Abstract: This study will examine how IT practitioners can be motivated for IT studies and which kind of support they need during their occupational studies. Within this research project, the challenge of supporting students being engaged in business for several years arose. Here, it is especially important to successfully guide them through their studies. The problem of this group is that they finished their school education years ago. In order to gather first experiences, preliminary e-learning courses were introduced and tested with a group of users studying General Management. They had to work with these courses and have been questioned later on about their approach to the different methods. Moreover, a second group of potential students was interviewed with the help of online questionnaires to give information about their expectations regarding extra occupational studies. We also want to present best practices and cases in e-education in the subarea of mathematics and distance learning. Within these cases and practices, we use state of the art systems and technologies in e-education to find a way to increase teaching quality and the success of students. Our research indicated that the first group of enrolled students appreciated the new preliminary e-learning courses. The second group of potential students was convinced of this way of learning as a significant component of extra occupational studies. It can be concluded that this part of the project clarified the acceptance of the e-learning strategy by both groups and led to satisfactory results with the enrolled students.
Abstract: Through the exploration of the lived experiences, beliefs and values of instructional leaders, teachers and students in Finland, Germany and Canada, we investigated the factors which contribute to developmentally responsive, intellectually engaging middle-level learning environments for early adolescents. Student-centred leadership dimensions, effective instructional practices and student agency were examined through the lens of current policy and research on middle-level learning environments emerging from the Canadian province of Manitoba. Consideration of these three research perspectives in the context of early adolescent learning, placed against an international backdrop, provided a previously undocumented perspective on leading, teaching and learning in the middle years. Aligning with a social constructivist, qualitative research paradigm, the study incorporated collective case study methodology, along with constructivist grounded theory methods of data analysis. Data were collected through semi-structured individual and focus group interviews and document review, as well as direct and participant observation. Three case study narratives were developed to share the rich stories of study participants, who had been selected using maximum variation and intensity sampling techniques. Interview transcript data were coded using processes from constructivist grounded theory. A cross-case analysis yielded a conceptual framework highlighting key factors that were found to be significant in the establishment of developmentally responsive, intellectually engaging middle-level learning environments. Seven core categories emerged from the cross-case analysis as common to all three countries. Within the visual conceptual framework (which depicts the interconnected nature of leading, teaching and learning in middle-level learning environments), these seven core categories were grouped into Essential Factors (student agency, voice and choice), Contextual Factors (instructional practices; school culture; engaging families and the community), Synergistic Factors (instructional leadership) and Cornerstone Factors (education as a fundamental cultural value; preservice, in-service and ongoing teacher development). In addition, sub-factors emerged from recurring codes in the data and identified specific characteristics and actions found in developmentally responsive, intellectually engaging middle-level learning environments. Although this study focused on 12 schools in Finland, Germany and Canada, it informs the practice of educators working with early adolescent learners in middle-level learning environments internationally. The authentic voices of early adolescent learners are the most important resource educators have to gauge if they are creating effective learning environments for their students. Ongoing professional dialogue and learning is essential to ensure teachers are supported in their work and develop the pedagogical practices needed to meet the needs of early adolescent learners. It is critical to balance consistency, coherence and dependability in the school environment with the necessary flexibility in order to support the unique learning needs of early adolescents. Educators must intentionally create a school culture that unites teachers, students and their families in support of a common purpose, as well as nurture positive relationships between the school and its community. A large, urban school district in Canada has implemented a school cohort-based model to begin to bring developmentally responsive, intellectually engaging middle-level learning environments to scale.
Abstract: This paper seeks to discover the relationship between both the social constructivist learning theory and the collaborative learning environment. This relationship can be identified through given an example of the learning environment. Due to wiki characteristics, wiki can be used to understand the relationship between constructivist learning theory and collaborative learning environment. However, several evidences will come in this paper to support the idea of why wiki is the suitable method to explore the relationship between social constructivist theory and the collaborative learning and their role in learning. Moreover, learning activities in wiki classroom will be discussed in this paper to find out the result of the learners' interaction in the classroom groups, which will be through two types of communication; synchronous and asynchronous.
