Digital Narrative as a Change Agent to Teach Reading to Media-Centric Students

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

Gender Differences in Spatial Navigation

This study aims to investigate the gender differences in spatial navigation using the tasks of 2-D matrix navigation and recognition of real driving scene. The results can be summarized as followings. First, female subjects responded faster in 2-D matrix navigation task than male subjects when landmark instructions were provided. Second, in recognition task, male subjects recognized the key elements involved in the past driving scene more accurately than female subjects. In particular, female subjects tended to miss peripheral information. These results suggest the possibility of gender differences in spatial navigation.

Tele-Operated Anthropomorphic Arm and Hand Design

In this project, a tele-operated anthropomorphic robotic arm and hand is designed and built as a versatile robotic arm system. The robot has the ability to manipulate objects such as pick and place operations. It is also able to function by itself, in standalone mode. Firstly, the robotic arm is built in order to interface with a personal computer via a serial servo controller circuit board. The circuit board enables user to completely control the robotic arm and moreover, enables feedbacks from user. The control circuit board uses a powerful integrated microcontroller, a PIC (Programmable Interface Controller). The PIC is firstly programmed using BASIC (Beginner-s All-purpose Symbolic Instruction Code) and it is used as the 'brain' of the robot. In addition a user friendly Graphical User Interface (GUI) is developed as the serial servo interface software using Microsoft-s Visual Basic 6. The second part of the project is to use speech recognition control on the robotic arm. A speech recognition circuit board is constructed with onboard components such as PIC and other integrated circuits. It replaces the computers- Graphical User Interface. The robotic arm is able to receive instructions as spoken commands through a microphone and perform operations with respect to the commands such as picking and placing operations.

RFU Based Computational Unit Design For Reconfigurable Processors

Fully customized hardware based technology provides high performance and low power consumption by specializing the tasks in hardware but lacks design flexibility since any kind of changes require re-design and re-fabrication. Software based solutions operate with software instructions due to which a great flexibility is achieved from the easy development and maintenance of the software code. But this execution of instructions introduces a high overhead in performance and area consumption. In past few decades the reconfigurable computing domain has been introduced which overcomes the traditional trades-off between flexibility and performance and is able to achieve high performance while maintaining a good flexibility. The dramatic gains in terms of chip performance and design flexibility achieved through the reconfigurable computing systems are greatly dependent on the design of their computational units being integrated with reconfigurable logic resources. The computational unit of any reconfigurable system plays vital role in defining its strength. In this research paper an RFU based computational unit design has been presented using the tightly coupled, multi-threaded reconfigurable cores. The proposed design has been simulated for VLIW based architectures and a high gain in performance has been observed as compared to the conventional computing systems.

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.

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.

Linguistic, Pragmatic and Evolutionary Factors in Wason Selection Task

In two studies we tested the hypothesis that the appropriate linguistic formulation of a deontic rule – i.e. the formulation which clarifies the monadic nature of deontic operators - should produce more correct responses than the conditional formulation in Wason selection task. We tested this assumption by presenting a prescription rule and a prohibition rule in conditional vs. proper deontic formulation. We contrasted this hypothesis with two other hypotheses derived from social contract theory and relevance theory. According to the first theory, a deontic rule expressed in terms of cost-benefit should elicit a cheater detection module, sensible to mental states attributions and thus able to discriminate intentional rule violations from accidental rule violations. We tested this prevision by distinguishing the two types of violations. According to relevance theory, performance in selection task should improve by increasing cognitive effect and decreasing cognitive effort. We tested this prevision by focusing experimental instructions on the rule vs. the action covered by the rule. In study 1, in which 480 undergraduates participated, we tested these predictions through a 2 x 2 x 2 x 2 (type of the rule x rule formulation x type of violation x experimental instructions) between-subjects design. In study 2 – carried out by means of a 2 x 2 (rule formulation x type of violation) between-subjects design - we retested the hypothesis of rule formulation vs. the cheaterdetection hypothesis through a new version of selection task in which intentional vs. accidental rule violations were better discriminated. 240 undergraduates participated in this study. Results corroborate our hypothesis and challenge the contrasting assumptions. However, they show that the conditional formulation of deontic rules produces a lower performance than what is reported in literature.

