Design A Situated Learning Environment Using Mixed Reality Technology - A Case Study

Mixed Reality (MR) is one of the newest technologies explored in education. It promises the potential to promote teaching and learning and making learners- experience more “engaging". However, there still lack of research on designing a virtual learning environment using MR technology. In this paper, we describe the Mixed Reality technology, the characteristics of situated learning as instructional design for virtual environment using mixed reality technology. We also explain a case study that implemented those design and also the system overview.

Taiwan Sugar Corporation's Participation in the Mechanism of Payment for Environmental Services (PES)

The Taiwan government has started to promote the “Plain Landscape Afforestation and Greening Program" since 2002. A key task of the program was the payment for environmental services (PES), entitled the “Plain Landscape Afforestation Policy" (PLAP), which was certificated by the Executive Yuan on August 31, 2001 and enacted on January 1, 2002. According to the policy, it is estimated that the total area of afforestation will be 25,100 hectares by December 31, 2007. Until the end of 2007, the policy had been enacted for six years in total and the actual area of afforestation was 8,919.18 hectares. Among them, Taiwan Sugar Corporation (TSC) was accounted for 7,960 hectares (with 2,450.83 hectares as public service area) which occupied 86.22% of the total afforestation area; the private farmland promoted by local governments was accounted for 869.18 hectares which occupied 9.75% of the total afforestation area. Based on the above, we observe that most of the afforestation area in this policy is executed by TSC, and the achievement ratio by TSC is better than by others. It implies that the success of the PLAP is seriously related to the execution of TSC. The objective of this study is to analyze the relevant policy planning of TSC's participation in the PLAP, suggest complementary measures, and draw up effective adjustment mechanisms, so as to improve the effectiveness of executing the policy. Our main conclusions and suggestions are summarized as follows: 1. The main reason for TSC’s participation in the PLAP is based on their passive cooperation with the central government or company policy. Prior to TSC’s participation in the PLAP, their lands were mainly used for growing sugarcane. 2. The main factors of TSC's consideration on the selection of tree species are based on the suitability of land and species. The largest proportion of tree species is allocated to economic forests, and the lack of technical instruction was the main problem during afforestation. Moreover, the method of improving TSC’s future development in leisure agriculture and landscape business becomes a key topic. 3. TSC has developed short and long-term plans on participating in the PLAP for the future. However, there is no great willingness or incentive on budgeting for such detailed planning. 4. Most people from TSC interviewed consider the requirements on PLAP unreasonable. Among them, an unreasonable requirement on the number of trees accounted for the greatest proportion; furthermore, most interviewees suggested that the government should continue to provide incentives even after 20 years. 5. Since the government shares the same goals as TSC, there should be sufficient cooperation and communication that support the technical instruction and reduction of afforestation cost, which will also help to improve effectiveness of the policy.

IDEL - A simple Instructional Design Tool for E-Learning

Today-s Information and Knowledge Society has placed new demands on education and a new paradigm of education is required. Learning, facilitated by educational systems and the pedagogic process, is globally undergoing dramatic changes. The aim of this paper is the development of a simple Instructional Design tool for E-Learning, named IDEL (Instructional Design for Electronic Learning), that provides the educators with facilities to create their own courses with the essential educational material and manage communication with students. It offers flexibility in the way of learning and provides ease in employment and reusability of resources. IDEL is a web-based Instructional System and is designed to facilitate course design process in accordance with the ADDIE model and the instructional design principles with emphasis placed on the use of technology enhanced learning. An example case of using the ADDIE model to systematically develop a course and its implementation with the aid of IDEL is given and some results from student evaluation of the tool and the course are reported.

