Measuring Cognitive Load - A Solution to Ease Learning of Programming

Learning programming is difficult for many learners. Some researches have found that the main difficulty relates to cognitive load. Cognitive overload happens in programming due to the nature of the subject which is intrinisicly over-bearing on the working memory. It happens due to the complexity of the subject itself. The problem is made worse by the poor instructional design methodology used in the teaching and learning process. Various efforts have been proposed to reduce the cognitive load, e.g. visualization softwares, part-program method etc. Use of many computer based systems have also been tried to tackle the problem. However, little success has been made to alleviate the problem. More has to be done to overcome this hurdle. This research attempts at understanding how cognitive load can be managed so as to reduce the problem of overloading. We propose a mechanism to measure the cognitive load during pre instruction, post instruction and in instructional stages of learning. This mechanism is used to help the instruction. As the load changes the instruction is made to adapt itself to ensure cognitive viability. This mechanism could be incorporated as a sub domain in the student model of various computer based instructional systems to facilitate the learning of programming.

Program Camouflage: A Systematic Instruction Hiding Method for Protecting Secrets

This paper proposes an easy-to-use instruction hiding method to protect software from malicious reverse engineering attacks. Given a source program (original) to be protected, the proposed method (1) takes its modified version (fake) as an input, (2) differences in assembly code instructions between original and fake are analyzed, and, (3) self-modification routines are introduced so that fake instructions become correct (i.e., original instructions) before they are executed and that they go back to fake ones after they are executed. The proposed method can add a certain amount of security to a program since the fake instructions in the resultant program confuse attackers and it requires significant effort to discover and remove all the fake instructions and self-modification routines. Also, this method is easy to use (with little effort) because all a user (who uses the proposed method) has to do is to prepare a fake source code by modifying the original source code.

Deep Learning and Virtual Environment

While computers are known to facilitate lower levels of learning, such as rote memorization of facts, measurable through electronically administered and graded multiple-choice questions, yes/no, and true/false answers, the imparting and measurement of higher-level cognitive skills is more vexing. These require more open-ended delivery and answers, and may be more problematic in an entirely virtual environment, notwithstanding the advances in technologies such as wikis, blogs, discussion boards, etc. As with the integration of all technology, merit is based more on the instructional design of the course than on the technology employed in, and of, itself. With this in mind, this study examined the perceptions of online students in an introductory Computer Information Systems course regarding the fostering of various higher-order thinking and team-building skills as a result of the activities, resources and technologies (ART) used in the course.

An Advanced Hybrid P2p Botnet 2.0

Recently, malware attacks have become more serious over the Internet by e-mail, denial of service (DoS) or distributed denial of service (DDoS). The Botnets have become a significant part of the Internet malware attacks. The traditional botnets include three parts – botmaster, command and control (C&C) servers and bots. The C&C servers receive commands from botmaster and control the distributions of computers remotely. Bots use DNS to find the positions of C&C server. In this paper, we propose an advanced hybrid peer-to-peer (P2P) botnet 2.0 (AHP2P botnet 2.0) using web 2.0 technology to hide the instructions from botmaster into social sites, which are regarded as C&C servers. Servent bots are regarded as sub-C&C servers to get the instructions from social sites. The AHP2P botnet 2.0 can evaluate the performance of servent bots, reduce DNS traffics from bots to C&C servers, and achieve harder detection bots actions than IRC-based botnets over the Internet.

Software Engineering Mobile Learning Software Solution Using Task Based Learning Approach

The development and use of mobile devices as well as its integration within education systems to deliver electronic contents and to support real-time communications was the focus of this research. In order to investigate the software engineering issues in using mobile devices a research on electronic content was initiated. The Developed MP3 mobile software solution was developed as a prototype for testing and developing a strategy for designing a usable m-learning environment. The mobile software solution was evaluated using mobile device using the link: http://projects.seeu.edu.mk/mlearn. The investigation also tested the correlation between the two mobile learning indicators: electronic content and attention, based on the Task Based learning instructional method. The mobile software solution ''M-Learn“ was developed as a prototype for testing the approach and developing a strategy for designing usable m-learning environment. The proposed methodology is about what learning modeling approach is more appropriate to use when developing mobile learning software.

Reflections of Prospective Teachers Toward a Critical Thinking-Based Pedagogical Course: A Case Study

Promoting critical thinking (CT) in an educational setting has been appraised in order to enhance learning and intellectual skills. In this study, a pedagogical course in a vocational teacher education program in Turkey was designed by integrating CT skill-based strategies/activities into the course content and CT skills were means leading to intended course objectives. The purpose of the study was to evaluate the importance of the course objectives, the attainment of the objectives, and the effectiveness of teachinglearning strategies/activities from prospective teachers- points of view. The results revealed that although the students mostly considered the course objectives important, they did not feel competent in the attainment of all objectives especially in those related to the main topic of Learning and those requiring higher order thinking skills. On the other hand, the students considered the course activities effective for learning and for the development of thinking skills, especially, in interpreting, comparing, questioning, contrasting, and forming relationships.

