Novelist Calls Out Poemist: A Psycholinguistic and Contrastive Analysis of the Errors in Turkish EFL Learners- Interlanguage

This study is designed to investigate errors emerged in written texts produced by 30 Turkish EFL learners with an explanatory, and thus, qualitative perspective. Erroneous language elements were identified by the researcher first and then their grammaticality and intelligibility were checked by five native speakers of English. The analysis of the data showed that it is difficult to claim that an error stems from only one single factor since different features of an error are triggered by different factors. Our findings revealed two different types of errors: those which stem from the interference of L1 with L2 and those which are developmental ones. The former type contains more global errors whereas the errors in latter type are more intelligible.

M-Learning the Next Generation of Education in Cyberspace

The technology usages of high speed Internet leads to establish and start new era of online education. With the advancement of the information technology and communication systems new opportunities have been created. This leads universities to have various online education channels to meet the demand of different learners- needs. One of these channels is M-learning, which can be used to improve the online education environment. With using such mobile technology in learning both students and instructors can easily access educational courses anytime from anywhere. The paper first presents literature about mobile learning and to what extent this approach can be utilized to enhance the overall learning system. It provides a comparison between mobile learning and traditional elearning showing the wide array of benefits of the new generation of technology. The possible challenges and potential advantages of Mlearning in the online education system are also discussed.

Media Pedagogy - The Medium is the Message

The current education system in India is adept in equipping and assessing the scholastic development of children. However, there is an immediate need to strengthen co-scholastic areas like life-skills, values and attitudes to equip students to face real life challenges. Audio-visual technology and their respective media can make a significant contribution to a value based learning curriculum. Thus, co-scholastic skills need to be effectively nurtured by a medium that is entertaining and impactful. Films in general have a tremendous impact in our society. Films with a positive message make a formidable learning experience that can influence and inspire generations of learners. Leveraging on this powerful medium, EduMedia India Pvt. Ltd. has introduced School Cinema a well researched film-based learning module supported by a fun and exciting workbook, designed to introduce and reaffirm life-skills and values to children, thereby having a positive influence on their attitudes.

Locating Center Points for Radial Basis Function Networks Using Instance Reduction Techniques

The behavior of Radial Basis Function (RBF) Networks greatly depends on how the center points of the basis functions are selected. In this work we investigate the use of instance reduction techniques, originally developed to reduce the storage requirements of instance based learners, for this purpose. Five Instance-Based Reduction Techniques were used to determine the set of center points, and RBF networks were trained using these sets of centers. The performance of the RBF networks is studied in terms of classification accuracy and training time. The results obtained were compared with two Radial Basis Function Networks: RBF networks that use all instances of the training set as center points (RBF-ALL) and Probabilistic Neural Networks (PNN). The former achieves high classification accuracies and the latter requires smaller training time. Results showed that RBF networks trained using sets of centers located by noise-filtering techniques (ALLKNN and ENN) rather than pure reduction techniques produce the best results in terms of classification accuracy. The results show that these networks require smaller training time than that of RBF-ALL and higher classification accuracy than that of PNN. Thus, using ALLKNN and ENN to select center points gives better combination of classification accuracy and training time. Our experiments also show that using the reduced sets to train the networks is beneficial especially in the presence of noise in the original training sets.

Thai Perception on Litecoin Value

This research analyzes factors affecting the success of Litecoin Value within Thailand and develops a guideline for selfreliance for effective business implementation. Samples in this study included 119 people through surveys. The results revealed four main factors affecting the success as follows: 1) Future Career training should be pursued in applied Litecoin development. 2) Didn't grasp the concept of a digital currency or see the benefit of a digital currency. 3) There is a great need to educate the next generation of learners on the benefits of Litecoin within the community. 4) A great majority didn't know what Litecoin was. The guideline for self-reliance planning consisted of 4 aspects: 1) Development planning: by arranging meet up groups to conduct further education on Litecoin and share solutions on adoption into every day usage. Local communities need to develop awareness of the usefulness of Litecoin and share the value of Litecoin among friends and family. 2) Computer Science and Business Management staff should develop skills to expand on the benefits of Litecoin within their departments. 3) Further research should be pursued on how Litecoin Value can improve business and tourism within Thailand. 4) Local communities should focus on developing Litecoin awareness by encouraging street vendors to accept Litecoin as another form of payment for services rendered.