A Method to Annotate Programs with High-Level Knowledge of Computation

When programming in languages such as C, Java, etc., it is difficult to reconstruct the programmer's ideas only from the program code. This occurs mainly because, much of the programmer's ideas behind the implementation are not recorded in the code during implementation. For example, physical aspects of computation such as spatial structures, activities, and meaning of variables are not required as instructions to the computer and are often excluded. This makes the future reconstruction of the original ideas difficult. AIDA, which is a multimedia programming language based on the cyberFilm model, can solve these problems allowing to describe ideas behind programs using advanced annotation methods as a natural extension to programming. In this paper, a development environment that implements the AIDA language is presented with a focus on the annotation methods. In particular, an actual scientific numerical computation code is created and the effects of the annotation methods are analyzed.

Performance Evaluation of Neural Network Prediction for Data Prefetching in Embedded Applications

Embedded systems need to respect stringent real time constraints. Various hardware components included in such systems such as cache memories exhibit variability and therefore affect execution time. Indeed, a cache memory access from an embedded microprocessor might result in a cache hit where the data is available or a cache miss and the data need to be fetched with an additional delay from an external memory. It is therefore highly desirable to predict future memory accesses during execution in order to appropriately prefetch data without incurring delays. In this paper, we evaluate the potential of several artificial neural networks for the prediction of instruction memory addresses. Neural network have the potential to tackle the nonlinear behavior observed in memory accesses during program execution and their demonstrated numerous hardware implementation emphasize this choice over traditional forecasting techniques for their inclusion in embedded systems. However, embedded applications execute millions of instructions and therefore millions of addresses to be predicted. This very challenging problem of neural network based prediction of large time series is approached in this paper by evaluating various neural network architectures based on the recurrent neural network paradigm with pre-processing based on the Self Organizing Map (SOM) classification technique.

Collaborative Professional Education for e-Teaching in Networked Schools

Networked schools have become a feature of education systems in countries that seek to provide learning opportunities in schools located beyond major centres of population. The internet and e-learning have facilitated the development of virtual educational structures that complement traditional schools, encouraging collaborative teaching and learning to proceed. In rural New Zealand and in the Atlantic Canadian province of Newfoundland and Labrador, e-learning is able to provide new ways of organizing teaching, learning and the management of educational opportunities. However, the future of e-teaching and e-learning in networked schools depends on the development of professional education programs that prepare teachers for collaborative teaching and learning environments in which both virtual and traditional face to face instruction co-exist.

Instructional Design Practitioners in Malaysia: Skills and Issues

The purpose of this research is to determine the knowledge and skills possessed by instructional design (ID) practitioners in Malaysia. As ID is a relatively new field in the country and there seems to be an absence of any studies on its community of practice, the main objective of this research is to discover the tasks and activities performed by ID practitioners in educational and corporate organizations as suggested by the International Board of Standards for Training, Performance and Instruction. This includes finding out the ID models applied in the course of their work. This research also attempts to identify the barriers and issues as to why some ID tasks and activities are rarely or never conducted. The methodology employed in this descriptive study was a survey questionnaire sent to 30 instructional designers nationwide. The results showed that majority of the tasks and activities are carried out frequently enough but omissions do occur due to reasons such as it being out of job scope, the decision was already made at a higher level, and the lack of knowledge and skills. Further investigations of a qualitative manner should be conducted to achieve a more in-depth understanding of ID practices in Malaysia

Performance Improvements of DSP Applications on a Generic Reconfigurable Platform

Speedups from mapping four real-life DSP applications on an embedded system-on-chip that couples coarsegrained reconfigurable logic with an instruction-set processor are presented. The reconfigurable logic is realized by a 2-Dimensional Array of Processing Elements. A design flow for improving application-s performance is proposed. Critical software parts, called kernels, are accelerated on the Coarse-Grained Reconfigurable Array. The kernels are detected by profiling the source code. For mapping the detected kernels on the reconfigurable logic a prioritybased mapping algorithm has been developed. Two 4x4 array architectures, which differ in their interconnection structure among the Processing Elements, are considered. The experiments for eight different instances of a generic system show that important overall application speedups have been reported for the four applications. The performance improvements range from 1.86 to 3.67, with an average value of 2.53, compared with an all-software execution. These speedups are quite close to the maximum theoretical speedups imposed by Amdahl-s law.

