Abstract: One of the biggest challenges facing Theological/
Religious Education in Nigeria is access to quality learning materials.
For instance at the Trinity (Union) Theological College, Umuahia, it
was difficult for lecturers to access suitable and qualitative materials
for instruction especially the ones that would suit the African context
and stimulate a deep rooted interest among the students. Some
textbooks written by foreign authors were readily available in the
School Library, but were lacking in the College bookshops for
students to own copies. Even when the College was able to order
some of the books from abroad, it did not usher in the needed
enthusiasm expected from the students because they were either very
expensive or very difficult to understand during private studies. So it
became necessary to develop contextual materials which were
affordable and understandable, though with little success. The
National Open University of Nigeria (NOUN)’s innovation in the
development and sharing of learning resources through its Open
Courseware is a welcome development and of great assistance to
students. Apart from NOUN students who could easily access the
materials, many others from various theological/religious institutes
across the nation have benefited immensely. So, the thesis of this
paper is that the promotion of open educational resources in
theological/religious education in Nigeria would facilitate a better
informed/equipped religious leadership, which would in turn impact
its adherents for a healthier society and national development.
Adopting a narrative and historical approach within the context of
Nigeria’s educational system, the paper discusses: educational
traditions in Nigeria; challenges facing theological/religious
education in Nigeria; and benefits of open educational resources. The
study goes further to making recommendations on how OER could
positively influence theological/religious education in Nigeria. It is
expected that theologians, religious educators, and ODL practitioners
would find this work very useful.
Abstract: Students’ achievement and motivation in learning
English in Malaysia is a worrying trend as it is lagging behind several
other countries in Asia. Thus, necessary actions have to be taken by
the parties concerned to overcome this problem. The purpose of this
research was to study the effects of drill and practice courseware on
students’ achievement and motivation in learning English language.
A multimedia courseware was developed for this purpose. The
independent variable was the drill and practice courseware while the
dependent variables were the students’ achievement and motivation.
Their achievement was measured using pre-test and post-test scores,
while motivation was measured using a questionnaire. A total of 60
students from three vernacular primary schools in a northern state in
Malaysia were randomly selected in this study. The findings indicate:
(1) a significant difference between the students’ pre-test and posttest
scores after using the courseware, (2) no significant difference in
the achievement score between male and female students after using
the courseware, (3) a significant difference in motivation score
between the female and the male students, and (4) while the female
students scored significantly higher than the male students in the
aspects of relevance, confidence and satisfaction, no significant
difference in terms of attention was observed between them. Overall,
the findings clearly indicate that although the female students are
significantly more motivated than their male students, they are
equally good in terms of achievement after learning from the
courseware. Through this study, the drill and practice courseware is
proven to influence the students’ learning and motivation.
Abstract: Many organizations are opting to adopt Open Source Software (OSS) as it is the current trend to rely on each other rather than on companies (Software vendors). It is a clear shift from organizations to individuals, the concept being to rely on collective participation rather than companies/vendors.
The main objectives of this research are 1) to identify the current level of OSS usage in Sultan Qaboos University; 2) to identify the potential benefits of using OSS in educational institutes; 3) to identify the OSS applications that are most likely to be used within an educational institute; 4) to identify the existing and potential barriers to the successful adoption of OSS in education.
To achieve these objectives a two-stage research method was conducted. First a rigorous literature review of previously published material was performed (interpretive/descriptive approach), and then a set of interviews were conducted with the IT professionals at Sultan Qaboos University in Oman in order to explore the extent and nature of their usage of OSS.
Abstract: We present a modeling framework that supports the engineering of early requirements specifications for design of learner centric dynamic Learning Management System. The framework is based on i* modeling tool and Means End Analysis, that adopts primitive concepts for modeling early requirements (such as actor, goal, and strategic dependency). We show how pedagogical and computational requirements for designing a learner centric Learning Management system can be adapted for the automatic early requirement engineering specifications. Finally, we presented a model on a Learner Quanta based adaptive Courseware. Our early requirement analysis shows that how means end analysis reveals gaps and inconsistencies in early requirements specifications that are by no means trivial to discover without the help of formal analysis tool.