Integrating Computer Games with Mathematics Instruction in Elementary School- An Analysis of Motivation, Achievement, and Pupil-Teacher Interactions

The purpose of this study is to explore the impacts of computer games on the mathematics instruction. First, the research designed and implemented the web-based games according to the content of existing textbook. And the researcher collected and analyzed the information related to the mathematics instruction integrating the computer games. In this study, the researcher focused on the learning motivation of mathematics, mathematics achievement, and pupil-teacher interactions in classroom. The results showed that students under instruction integrating computer games significantly improved in motivation and achievement. The teacher tended to use less direct teaching and provide more time for student-s active learning.

Developing Student Teachers to Be Professional Teachers

Practicum placements are an critical factor for student teachers on Education Programs. How can student teachers become professionals? This study was to investigate problems, weakness and obstacles of practicum placements and develop guidelines for partnership in the practicum placements. In response to this issue, a partnership concept was implemented for developing student teachers into professionals. Data were collected through questionnaires on attitude toward problems, weaknesses, and obstacles of practicum placements of student teachers in Rajabhat universities and included focus group interviews. The research revealed that learning management, classroom management, curriculum, assessment and evaluation, classroom action research, and teacher demeanor are the important factors affecting the professional development of Education Program student teachers. Learning management plan and classroom management concerning instructional design, teaching technique, instructional media, and student behavior management are another important aspects influencing the professional development for student teachers.

Probability and Instruction Effects in Syllogistic Conditional Reasoning

The main aim of this study was to examine whether people understand indicative conditionals on the basis of syntactic factors or on the basis of subjective conditional probability. The second aim was to investigate whether the conditional probability of q given p depends on the antecedent and consequent sizes or derives from inductive processes leading to establish a link of plausible cooccurrence between events semantically or experientially associated. These competing hypotheses have been tested through a 3 x 2 x 2 x 2 mixed design involving the manipulation of four variables: type of instructions (“Consider the following statement to be true", “Read the following statement" and condition with no conditional statement); antecedent size (high/low); consequent size (high/low); statement probability (high/low). The first variable was between-subjects, the others were within-subjects. The inferences investigated were Modus Ponens and Modus Tollens. Ninety undergraduates of the Second University of Naples, without any prior knowledge of logic or conditional reasoning, participated in this study. Results suggest that people understand conditionals in a syntactic way rather than in a probabilistic way, even though the perception of the conditional probability of q given p is at least partially involved in the conditionals- comprehension. They also showed that, in presence of a conditional syllogism, inferences are not affected by the antecedent or consequent sizes. From a theoretical point of view these findings suggest that it would be inappropriate to abandon the idea that conditionals are naturally understood in a syntactic way for the idea that they are understood in a probabilistic way.

The Effect of e-learning on the Promotion of Optoelectronics Technology and Daily Livings Literacy among Students in Universities of Technology

This study aims to analyze the effect of e-learning on photonics technology and daily livings among college students. The course contents of photonics technology and daily livings are first drafted based on research discussions and expert interviews. Having expert questionnaires with Delphi Technique for three times, the knowledge units and items for the course of photonics technology and daily livings are established. The e-learning materials and the drafts of instructional strategies, academic achievement, and learning attitude scales are then developed. With expert inspection, reliability and validity test, and experimental instructions, the scales and the material are further revised. Finally, the formal instructions are implemented to test the effect of different instructional methods on the academic achievement of photonics technology and daily livings among students in universities of technology. The research results show that e-learning could effectively promote academic achievement and learning attitude, and the students with e-learning obviously outperform the ones with trandition instructions.

Virtual or Virtually U: Educational Institutions in Second Life

Educational institutions are increasingly exploring the affordances of 3D virtual worlds for instruction and research, but few studies have been done to document current practices and uses of this emerging technology. This observational survey examines the virtual presences of 170 accredited educational institutions found in one such 3D virtual world called Second Life®, created by San- Francisco based Linden Lab®. The study focuses on what educational institutions look like in this virtual environment, the types of spaces educational institutions are creating or simulating, and what types of activities are being conducted.

Cyber Warriors for Cyber Security and Information Assurance- An Academic Perspective

A virtualized and virtual approach is presented on academically preparing students to successfully engage at a strategic perspective to understand those concerns and measures that are both structured and not structured in the area of cyber security and information assurance. The Master of Science in Cyber Security and Information Assurance (MSCSIA) is a professional degree for those who endeavor through technical and managerial measures to ensure the security, confidentiality, integrity, authenticity, control, availability and utility of the world-s computing and information systems infrastructure. The National University Cyber Security and Information Assurance program is offered as a Master-s degree. The emphasis of the MSCSIA program uniquely includes hands-on academic instruction using virtual computers. This past year, 2011, the NU facility has become fully operational using system architecture to provide a Virtual Education Laboratory (VEL) accessible to both onsite and online students. The first student cohort completed their MSCSIA training this past March 2, 2012 after fulfilling 12 courses, for a total of 54 units of college credits. The rapid pace scheduling of one course per month is immensely challenging, perpetually changing, and virtually multifaceted. This paper analyses these descriptive terms in consideration of those globalization penetration breaches as present in today-s world of cyber security. In addition, we present current NU practices to mitigate risks.