Developing a Research Framework for Investigating the Transparency of ePortfolios

This paper describes the evolution of strategies to evaluate ePortfolios in an online Master-s of Education (M.Ed.) degree in Instructional Technology. The ePortfolios are required as a culminating activity for students in the program. By using Web 2.0 tools to develop the ePortfolios, students are able to showcase their technical skills, integrate national standards, demonstrate their professional understandings, and reflect on their individual learning. Faculty have created assessment strategies to evaluate student achievement of these skills. To further develop ePortfolios as a tool promoting authentic learning, faculty are moving toward integrating transparency as part of the evaluation process.

Implementation of Interactive Computer Aided Instruction in Learning of Javanese Traditional Classic Dance

Traditional Javanese classic dance is a valuable inheritance in Java Indonesia. Nowadays, this treasure of culture is no longer belonging to Javanese people only. Many art departments from universities around the world already put this as a subject in their curriculum. Nonetheless, dance is a practical skill. It needs to be practices so often while accompanied by an instructor to get the right technique. An interactive Computer Aided Instruction (iCAI) that can interactively assist the student to practice is developed. By using this software students can conduct a self practice in studio and get some feedbacks from the software. This CAI is not intended to replace the instructor, but to assist them in increasing the student fly-time in practice.

The Construction of Interactive Computer Multimedia Instruction on “Basic Japanese Vocabulary“

The study entitled “The Construction of Interactive Computer Multimedia Instruction on Basic Japanese Vocabulary" was aimed: 1) To construct the interactive computer multimedia instruction on Basic Japanese Vocabulary, 2) To find out multimedia-s quality, 3) To examine the student-s satisfaction and 4) To study the learning achievement in Basic Japanese vocabulary. The sampling group used in this study was composed of 40 1st year student in Educational Communications and Technology Department, Faculty of Industrial Education and Technology, King Mongkut-s University of Technology Thonburi, in the academic year 2553 B.E. (2010). According to research results, we found that 1). The quality assessment by 3 mass media experts was at 4.72 on average or at high level. 2) In terms of contents, the evaluation by 3 experts was at 4.81 on average or at high level. 3) In terms of achievement, there was a statistical significance between before and after the treatment at the .05 level. 4) The satisfaction of students towards the interactive computer multimedia Instruction on “Basic Japanese Vocabulary" was 4.35 on average, or at high level.

QSI Dynamical Fetch Policy for SMT

A Simultaneous Multithreading (SMT) Processor is capable of executing instructions from multiple threads in the same cycle. SMT in fact was introduced as a powerful architecture to superscalar to increase the throughput of the processor. Simultaneous Multithreading is a technique that permits multiple instructions from multiple independent applications or threads to compete limited resources each cycle. While the fetch unit has been identified as one of the major bottlenecks of SMT architecture, several fetch schemes were proposed by prior works to enhance the fetching efficiency and overall performance. In this paper, we propose a novel fetch policy called queue situation identifier (QSI) which counts some kind of long latency instructions of each thread each cycle then properly selects which threads to fetch next cycle. Simulation results show that in best case our fetch policy can achieve 30% on speedup and also can reduce the data cache level 1 miss rate.

Influence of Social Factors and Motives on Commitment of Sport Events Volunteers

In sport, human resources management gives special attention to method of applying volunteers, their maintenance, and participation of volunteers with each other and management approaches for better operation of events celebrants. The recognition of volunteers- characteristics and motives is important to notice, because it makes the basis of their participation and commitment at sport environment. The motivation and commitment of 281 volunteers were assessed using the organizational commitment scale, motivation scale and personal characteristics questionnaire.The descriptive results showed that; 64% of volunteers were women with age average 21/24 years old. They were physical education student, single (71/9%), without occupation (53%) and with average of 5 years sport experience. Their most important motivation was career factor and the most important commitment factor was normative factor. The results of examining the hypothesized showed that; age, sport experience and education are effective in the amount of volunteers- commitment. And the motive factors such as career, material, purposive and protective factors also have the power to predict the amount of sports volunteers- commitment value. Therefore it is recommended to provide possible opportunities for volunteers and carrying out appropriate instructional courses by events executive managers.