Abstract: Teaching and learning should involve social issues by which effectiveness and humanity is due consideration as a guideline for sharing and co-creating knowledge. A qualitative method was used after a pioneer study to confirm pre-service teachers’ awareness of open knowledge. There are 17 in-service teacher candidates sampling from 181 schools in Taiwan. Two questions are to resolve: a) How did teachers change their educational ideas, in particular, their attitudes to meet the needs of knowledge sharing and co-creativity; and b) How did they acknowledge the necessity of working out an appropriate way between the educational efficiency and the nature of education for high performance management. This interview investigated teachers’ attitude of sharing and co-creating knowledge. The results show two facts in Taiwan: A) Individuals who must be able to express themselves will be capable of taking part in an open learning environment; and B) Teachers must lead the direction to inspire high performance and improve students’ capacity via knowledge sharing and co-creating knowledge, according to the student-centered philosophy. Collected data from interviewing showed that the teachers were well aware of changing their teaching methods and make some improvements to balance the educational efficiency and the nature of education. Almost all teachers acknowledge that ICT is helpful to motivate learning enthusiasm. Further, teaching integrated with ICT saves teachers’ time and energy on teaching preparation and promoting effectiveness. Teachers are willing to co-create knowledge with students, though using information is not easy due to the lack of operating skills of the website and ICT. Some teachers are against to co-create knowledge in the informational background since they hold that is not feasible for there being a knowledge gap between teachers and students. Technology would easily mislead teachers and students to the goal of instrumental rationality, which makes pedagogy dysfunctional and inhumane; however, any high quality of teaching should take a dialectical balance between effectiveness and humanity.
Abstract: Feedback is a vital element for improving student
learning in a simulation-based training as it guides and refines
learning through scaffolding. A number of studies in literature have
shown that students’ learning is enhanced when feedback is provided
with personalized tutoring that offers specific guidance and adapts
feedback to the learner in a one-to-one environment. Thus, emulating
these adaptive aspects of human tutoring in simulation provides an
effective methodology to train individuals. This paper presents the results of a study that investigated the
effectiveness of automating different types of feedback techniques
such as Knowledge-of-Correct-Response (KCR) and Answer-Until-
Correct (AUC) in software simulation for learning basic information
technology concepts. For the purpose of comparison, techniques like
simulation with zero or no-feedback (NFB) and traditional hands-on
(HON) learning environments are also examined. The paper presents the summary of findings based on quantitative
analyses which reveal that the simulation based instructional
strategies are at least as effective as hands-on teaching methodologies
for the purpose of learning of IT concepts. The paper also compares
the results of the study with the earlier studies and recommends
strategies for using feedback mechanism to improve students’
learning in designing and simulation-based IT training.
Abstract: This article describes the implementation of an
experimental model for teaching ICT tools and digital environments
in teachers training college. In most educational systems in the
Western world, new programs were developed in order to bridge the
digital gap between teachers and students. In spite of their
achievements, these programs are limited due to several factors: The
teachers in the schools implement new methods incorporating
technological tools into the curriculum, but meanwhile the
technology changes and advances. The interface of tools changes
frequently, some tools disappear and new ones are invented. These
conditions require an experimental model of training the pre-service
teachers. The appropriate method for instruction within the domain of
ICT tools should be based on exposing the learners to innovations,
helping them to gain experience, teaching them how to deal with
challenges and difficulties on their own, and training them. This
study suggests some principles for this approach and describes step
by step the implementation of this model.
Abstract: A university-wide survey to obtain baseline data
regarding the perceptions of key terms related to e-learning and
distance learning among students, faculty and staff was conducted to
help achieve the goals of Princess Nourah bint Abdulrahman
University’s and the Kingdom of Saudi Arabia’s National Center for
e-learning and Distance Learning. This paper comprises a relevant
literature review, the survey methodology, preliminary data analysis,
discussion, and recommendations for further research. The major
findings indicate a deep and wide differentiation of understanding
among users of critical key terms.
Abstract: Nowadays, education cannot be imagined without digital technologies. It broadens the horizons of teaching learning processes. Several universities are offering online courses. For evaluation purpose, e-examination systems are being widely adopted in academic environments. Multiple-choice tests are extremely popular. Moving away from traditional examinations to e-examination, Moodle as Learning Management Systems (LMS) is being used. Moodle logs every click that students make for attempting and navigational purposes in e-examination. Data mining has been applied in various domains including retail sales, bioinformatics. In recent years, there has been increasing interest in the use of data mining in e-learning environment. It has been applied to discover, extract, and evaluate parameters related to student’s learning performance. The combination of data mining and e-learning is still in its babyhood. Log data generated by the students during online examination can be used to discover knowledge with the help of data mining techniques. In web based applications, number of right and wrong answers of the test result is not sufficient to assess and evaluate the student’s performance. So, assessment techniques must be intelligent enough. If student cannot answer the question asked by the instructor then some easier question can be asked. Otherwise, more difficult question can be post on similar topic. To do so, it is necessary to identify difficulty level of the questions. Proposed work concentrate on the same issue. Data mining techniques in specific clustering is used in this work. This method decide difficulty levels of the question and categories them as tough, easy or moderate and later this will be served to the desire students based on their performance. Proposed experiment categories the question set and also group the students based on their performance in examination. This will help the instructor to guide the students more specifically. In short mined knowledge helps to support, guide, facilitate and enhance learning as a whole.
