Islamic critical thinking deals with the notion of justice in a thinking process which critically rationalizes the truth in a fair and objective manner with no irrelevant interference that can jeopardize a sound judgment. This Islamic axiological element is vital in technological decision making as it addresses the issues of religious values and ethics that are primarily set to fulfill the purpose of human life on earth. The main objective of this study was to examine and analyze the perception of Muslim engineering students in Malaysian higher education institutions towards the concept of al-‘adl as an essential element of Islamic critical thinking. The study employed mixed methods approach that comprises data collection from the questionnaire survey and the interview responses. A total of 557 Muslim engineering undergraduates from six Malaysian universities participated in the study. The study generally indicated that Muslim engineering undergraduates in the higher institutions have rather good comprehension and consciousness for al-‘adl with a slight awareness on the importance of objective thinking. Nonetheless there were a few items on the concept that have implied a comparatively low perception on the rational justice in Islam as the means to grasp the ultimate truth.

The Design and Analysis of Learning Effects for a Game-based Learning System

The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".

Virtual Reality Classrooms Strategies for Creating a Social Presence

Delivering course material via a virtual environment is beneficial to today-s students because it offers the interactivity, real-time interaction and social presence that students of all ages have come to accept in our gaming rich community. It is essential that the Net Generation also known as Generation Why, have exposure to learning communities that encompass interactivity to form social and educational connections. As student and professor become interconnected through collaboration and interaction in a virtual learning space, relationships develop and students begin to take on an individual identity. With this in mind the research project was developed to investigate the use of virtual environments on student satisfaction and the effectiveness of course delivery. Furthermore, the project was designed to integrate both interactive (real-time) classes conducted in the Virtual Reality (VR) environment while also creating archived VR sessions for student use in retaining and reviewing course content.

Classroom Teacher Candidates' Definitions and Beliefs about Technology Integration

The purpose of this paper is to present teacher candidates- beliefs about technology integration in their field of study, which is classroom teaching in this case. The study was conducted among the first year students in college of education in Turkey. This study is based on both quantitative and qualitative data. For the quantitative data- Likert scale was used and for the qualitative data pattern matching was employed. The primary findings showed that students defined educational technology as technologies that improve learning with their visual, easily accessible, and productive features. They also believe these technologies could affect their future students- learning positively.

The Development of a Teachers- Self-Efficacy Instrument for High School Physical Education Teacher

The purpose of this study was to develop a “teachers’ self-efficacy scale for high school physical education teachers (TSES-HSPET)” in Taiwan. This scale is based on the self-efficacy theory of Bandura [1], [2]. This study used exploratory and confirmatory factor analyses to test the reliability and validity. The participants were high school physical education teachers in Taiwan. Both stratified random sampling and cluster sampling were used to sample participants for the study. 350 teachers were sampled in the first stage and 234 valid scales (male 133, female 101) returned. During the second stage, 350 teachers were sampled and 257 valid scales (male 143, female 110, 4 did not indicate gender) returned. The exploratory factor analysis was used in the first stage, and it got 60.77% of total variance for construct validity. The Cronbach’s alpha coefficient of internal consistency was 0.91 for sumscale, and subscales were 0.84 and 0.90. In the second stage, confirmatory factor analysis was used to test construct validity. The result showed that the fit index could be accepted (χ2 (75) =167.94, p

Using Visual Technologies to Promote Excellence in Computer Science Education

The purposes of this paper are to (1) promote excellence in computer science by suggesting a cohesive innovative approach to fill well documented deficiencies in current computer science education, (2) justify (using the authors' and others anecdotal evidence from both the classroom and the real world) why this approach holds great potential to successfully eliminate the deficiencies, (3) invite other professionals to join the authors in proof of concept research. The authors' experiences, though anecdotal, strongly suggest that a new approach involving visual modeling technologies should allow computer science programs to retain a greater percentage of prospective and declared majors as students become more engaged learners, more successful problem-solvers, and better prepared as programmers. In addition, the graduates of such computer science programs will make greater contributions to the profession as skilled problem-solvers. Instead of wearily rememorizing code as they move to the next course, students will have the problem-solving skills to think and work in more sophisticated and creative ways.

A Laboratory Assistance Module

We propose that Virtual Learning Environments (VLEs) should be designed by taking into account the characteristics, the special needs and the specific operating rules of the academic institutions in which they are employed. In this context, we describe a VLE module that extends the support of the organization and delivery of course material by including administration activities related to the various stages of teaching. These include the co-ordination, collaboration and monitoring of the course material development process and institution-specific course material delivery modes. Our specialized module, which enhances VLE capabilities by Helping Educators and Learners through a Laboratory Assistance System, is willing to assist the Greek tertiary technological sector, which includes Technological Educational Institutes (T.E.I.).

