Abstract: The current paper presents the results of a conducted
case study. During the past few years the number of children
diagnosed with Learning Difficulties has drastically augmented and
especially the cases of ADHD (Attention Deficit Hyperactivity
Disorder). One of the core characteristics of ADHD is a deficit in
working memory functions. The review of the literature indicates a
plethora of educational software that aim at training and enhancing
the working memory. Nevertheless, in the current paper, the
possibility of using for the same purpose free, online games will be
explored. Another issue of interest is the potential effect of the
working memory training to the core symptoms of ADHD. In order
to explore the abovementioned research questions, three digital tests
are employed, all of which are developed on the E-slate platform by
the author, in order to check the levels of ADHD’s symptoms and to
be used as diagnostic tools, both in the beginning and in the end of
the case study. The tools used during the main intervention of the
research are free online games for the training of working memory.
The research and the data analysis focus on the following axes: a) the
presence and the possible change in two of the core symptoms of
ADHD, attention and impulsivity and b) a possible change in the
general cognitive abilities of the individual. The case study was
conducted with the participation of a thirteen year-old, female
student, diagnosed with ADHD, during after-school hours. The
results of the study indicate positive changes both in the levels of
attention and impulsivity. Therefore, we conclude that the training of
working memory through the use of free, online games has a positive
impact on the characteristics of ADHD. Finally, concerning the
second research question, the change in general cognitive abilities, no
significant changes were noted.
Abstract: The teaching of computer programming for beginners
has been generally considered as a difficult and challenging task.
Several methodologies and research tools have been developed,
however, the difficulty of teaching still remains. Our work integrates
the state of the art in teaching programming with game software and
further provides metrics for the evaluation of student performance in
a collaborative activity of playing games. This paper aims to present a
multi-agent system architecture to be incorporated to the educational
collaborative game software for teaching programming that monitors,
evaluates and encourages collaboration by the participants. A
literature review has been made on the concepts of Collaborative
Learning, Multi-agents systems, collaborative games and techniques
to teach programming using these concepts simultaneously.
Abstract: This article is to review and understand the new
generation of students to understand their expectations and attitudes.
There are a group of students on school projects, creative work,
educational software and digital signal source, the use of social
networking tools to communicate with friends and a part in the
competition. Today's students have been described as the new
millennium students. They use information and communication
technology in a more creative and innovative at home than at school,
because the information and communication technologies for
different purposes, in the home, usually occur in school. They
collaborate and communicate more effectively when they are at
home. Most children enter school, they will bring about how to use
information and communication technologies, some basic skills and
some tips on how to use information and communication technology
will provide a more advanced than most of the school's expectations.
Many teachers can help students, however, still a lot of work,
"tradition", without a computer, and did not see the "new social
computing networks describe young people to learn and new ways of
working life in the future", in the education system of the benefits of
using a computer.
Abstract: The advances in technology in the last five years
allowed an improvement in the educational area, as the increasing in
the development of educational software. One of the techniques that
emerged in this lapse is called Gamification, which is the utilization of
video game mechanics outside its bounds. Recent studies involving
this technique provided positive results in the application of these
concepts in many areas as marketing, health and education. In the last
area there are studies that covers from elementary to higher education,
with many variations to adequate to the educators methodologies.
Among higher education, focusing on IT courses, data structures are
an important subject taught in many of these courses, as they are
base for many systems. Based on the exposed this paper exposes
the development of an interactive web learning environment, called
DSLEP (Data Structure Learning Platform), to aid students in higher
education IT courses. The system includes basic concepts seen on
this subject such as stacks, queues, lists, arrays, trees and was
implemented to ease the insertion of new structures. It was also
implemented with gamification concepts, such as points, levels, and
leader boards, to engage students in the search for knowledge and
stimulate self-learning.
Abstract: Nowadays e-Learning is more popular, in Vietnam
especially. In e-learning, materials for studying are very important.
It is necessary to design the knowledge base systems and expert
systems which support for searching, querying, solving of
problems. The ontology, which was called Computational Object
Knowledge Base Ontology (COB-ONT), is a useful tool for
designing knowledge base systems in practice. In this paper, a
design method for knowledge base systems in education using
COKB-ONT will be presented. We also present the design of a
knowledge base system that supports studying knowledge and
solving problems in higher mathematics.
Abstract: Nowadays there are many methods for representing
knowledge such as semantic network, neural network, and conceptual
graphs. Nonetheless, these methods are not sufficiently efficient
when applied to perform and deduce on knowledge domains about
supporting in general education such as algebra, analysis or plane
geometry. This leads to the introduction of computational network
which is a useful tool for representation knowledge base, especially
for computational knowledge, especially knowledge domain about
general education. However, when dealing with a practical problem,
we often do not immediately find a new solution, but we search
related problems which have been solved before and then proposing
an appropriate solution for the problem. Besides that, when finding
related problems, we have to determine whether the result of them
can be used to solve the practical problem or not. In this paper, the
extension model of computational network has been presented. In this
model, Sample Problems, which are related problems, will be used
like the experience of human about practical problem, simulate the
way of human thinking, and give the good solution for the practical
problem faster and more effectively. This extension model is applied
to construct an automatic system for solving algebraic problems in
middle school.
Abstract: Intelligent tutoring systems constitute an evolution of computer-aided educational software. We present here the modules of an intelligent tutoring system for Automatic Control, developed in our department. Through the software application developed,students can perform complete automatic control laboratory experiments, either over the departmental local area network or over the Internet. Monitoring of access to the system (local as well as international), along with student performance statistics, has yielded strongly encouraging results (as of fall 2004), despite the advanced technical content of the presented paradigm, thus showing the potential of the system developed for education and for training.
Abstract: The proposed Multimedia Pronunciation Learning
Management System (MPLMS) in this study is a technology with
profound potential for inducing improvement in pronunciation
learning. The MPLMS optimizes the digitised phonetic symbols with
the integration of text, sound and mouth movement video. The
components are designed and developed in an online management
system which turns the web to a dynamic user-centric collection of
consistent and timely information for quality sustainable learning.
The aim of this study is to design and develop the MPLMS which
serves as an innovative tool to improve English pronunciation. This
paper discusses the iterative methodology and the three-phase Alessi
and Trollip model in the development of MPLMS. To align with the
flexibility of the development of educational software, the iterative
approach comprises plan, design, develop, evaluate and implement is
followed. To ensure the instructional appropriateness of MPLMS, the
instructional system design (ISD) model of Alessi and Trollip serves
as a platform to guide the important instructional factors and process.
It is expected that the results of future empirical research will support
the efficacy of MPLMS and its place as the premier pronunciation
learning system.
Abstract: Knowledge bases are basic components of expert
systems or intelligent computational programs. Knowledge bases
provide knowledge, events that serve deduction activity,
computation and control. Therefore, researching and developing of
models for knowledge representation play an important role in
computer science, especially in Artificial Intelligence Science and
intelligent educational software. In this paper, the extensive
deduction computational model is proposed to design knowledge
bases whose attributes are able to be real values or functional values.
The system can also solve problems based on knowledge bases.
Moreover, the models and algorithms are applied to produce the
educational software for solving alternating current problems or
solving set of equations automatically.
Abstract: The project describes the modeling of various
architectures mechatronics specifically morphologies of robots in an educational environment. Each structure developed by students of
pre-school, primary and secondary was created using the concept of
reverse engineering in a constructivist environment, to later be integrated in educational software that promotes the teaching of
educational Robotics in a virtual and economic environment.