A Virtual Reality Laboratory for Distance Education in Chemistry

Simulations play a major role in education not only because they provide realistic models with which students can interact to acquire real world experiences, but also because they constitute safe environments in which students can repeat processes without any risk in order to perceive easier concepts and theories. Virtual reality is widely recognized as a significant technological advance that can facilitate learning process through the development of highly realistic 3D simulations supporting immersive and interactive features. The objective of this paper is to analyze the influence of virtual reality-s use in chemistry instruction as well as to present an integrated web-based learning environment for the simulation of chemical experiments. The proposed application constitutes a cost-effective solution for both schools and universities without appropriate infrastructure and a valuable tool for distance learning and life-long education in chemistry. Its educational objectives are the familiarization of students with the equipment of a real chemical laboratory and the execution of virtual volumetric analysis experiments with the active participation of students.

From F2F to Online Sessions: Changing Pattern of Instructions in Open and Distance Learning in India

This paper presents an assessment study conducted among the distance learners in India. Open and distance learning systems have traveled a long way since its inception and its journey has witnessed the evolution and adoption of different generations of technology. This study focuses on the distant learners in India. Sampling for this study has been derived from the mass enrollment from Tamil Nadu area, a southern state of India. Learners were chosen from dual mode universities, private universities, Tamil Nadu Open University and IGNOU. The main focus of the study is to examine the coverage and appropriation of students support services and learning aids. It explores two aspects: the facilities available and the awareness and use of such services. It includes, self-learning materials, face-to-face counseling, multimedia learning materials, website, e-learning, radio and television services etc. While exploring the student-s perspective on these learning aspects, it is important to understand the perspectives of the teachers. Two different interests are visible among the teachers. Majority of the teachers support faceto- face counseling. However, the young teachers are in favour of online learning and multimedia supports in teaching. Through the awareness is somewhat high, the actual participation in online is very low. This is due to the inadequate infrastructure as well as the traditional attitudes of the teachers. Still the face-to-face sessions remain popular than online.

Effects of Computer–Based Instructional Designs among Pupils of Different Music Intelligence Levels

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.

Humanoid Personalized Avatar Through Multiple Natural Language Processing

There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.

Learning Styles of University Students in Bangkok: The Characteristics and the Relevant Instructional Context

The purposes of this study are 1) to identify learning styles of university students in Bangkok, and 2) to study the frequency of the relevant instructional context of the identified learning styles. Learning Styles employed in this study are those of Honey and Mumford, which include 1) Reflectors, 2) Theorists, 3) Pragmatists, and 4) Activists. The population comprises 1383 students and 5 lecturers. Research tools are 2 questionnaires – one used for identifying students- learning styles, and the other used for identifying the frequency of the relevant instructional context of the identified learning styles. The research findings reveal that 32.30 percent - are Activists, while 28.10 percent are Theorists, 20.10 are Reflectors, and 19.50 are Pragmatists. In terms of the relevant instructional context of the identified 4 learning styles, it is found that the frequency level of the instructional context is totally in high level. Moreover, 2 lists of the context being conducted most frequently are 'Lead'in activity to review background knowledge,- and 'Information retrieval report.' And these two activities serve the learning styles of theorists and activists. It is, therefore, suggested that more instructional context supporting the activists, the majority of the population, learning best by doing, as well as emotional learning situation should be added.

Architecting a Knowledge Theatre

This paper describes the architectural design considerations for building a new class of application, a Personal Knowledge Integrator and a particular example a Knowledge Theatre. It then supports this description by describing a scenario of a child acquiring knowledge and how this process could be augmented by the proposed architecture and design of a Knowledge Theatre. David Merrill-s first “principles of instruction" are kept in focus to provide a background to view the learning potential.

