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: 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.
Abstract: 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.
Abstract: 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.
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: 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: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
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.
Abstract: 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.
Abstract: 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.