Project Base Learning for IT Personnel Resources Development using TVML

Using the animations video of teaching materials is an effective learning method. However, we thought that more effective learning method is to produce the teaching video by learners themselves. The learners who act as the producer must learn and understand well to produce and present video of teaching materials to others. The purpose of this study is to propose the project based learning (PBL) technique by co-producing video of IT (information technology) teaching materials. We used the T2V player to produce the video based on TVML a TV program description language. By proposed method, we have assigned the learners to produce the animations video for “National Examination for Information Processing Technicians (IPA examination)" in Japan, in order to get them learns various knowledge and skill on IT field. Experimental result showed that learning effect has occurred at the video production process that useful for IT personnel resources development.

A Learning-Community Recommendation Approach for Web-Based Cooperative Learning

Cooperative learning has been defined as learners working together as a team to solve a problem to complete a task or to accomplish a common goal, which emphasizes the importance of interactions among members to promote the whole learning performance. With the popularity of society networks, cooperative learning is no longer limited to traditional classroom teaching activities. Since society networks facilitate to organize online learners, to establish common shared visions, and to advance learning interaction, the online community and online learning community have triggered the establishment of web-based societies. Numerous research literatures have indicated that the collaborative learning community is a critical issue to enhance learning performance. Hence, this paper proposes a learning community recommendation approach to facilitate that a learner joins the appropriate learning communities, which is based on k-nearest neighbor (kNN) classification. To demonstrate the viability of the proposed approach, the proposed approach is implemented for 117 students to recommend learning communities. The experimental results indicate that the proposed approach can effectively recommend appropriate learning communities for learners.

Deriving Causal Explanation from Qualitative Model Reasoning

This paper discusses a qualitative simulator QRiOM that uses Qualitative Reasoning (QR) technique, and a process-based ontology to model, simulate and explain the behaviour of selected organic reactions. Learning organic reactions requires the application of domain knowledge at intuitive level, which is difficult to be programmed using traditional approach. The main objective of QRiOM is to help learners gain a better understanding of the fundamental organic reaction concepts, and to improve their conceptual comprehension on the subject by analyzing the multiple forms of explanation generated by the software. This paper focuses on the generation of explanation based on causal theories to explicate various phenomena in the chemistry subject. QRiOM has been tested with three classes problems related to organic chemistry, with encouraging results. This paper also presents the results of preliminary evaluation of QRiOM that reveal its explanation capability and usefulness.

Educational Values of Virtual Reality: The Case of Spatial Ability

The use of Virtual Reality (VR) in schools and higher education is proliferating. Due to its interactive and animated features, it is regarded as a promising technology to increase students- spatial ability. Spatial ability is assumed to have a prominent role in science and engineering domains. However, research concerning individual differences such as spatial ability in the context of VR is still at its infancy. Moreover, empirical studies that focus on the features of VR to improve spatial ability are to date rare. Thus, this paper explores the possible educational values of VR in relation to spatial ability to call for more research concerning spatial ability in the context of VR based on studies in computerbased learning. It is believed that the incorporation of state-of-the-art VR technology for educational purposes should be justified by the enhanced benefits for the target learners.

A Dynamic Composition of an Adaptive Course

The number of framework conceived for e-learning constantly increase, unfortunately the creators of learning materials and educational institutions engaged in e-formation adopt a “proprietor" approach, where the developed products (courses, activities, exercises, etc.) can be exploited only in the framework where they were conceived, their uses in the other learning environments requires a greedy adaptation in terms of time and effort. Each one proposes courses whose organization, contents, modes of interaction and presentations are unique for all learners, unfortunately the latter are heterogeneous and are not interested by the same information, but only by services or documents adapted to their needs. Currently the new tendency for the framework conceived for e-learning, is the interoperability of learning materials, several standards exist (DCMI (Dublin Core Metadata Initiative)[2], LOM (Learning Objects Meta data)[1], SCORM (Shareable Content Object Reference Model)[6][7][8], ARIADNE (Alliance of Remote Instructional Authoring and Distribution Networks for Europe)[9], CANCORE (Canadian Core Learning Resource Metadata Application Profiles)[3]), they converge all to the idea of learning objects. They are also interested in the adaptation of the learning materials according to the learners- profile. This article proposes an approach for the composition of courses adapted to the various profiles (knowledge, preferences, objectives) of learners, based on two ontologies (domain to teach and educational) and the learning objects.

The Impact of e-Learning and e-Teaching

With the exponential progress of technological development comes a strong sense that events are moving too quickly for our schools and that teachers may be losing control of them in the process. This paper examines the impact of e-learning and e-teaching in universities, from both the student and teacher perspective. In particular, it is shown that e-teachers should focus not only on the technical capacities and functions of IT materials and activities, but must attempt to more fully understand how their e-learners perceive the learning environment. From the e-learner perspective, this paper indicates that simply having IT tools available does not automatically translate into all students becoming effective learners. More evidence-based evaluative research is needed to allow e-learning and e-teaching to reach full potential.