Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: The proposed Multimedia Pronunciation Learning
Management System (MPLMS) in this study is a technology with
profound potential for inducing improvement in pronunciation
learning. The MPLMS optimizes the digitised phonetic symbols with
the integration of text, sound and mouth movement video. The
components are designed and developed in an online management
system which turns the web to a dynamic user-centric collection of
consistent and timely information for quality sustainable learning.
The aim of this study is to design and develop the MPLMS which
serves as an innovative tool to improve English pronunciation. This
paper discusses the iterative methodology and the three-phase Alessi
and Trollip model in the development of MPLMS. To align with the
flexibility of the development of educational software, the iterative
approach comprises plan, design, develop, evaluate and implement is
followed. To ensure the instructional appropriateness of MPLMS, the
instructional system design (ISD) model of Alessi and Trollip serves
as a platform to guide the important instructional factors and process.
It is expected that the results of future empirical research will support
the efficacy of MPLMS and its place as the premier pronunciation
learning system.
Abstract: 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.
Abstract: 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.