Instructional Design Using the Virtual Ecological Pond for Science Education in Elementary Schools

Ecological ponds can be a good teaching tool for science teachers, but they must be built and maintained properly to provide students with a safe and suitable learning environment. Hence, many schools do not have the ability to build an ecological pond. This study used virtual reality technology to develop a webbased virtual ecological pond. Supported by situated learning theory and the instructional design of “Aquatic Life" learning unit, elementary school students can actively explore in the virtual ecological pond to observe aquatic animals and plants and learn about the concept of ecological conservation. A teaching experiment was conducted to investigate the learning effectiveness and practicability of this instructional design, and the results showed that students improved a great deal in learning about aquatic life. They found the virtual ecological pond interesting, easy to operate and helpful to understanding the aquatic ecological system. Therefore, it is useful in elementary science education.

Information Sharing to Transformation: Antecedents of Collaborative Networked Learning in Manufacturing

Collaborative networked learning (hereafter CNL) was first proposed by Charles Findley in his work “Collaborative networked learning: online facilitation and software support" as part of instructional learning for the future of the knowledge worker. His premise was that through electronic dialogue learners and experts could interactively communicate within a contextual framework to resolve problems, and/or to improve product or process knowledge. Collaborative learning has always been the forefront of educational technology and pedagogical research, but not in the mainstream of operations management. As a result, there is a large disparity in the study of CNL, and little is known about the antecedents of network collaboration and sharing of information among diverse employees in the manufacturing environment. This paper presents a model to bridge the gap between theory and practice. The objective is that manufacturing organizations will be able to accelerate organizational learning and sharing of information through various collaborative

MMU Simulation in Hardware Simulator Based-on State Transition Models

Embedded hardware simulator is a valuable computeraided tool for embedded application development. This paper focuses on the ARM926EJ-S MMU, builds state transition models and formally verifies critical properties for the models. The state transition models include loading instruction model, reading data model, and writing data model. The properties of the models are described by CTL specification language, and they are verified in VIS. The results obtained in VIS demonstrate that the critical properties of MMU are satisfied in the state transition models. The correct models can be used to implement the MMU component in our simulator. In the end of this paper, the experimental results show that the MMU can successfully accomplish memory access requests from CPU.

Devising and Assessing the Efficacy of Mobile-Assisted Instructional Modes in Mobile Learning

The assessment of the efficacy of devised Mobile- Assisted Instructional Modes in Mobile Learning was the focus of this research. The study adopted pre-test, post-test, control group quasi-experimental design. Research instruments were developed, validated and used for collecting data. Findings revealed that the students exposed to Mobile Task Based Learning Mode (MTBLM) in using Mobile-Assisted Instruction (MAI) performed significantly better. The implication of these findings is that, the Audio tutorial and Practice Mode (ATPM) (Stimulus instruments) of MAI had been found better over the other modes used in the study.

Workplace Learners- Perceptions towards a Blended Learning Approach

The current paper presents the findings of a research study on learners- barriers and motivators engaged into blended programs in a workplace context. In this study, the participants were randomly assigned to one of four parallel e-learning courses, each of which was delivered using a different learning strategy. Data were collected through web-based and telephone surveys developed by the researchers. The results showed that vague instruction, time management, and insufficient feedback were the top-most barriers to blended learning. The major motivators for blended learning included content relevance, flexibility in time, and the ability to work at own pace.

The Design and Development of Multimedia Pronunciation Learning Management System

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.

Dynamic Visualization on Student's Performance, Retention and Transfer of Procedural Learning

This study examined the effects of two dynamic visualizations on 60 Malaysian primary school student-s performance (time on task), retention and transference. The independent variables in this study were the two dynamic visualizations, the video and the animated instructions. The dependent variables were the gain score of performance, retention and transference. The results showed that the students in the animation group significantly outperformed the students in the video group in retention. There were no significant differences in terms of gain scores in the performance and transference among the animation and the video groups, although the scores were slightly higher in the animation group compared to the video group. The conclusion of this study is that the animation visualization is superior compared to the video in the retention for a procedural task.

Assembly Process Algorithms of Flexible Cell

This paper deals about four items assembly process of linear drive. This assembly will be realized in flexible assembly cell on Institute of Manufacturing Systems and Applied Mechanics. There is defined manufacturing cell, individual actuators created our flexible cell. Next chapter is about control type, detailed describe a sequence control type, which will be used in mentioned flexible assembly cell. All cell control is divided in individual steps instructions. There instructions illustrate table number III.