Abstract: The pedagogy project has been proven as an active
learning method, which is used to develop learner-s skills and
knowledge.The use of technology in the learning world, has filed
several gaps in the implementation of teaching methods, and online
evaluation of learners. However, the project methodology presents
challenges in the assessment of learners online.
Indeed, interoperability between E-learning platforms (LMS) is
one of the major challenges of project-based learning assessment.
Firstly, we have reviewed the characteristics of online assessment
in the context of project-based teaching. We addressed the
constraints encountered during the peer evaluation process.
Our approach is to propose a meta-model, which will describe a
language dedicated to the conception of peer assessment scenario in
project-based learning. Then we illustrate our proposal by an
instantiation of the meta-model through a business process in a
scenario of collaborative assessment on line.
Abstract: The aim of this study is to point out whether personalization of mathematical word problems could affect student achievement or not. The research was applied on two-grades students at spring semester 2008-2009. Before the treatment, students personal data were taken and given to the computer. During the treatment, paper-based personalized problems and paper-based non personalized problems were prepared by computer as the same problems and then these problems were given to students. At the end of the treatment, students- opinion was taken. As a result of this research, it was found out that there were no significant differences between learners through personalized or non-personalized materials, and also there were no significant differences between gender through personalized and non-personalized problems. However, opinion of students was highly positive through the personalized problems.
Abstract: This questionnaire-based study, aimed to measure and
compare the awareness of English reading strategies among EFL
learners at Bangkok University (BU) classified by their gender, field
of study, and English learning experience. Proportional stratified
random sampling was employed to formulate a sample of 380 BU
students. The data were statistically analyzed in terms of the mean
and standard deviation. t-Test analysis was used to find differences in
awareness of reading strategies between two groups (-male and
female- /-science and social-science students). In addition, one-way
analysis of variance (ANOVA) was used to compare reading strategy
awareness among BU students with different lengths of English
learning experience. The results of this study indicated that the
overall awareness of reading strategies of EFL learners at BU was at
a high level (ðÑ = 3.60) and that there was no statistically significant
difference between males and females, and among students who have
different lengths of English learning experience at the significance
level of 0.05. However, significant differences among students
coming from different fields of study were found at the same level of
significance.
Abstract: Argument over the use of particular method in interlanguage pragmatics has increased recently. Researchers argued the advantages and disadvantages of each method either natural or elicited. Findings of different studies indicated that the use of one method may not provide enough data to answer all its questions. The current study investigated the validity of using multimethod approach in interlanguage pragmatics to understand the development of requests in Arabic as a second language (Arabic L2). To this end, the study adopted two methods belong to two types of data sources: the institutional discourse (natural data), and the role play (elicited data). Participants were 117 learners of Arabic L2 at the university level, representing four levels (beginners, low-intermediate, highintermediate, and advanced). Results showed that using two or more methods in interlanguage pragmatics affect the size and nature of data.
Abstract: The Information and Communication Technologies
(ICTs), and the Wide World Web (WWW) have fundamentally
altered the practice of teaching and learning world wide. Many
universities, organizations, colleges and schools are trying to apply
the benefits of the emerging ICT. In the early nineties the term
learning object was introduced into the instructional technology
vernacular; the idea being that educational resources could be broken
into modular components for later combination by instructors,
learners, and eventually computes into larger structures that would
support learning [1]. However in many developing countries, the use
of ICT is still in its infancy stage and the concept of learning object
is quite new. This paper outlines the learning object design
considerations for developing countries depending on learning
environment.
Abstract: Bagging and boosting are among the most popular re-sampling ensemble methods that generate and combine a diversity of regression models using the same learning algorithm as base-learner. Boosting algorithms are considered stronger than bagging on noise-free data. However, there are strong empirical indications that bagging is much more robust than boosting in noisy settings. For this reason, in this work we built an ensemble using an averaging methodology of bagging and boosting ensembles with 10 sub-learners in each one. We performed a comparison with simple bagging and boosting ensembles with 25 sub-learners on standard benchmark datasets and the proposed ensemble gave better accuracy.
Abstract: Because today-s media centric students have adopted
digital as their native form of communication, teachers are having
increasingly difficult time motivating reluctant readers to read and
write. Our research has shown these text-averse individuals can learn
to understand the importance of reading and writing if the instruction
is based on digital narratives. While these students are naturally
attracted to story, they are better at consuming them than creating
them. Therefore, any intervention that utilizes story as its basis needs
to include instruction on the elements of story making. This paper
presents a series of digitally-based tools to identify potential
weaknesses of visually impaired visual learners and to help motivate
these and other media-centric students to select and complete books
that are assigned to them
Abstract: The dramatic effect of information technology on
society is undeniable. In education, it is evident in the use of terms
like active learning, blended learning, electronic learning and mobile
learning (ubiquitous learning). This study explores the perceptions of
54 learners in a higher education institution regarding the use of
mobile devices in a third year module. Using semi-structured
interviews, it was found that mobile devices had a positive impact on
learner motivation, engagement and enjoyment. It also improved the
consistency of learning material, and the convenience and flexibility
(anywhere, anytime) of learning. User-interfacelimitation, bandwidth
and cognitive overload, however, were of concern. The use of cloud
based resources like Youtube and Google Docs, through mobile
devices, positively influenced learner perceptions, making them
prosumers (both consumers and producers) of education content.
Abstract: Nowadays, web-based technologies influence in
people-s daily life such as in education, business and others.