Knowledge Sharing Behaviour among Academic Staff at a Public Higher Education Institution in Malaysia

This study applied Theory of Planned Behaviour (TPB) to explain the knowledge sharing behaviour among academic staff at a Public Higher Education Institution (HEI) in Malaysia. The main objectives of this study are; to identify the components that influence knowledge sharing behaviour and to determine the levels of knowledge sharing behaviour among academic staff. A total of 200 respondents were participated in answering questionnaires. The findings of this study revealed that level of perceiving and implementing knowledge sharing behaviour among academic staff at a Public HEI in Malaysia exist but not openly or strongly practiced. The findings were discussed and recommendations for the future research were also addressed.

Arabic and Islamic Education in Nigeria: The Case of Al-Majiri Schools

The AL-MAJIRI school system is a variant of private Arabic and Islamic schools which cater for the religious and moral development of Muslims. In the past, the system produced clerics, scholars, judges, religious reformers, eminent teachers and great men who are worthy of emulation, particularly in northern Nigeria. Gradually, the system lost its glory but continued to discharge its educational responsibilities to a certain extent. This paper takes a look at the activities of the AL-MAJIRI schools. The introduction provides background information about Nigeria where the schools operate. This is followed by an overview of the Nigerian educational system, the nature and the features of the AL-MAJIRI school system, its weaknesses and the current challenges facing the schools. The paper concludes with emphasis on the urgent need for a comprehensive reform of the curriculum content of the schools. The step by step procedure required for the reform is discussed.

Effect of Open-Ended Laboratory toward Learners Performance in Environmental Engineering Course: Case Study of Civil Engineering at Universiti Malaysia Sabah

Laboratory activities have produced benefits in student learning. With current drives of new technology resources and evolving era of education methods, renewal status of learning and teaching in laboratory methods are in progress, for both learners and the educators. To enhance learning outcomes in laboratory works particularly in engineering practices and testing, learning via handson by instruction may not sufficient. This paper describes and compares techniques and implementation of traditional (expository) with open-ended laboratory (problem-based) for two consecutive cohorts studying environmental laboratory course in civil engineering program. The transition of traditional to problem-based findings and effect were investigated in terms of course assessment student feedback survey, course outcome learning measurement and student performance grades. It was proved that students have demonstrated better performance in their grades and 12% increase in the course outcome (CO) in problem-based open-ended laboratory style than traditional method; although in perception, students has responded less favorable in their feedback.

Effectiveness and Usability Evaluation of 'Li2D' Courseware

Multimedia courseware has been accepted as a tool that can support teaching and learning process. 'Li2D' courseware was developed to assist student-s visualization on the topic of Loci in Two Dimension. This paper describes an evaluation on the effectiveness and usability of a 'Li2D' courseware. The quasi experiment was used for the effectiveness evaluation. Usability evaluation was accomplished based on four constructs of usability, namely: efficiency, learnability, screen design and satisfaction. An evaluation on the multimedia elements was also conducted. A total of 63 students of Form Two are involved in the study. The students are divided into two groups: control and experimental. The experimental group had to interact with 'Li2D' courseware as part of the learning activities while the control group used the conventional learning methods. The results indicate that the experimental group performed better than the control group in understanding the Loci in Two Dimensions topic. In terms of usability, the results showed that the students agreed on the usability in multimedia elements in the 'Li2D' courseware.

Students' Perceptions of the Value of the Elements of an Online Learning Environment: An Investigation of Discipline Differences

This paper presents a large scale, quantitative investigation of the impact of discipline differences on the student experience of using an online learning environment (OLE). Based on a representative sample of 2526 respondents, a number of significant differences in the mean rating by broad discipline area of the importance of, and satisfaction with, a range of elements of an OLE were found. Broadly speaking, the Arts and Science and Technology discipline areas reported the lowest importance and satisfaction ratings for the OLE, while the Health and Behavioural Sciences area was the most satisfied with the OLE. A number of specific, systematic discipline differences are reported and discussed. Compared to the observed significant differences in mean importance ratings, there were fewer significant differences in mean satisfaction ratings, and those that were observed were less systematic than for importance ratings.

An Interactive Tool for Teaching and Learning English at Upper Primary Level for Mauritius

E-learning refers to the specific kind of learning experienced within the domain of educational technology, which can be used in or out of the classroom. In this paper, we give an overview of an e-learning platform 'An Innovative Interactive and Online English Platform for Upper Primary Students' is an interactive web-based application which will serve as an aid to the primary school students in Mauritius. The objectives of this platform are to offer quality learning resources for the English subject at our primary level of education, encourage self-learning and hence promote e-learning. The platform developed consists of several interesting features, for example, the English Verb Conjugation tool, Negative Form tool, Interrogative Form tool and Close Test Generator. Thus, this learning platform will be useful at a time where our country is looking for an alternative to private tuition and also, looking forward to increase the pass rate.