Struggles for Integration of the Technologies into Learning Environment in Turkey

Primary studies are being carried out in Turkey for expanding information and communication technologies (ICT) aided instruction activities. Subject of the present study is to identify whether those studies achieved their goals in the application. Information technologies (IT) formative teachers in the primary schools, and academicians in the faculties of education were interviewed to investigate the process and results of implementing computer-aided instruction methods whose basis is strengthened in theory. Analysis of the results gained from two separate surveys demonstrated that capability of the teachers in elementary education institutions for carrying into effect computer-aided instruction and technical infrastructure has not been established for computer-aided instruction practices yet. Prospective teachers must be well-equipped in ICT to duly fulfill requirements of modern education and also must be self-confident. Finally, scope and intensity of the courses given in connection with teaching of the ICT in faculties of education needs to be revised.

Utilizing Virtual Worlds in Education: The Implications for Practice

Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts. As educators, we need to explore these environments to determine how they can most effectively be used in our instructional practices. This paper explores the current application of virtual worlds to identify meaningful educational strategies that are being used to engage students and enhance teaching and learning.

Designing an Online Case-Based Library for Technology Integration in Teacher Education

The purpose of this paper is to introduce an interactive online case-study library website developed in a national project. The design goal of the website is to provide interactive, enhanced, case-based and online educational resource for educators through the purpose and within the scope of a national project. The ADDIE instructional design model was used in the development of the website for interactive case-based library. This library is developed on a web-based platform, which is important in terms of manageability, accessibility, and updateability of data. Users are able to sort the displayed case-studies by their titles, dates, ratings, view counts, etc. The usability test is used and the expert opinion is taken for the evaluation of the website. This website is a tool to integrate technology into education. It is believed that this website will be beneficial for pre-service and in-service teachers in terms of their professional developments.

Performance Analysis of Digital Signal Processors Using SMV Benchmark

Unlike general-purpose processors, digital signal processors (DSP processors) are strongly application-dependent. To meet the needs for diverse applications, a wide variety of DSP processors based on different architectures ranging from the traditional to VLIW have been introduced to the market over the years. The functionality, performance, and cost of these processors vary over a wide range. In order to select a processor that meets the design criteria for an application, processor performance is usually the major concern for digital signal processing (DSP) application developers. Performance data are also essential for the designers of DSP processors to improve their design. Consequently, several DSP performance benchmarks have been proposed over the past decade or so. However, none of these benchmarks seem to have included recent new DSP applications. In this paper, we use a new benchmark that we recently developed to compare the performance of popular DSP processors from Texas Instruments and StarCore. The new benchmark is based on the Selectable Mode Vocoder (SMV), a speech-coding program from the recent third generation (3G) wireless voice applications. All benchmark kernels are compiled by the compilers of the respective DSP processors and run on their simulators. Weighted arithmetic mean of clock cycles and arithmetic mean of code size are used to compare the performance of five DSP processors. In addition, we studied how the performance of a processor is affected by code structure, features of processor architecture and optimization of compiler. The extensive experimental data gathered, analyzed, and presented in this paper should be helpful for DSP processor and compiler designers to meet their specific design goals.

A Proposed Framework for Visualization to Teach Computer Science

Computer programming is considered a very difficult course by many computer science students. The reasons for the difficulties include cognitive load involved in programming, different learning styles of students, instructional methodology and the choice of the programming languages. To reduce the difficulties the following have been tried: pair programming, program visualization, different learning styles etc. However, these efforts have produced limited success. This paper reviews the problem and proposes a framework to help students overcome the difficulties involved.

Knowledge Mining in Web-based Learning Environments

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.

Toward a Model for Knowledge Development in Virtual Environments: Strategies for Student Ownership

This article discusses the concept of student ownership of knowledge and seeks to determine how to move students from knowledge acquisition to knowledge application and ultimately to knowledge generation in a virtual setting. Instructional strategies for fostering student engagement in a virtual environment are critical to the learner-s strategic ownership of the knowledge. A number of relevant theories that focus on learning, affect, needs and adult concerns are presented to provide a basis for exploring the transfer of knowledge from teacher to learner. A model under development is presented that combines the dimensions of knowledge approach, the teacher-student relationship with regards to knowledge authority and teaching approach to demonstrate the recursive and scaffolded design for creation of virtual learning environments.

The Impact of Video Games in Children-s Learning of Mathematics

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.