Application-Specific Instruction Sets Processor with Implicit Registers to Improve Register Bandwidth

Application-Specific Instruction (ASI ) set Processors (ASIP) have become an important design choice for embedded systems due to runtime flexibility, which cannot be provided by custom ASIC solutions. One major bottleneck in maximizing ASIP performance is the limitation on the data bandwidth between the General Purpose Register File (GPRF) and ASIs. This paper presents the Implicit Registers (IRs) to provide the desirable data bandwidth. An ASI Input/Output model is proposed to formulate the overheads of the additional data transfer between the GPRF and IRs, therefore, an IRs allocation algorithm is used to achieve the better performance by minimizing the number of extra data transfer instructions. The experiment results show an up to 3.33x speedup compared to the results without using IRs.

Endogenous Fantasy – Based Serious Games: Intrinsic Motivation and Learning

Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.

Building an e-Learning System Model with Implications for Research and Instructional Use

This paper demonstrates a model of an e-Learning system based on nowadays learning theory and distant education practice. The relationships in the model are designed to be simple and functional and do not necessarily represent any particular e- Learning environments. It is meant to be a generic e-Learning system model with implications for any distant education course instructional design. It allows online instructors to move away from the discrepancy between the courses and body of knowledge. The interrelationships of four primary sectors that are at the e-Learning system are presented in this paper. This integrated model includes [1] pedagogy, [2] technology, [3] teaching, and [4] learning. There are interactions within each of these sectors depicted by system loop map.

A Novel Implementation of Application Specific Instruction-set Processor (ASIP) using Verilog

The general purpose processors that are used in embedded systems must support constraints like execution time, power consumption, code size and so on. On the other hand an Application Specific Instruction-set Processor (ASIP) has advantages in terms of power consumption, performance and flexibility. In this paper, a 16-bit Application Specific Instruction-set processor for the sensor data transfer is proposed. The designed processor architecture consists of on-chip transmitter and receiver modules along with the processing and controlling units to enable the data transmission and reception on a single die. The data transfer is accomplished with less number of instructions as compared with the general purpose processor. The ASIP core operates at a maximum clock frequency of 1.132GHz with a delay of 0.883ns and consumes 569.63mW power at an operating voltage of 1.2V. The ASIP is implemented in Verilog HDL using the Xilinx platform on Virtex4.

Instruction Resource Recommendation Services for Elementary Schools in Taiwan

In the past, there were more researches of recommendation system in applied electronic commerce. However, because all circles promote information technology integrative instruction actively, the quantity of instruction resources website is more and more increasing on the Internet. But there are less website including recommendation service, especially for teachers. This study established an instruction resource recommendation website that analyzed teaching style of teachers, then provided appropriate instruction resources for teachers immediately. We used the questionnaire survey to realize teacher-s suggestions and satisfactions with the instruction resource contents and recommendation results. The study shows: (1)The website used “Transactional Ability Inventory" that realized teacher-s style and provided appropriate instruction resources for teachers in a short time, it reduced the step of data filter. (2)According to the content satisfaction of questionnaire survey, four styles teachers were almost satisfied with the contents of the instruction resources that the website recommended, thus, the conception of developing instruction resources with different teaching style is accepted. (3) According to the recommendation satisfaction of questionnaire survey, four styles teachers were almost satisfied with the recommendation service of the website, thus, the recommendation strategy that provide different results for teachers in different teaching styles is accepted.

Non-Invasive Technology on a Classroom Chair for Detection of Emotions Used for the Personalization of Learning Resources

Emotions are related with learning processes and physiological signals can be used to detect them for the personalization of learning resources and to control the pace of instruction. A model of relevant emotions has been developed, where specific combinations of emotions and cognition processes are connected and integrated with the concept of 'flow', in order to improve learning. The cardiac pulse is a reliable signal that carries useful information about the subject-s emotional condition; it is detected using a classroom chair adapted with non invasive EMFi sensor and an acquisition system that generates a ballistocardiogram (BCG), the signal is processed by an algorithm to obtain characteristics that match a specific emotional condition. The complete chair system is presented in this work, along with a framework for the personalization of learning resources.