Therefore, many web developers are too eager to develop their web
applications with fully animation graphics and forgetting its
accessibility to its users. Their purpose is to make their web
applications look impressive. Thus, this paper would highlight on the
usability and accessibility of a voice recognition browser as a tool to
facilitate the visually impaired and blind learners in accessing virtual
learning environment. More specifically, the objectives of the study
are (i) to explore the challenges faced by the visually impaired
learners in accessing virtual learning environment (ii) to determine
the suitable guidelines for developing a voice recognition browser
that is accessible to the visually impaired. Furthermore, this study
was prepared based on an observation conducted with the Malaysian
visually impaired learners. Finally, the result of this study would
underline on the development of an accessible voice recognition
browser for the visually impaired.
Abstract: 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.
Abstract: 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.).
Abstract: 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.
Abstract: Internet computer games turn to be more and more
attractive within the context of technology enhanced learning.
Educational games as quizzes and quests have gained significant
success in appealing and motivating learners to study in a different
way and provoke steadily increasing interest in new methods of
application. Board games are specific group of games where figures
are manipulated in competitive play mode with race conditions on a
surface according predefined rules. The article represents a new,
formalized model of traditional quizzes, puzzles and quests shown as
multimedia board games which facilitates the construction process of
such games. Authors provide different examples of quizzes and their
models in order to demonstrate the model is quite general and does
support not only quizzes, mazes and quests but also any set of
teaching activities. The execution process of such models is
explained and, as well, how they can be useful for creation and
delivery of adaptive e-learning courseware.
Abstract: 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.
Abstract: This paper proposes a three-dimensional motion capture and feedback system of flying disc throwing action learners with use of Kinect device. Rather than conventional 3-D motion capture system, Kinect has advantages of cost merit, easy system development and operation. A novice learner of flying disc is trained to keep arm movement in steady height, to twist the waist, and to stretch the elbow according to the waist angle. The proposing system captures learners- body movement, checks their skeleton positions in pre-motion / motion / post-motion in several ways, and displays feedback messages to refine their actions.
Abstract: This paper examines the interplay of policy options
and cost-effective technology in providing sustainable distance
education. A case study has been conducted among the learners and
teachers. The emergence of learning technologies through CD,
internet, and mobile is increasingly adopted by distance institutes for
quick delivery and cost-effective factors. Their sustainability is
conditioned by the structure of learners and well as the teaching
community. The structure of learners in terms of rural and urban
background revealed similarity in adoption and utilization of mobile
learning. In other words, the technology transcended the rural-urban
dichotomy. The teaching community was divided into two groups on
policy issues. This study revealed both cost-effective as well as
sustainability impacts on different learners groups divided by rural
and urban location.
Abstract: A Web-based learning tool, the Learn IN Context
(LINC) system, designed and being used in some institution-s
courses in mixed-mode learning, is presented in this paper. This
mode combines face-to-face and distance approaches to education.
LINC can achieve both collaborative and competitive learning. In
order to provide both learners and tutors with a more natural way to
interact with e-learning applications, a conversational interface has
been included in LINC. Hence, the components and essential features
of LINC+, the voice enhanced version of LINC, are described. We
report evaluation experiments of LINC/LINC+ in a real use context
of a computer programming course taught at the Université de
Moncton (Canada). The findings show that when the learning
material is delivered in the form of a collaborative and voice-enabled
presentation, the majority of learners seem to be satisfied with this
new media, and confirm that it does not negatively affect their
cognitive load.
Abstract: The current study aims at investigating the
relationship between the learners- integrative and instrumental
motivation and English proficiency among Iranian EFL learners. The
participants in this study consisted of 128 undergraduate university
students including 64 males and 64 females, majoring in English as a
foreign language, from Shiraz Azad University. Two research
instruments were used to gather the needed data for this study: 1)
Language Proficiency Test. 2) A scale on motivation which
determines the type of the EFL learners- motivation. Correlatin
coefficient and t-test were used to analyze the collected data and the
main result was found as follows: There is a significant relationship
between the integrative motivation and instrumental motivation with
English proficiency among EFL learners of Shiraz Azad University.
Abstract: Educational games (EG) seem to have lots of potential due to digital games popularity and preferences of our younger generations of learners. However, most studies focus on game design and its effectiveness while little has been known about the factors that can affect users to accept or to reject EG for their learning. User acceptance research try to understand the determinants of information systems (IS) adoption among users by investigating both systems factors and users factors. Upon the lack of knowledge on acceptance factors for educational games, we seek to understand the issue. This study proposed a model of acceptance factors based on Unified Theory of Acceptance and Use of Technology (UTAUT). We use original model (performance expectancy, effort expectancy and social influence) together with two new determinants (learning opportunities and enjoyment). We will also investigate the effect of gender and gaming experience that moderate the proposed factors.
Abstract: The state of the art in instructional design for
computer-assisted learning has been strongly influenced by advances
in information technology, Internet and Web-based systems. The
emphasis of educational systems has shifted from training to
learning. The course delivered has also been changed from large
inflexible content to sequential small chunks of learning objects. The
concepts of learning objects together with the advanced technologies
of Web and communications support the reusability, interoperability,
and accessibility design criteria currently exploited by most learning
systems. These concepts enable just-in-time learning. We propose to
extend theses design criteria further to include the learnability
concept that will help adapting content to the needs of learners. The
learnability concept offers a better personalization leading to the
creation and delivery of course content more appropriate to
performance and interest of each learner. In this paper we present a
new framework of learning environments containing knowledge
discovery as a tool to automatically learn patterns of learning
behavior from learners' profiles and history.