Abstract: This paper discusses our preliminary experiences in the design of a user interface of a computerized content-rich vocational training courseware meant for users with little or no computer experience. In targeting a growing population with limited access to skills training of any sort, we faced numerous challenges, including language and cultural differences, resource limits, gender boundaries and, in many cases, the simple lack of trainee motivation. With the size of the unskilled population increasing much more rapidly than the numbers of sufficiently skilled teachers, there is little choice but to develop teaching techniques that will take advantage of emerging computer-based training technologies. However, in striving to serve populations with minimal computer literacy, one must carefully design the user interface to accommodate their cultural, social, educational, motivational and other differences. Our work, which uses computer based and haptic simulation technologies to deliver training to these populations, has provided some useful insights on potential user interface design approaches.
Abstract: With a growing number of digital libraries and other
open education repositories being made available throughout the
world, effective search and retrieval tools are necessary to access the
desired materials that surpass the effectiveness of traditional, allinclusive
search engines. This paper discusses the design and use of
Folksemantic, a platform that integrates OpenCourseWare search,
Open Educational Resource recommendations, and social network
functionality into a single open source project. The paper describes
how the system was originally envisioned, its goals for users, and
data that provides insight into how it is actually being used. Data
sources include website click-through data, query logs, web server
log files and user account data. Based on a descriptive analysis of its
current use, modifications to the platform's design are recommended
to better address goals of the system, along with recommendations
for additional phases of research.
Abstract: The purpose of this study was to investigate the effects of computer–based instructional designs, namely modality and redundancy principles on the attitude and learning of music theory among primary pupils of different Music Intelligence levels. The lesson of music theory was developed in three different modes, audio and image (AI), text with image (TI) and audio with image and text (AIT). The independent variables were the three modes of courseware. The moderator variable was music intelligence. The dependent variables were the post test score. ANOVA was used to determine the significant differences of the pretest scores among the three groups. Analyses of covariance (ANCOVA) and Post hoc were carried out to examine the main effects as well as the interaction effects of the independent variables on the dependent variables. High music intelligence pupils performed significantly better than low music intelligence pupils in all the three treatment modes. The AI mode was found to help pupils with low music intelligence significantly more than the TI and AIT modes.
Abstract: This paper describes a concept of stereotype student
model in adaptive knowledge acquisition e-learning system. Defined
knowledge stereotypes are based on student's proficiency level and
on Bloom's knowledge taxonomy. The teacher module is responsible
for the whole adaptivity process: the automatic generation of
courseware elements, their dynamic selection and sorting, as well as
their adaptive presentation using templates for statements and
questions. The adaptation of courseware is realized according to
student-s knowledge stereotype.
Abstract: A suitable e-learning system management needs to
carry out a web-information system in order to allow integrated
fruition of data and metadata concerning the activities typical of elearning
environment. The definition of a “web information system"
for e-learning takes advantage of the potentialities of Web
technologies both as for the access to metadata present on the several
platforms, and as for the implementation of courseware which make
up the relative didactic environment. What information systems have
in common is the technological environment on which they are
generally implemented and the use of metadata in order to structure
information at all cognitive and organization levels. In this work we
are going to define a methodology for the implementation of a
specific web information system for an e-learning environment.
Abstract: This article presents the implementation of several
different e/b-Learning collaborative activities, used to improve the
students learning process in an high school Polytechnic Institution. A
new learning model arises, based on a combination between face-toface
and distance leaning. Learning is now becoming centered with
the development of collaborative activities, and its actors (teachers
and students) have to be re-socialized to a new e/b-Learning
paradigm. Measuring approaches are proposed for this model and
results are presented, showing prospective correlation between
students learning success and the use of online collaborative
activities.
Abstract: The use of computer hardware and software in
education and training dates to the early 1940s, when American
researchers developed flight simulators which used analog computers
to generate simulated onboard instrument data.Computer software is
widely used to help engineers and undergraduate student solve their
problems quickly and more accurately. This paper presents the list of
computer software in geotechnical engineering.
Abstract: 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.
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: The purpose of this study was to investigate effects of
modality and redundancy principles on music theory learning among
pupils of different anxiety levels. The lesson of music theory was
developed in three different modes, audio and image (AI), text with
image (TI) and audio with image and text (AIT). The independent
variables were the three modes of courseware. The moderator
variable was the anxiety level, while the dependent variable was the
post test score. The study sample consisted of 405 third-grade pupils.
Descriptive and inferential statistics were conducted to analyze the
collected data. Analyses of covariance (ANCOVA) and Post hoc
were carried out to examine the main effects as well as the
interaction effects of the independent variables on the dependent
variable. The findings of this study showed that medium anxiety
pupils performed significantly better than low and high anxiety
pupils in all the three treatment modes. The AI mode was found to
help pupils with high anxiety significantly more than the TI and AIT
modes.