Abstract: This study aims to assess the students' needs for the
tour planning e-guide. The study is developing on the contribution
and importance of the Educational Tour Planning Guide (ETP) is a
multimedia course ware as one of the effective methods in teaching
and learning of environmental science among the students in primary
schools of the Ministry of Education, Malaysia. It is to provide the
student with knowledge and experience about tourism, environmental
science activities and process. E-guide to ETP also hopes to
strengthen the student understanding toward the subject learn in the
tourism environmental science. In order to assess the student's needs
on the e-Guide to Educational Tour Planning in Environmental
Science, the study has produced a similar e-Guide to ETP in the form
as a course ware to be tested during the study. The study has involved
several steps in order to be completed. It is such as the formulation of
the problem, the review of the literature, the formulation of the study
methodology, the production of the e-Guide to ETP, field survey and
finally the analyses and discussion made on the data gathered during
the study. The survey has involved 100 respondents among the
students in standard six primary schools in Kluang Johor. Through
the findings, the study indicates that the current tested product is
acceptable among the students in learning environmental science as a
guide to plan for the tour. The findings also show a slight difference
between the respondents who are using the e-Guide to ETP, and those
who are not on the basis of the e-Guide to ETP results. Due the
important for the study, the researcher hopes to be having a fair
discussion and excellence, recommendation for the development of
the product of the current study. This report is written also important
to provide a written reference for the future related study.
Abstract: The aim of this study is to identify the suitability of
Virtual Learning Environment (VLE) in welding simulator
application towards Computer-Based Training (CBT) in developing
skills upon new students at the Advanced Technology Training
Center (ADTEC) Batu Pahat, Johor, Malaysia and GIATMARA,
Batu Pahat, Johor, Malaysia. The significance of the study is to create
a computer-based skills development approach in welding technology
among new students in ADTEC and GIATMARA as well as to
cultivate the elements of general skills among them. This study is
also important in elevating the number of individual knowledge
workers (K-workers) working in manufacturing industry in order to
achieve a national vision which is to be an industrial nation in the
year of 2020. The design of the study is a survey type of research
which using questionnaires as the instruments and some 136 students
from ADTEC and GIATMARA were interviewed. Descriptive
analysis is used to identify the frequency and mean values. The
findings of the study show that the welding technology has developed
skills in the students because of the application of VLE simulated at a
high level and the respondents agreed that the skills could be
embedded through the application of the VLE simulator. In summary,
the VLE simulator is suitable in welding skills development training
in terms of exposing new students with the relevant characteristics of
welding skills and at the same time spurring the students’ interest
towards learning more about the skills.
Abstract: The use of information technology in education have
changed not only the learners learning style but also the way they
taught, where nowadays learners are connected with diversity of
information sources with means of knowledge available everywhere.
The advantage of network wireless technologies and mobility
technologies used in the education and learning processes lead to
mobile learning as a new model of learning technology. Currently,
most of mobile learning applications are developed for the formal
education and learning environment. Despite the long history and
large amount of research on mobile learning and instruction design
model still there is a need of well-defined process in designing
mobile learning applications. Based on this situation, this paper
emphasizes on identifying instruction design phase’s considerations
and influencing factors in developing mobile learning application.
This set of instruction design steps includes analysis, design,
development, implementation, evaluation and continuous has been
built from a literature study, with focus on standards for learning,
mobile application software quality and guidelines. The effort is part
of an Omani-funded research project investigating the development,
adoption and dissemination of mobile learning in Oman.
Abstract: There are real needs to integrate types of Open
Educational Resources (OER) with an intelligent system to extract
information and knowledge in the semantic searching level. The
needs came because most of current learning standard adopted web
based learning and the e-learning systems do not always serve all
educational goals. Semantic Web systems provide educators,
students, and researchers with intelligent queries based on a semantic
knowledge management learning system. An ontology-based learning
system is an advanced system, where ontology plays the core of the
semantic web in a smart learning environment. The objective of this
paper is to discuss the potentials of ontologies and mapping different
kinds of ontologies; heterogeneous or homogenous to manage and
control different types of Open Educational Resources. The important
contribution of this research is that it uses logical rules and
conceptual relations to map between ontologies of different
educational resources. We expect from this methodology to establish
an intelligent educational system supporting student tutoring, self and
lifelong learning system.
Abstract: In light of the technological development and its
introduction into the field of education, an online course was
designed in parallel to the 'conventional' course for teaching the
''Qualitative Research Methods''. This course aimed to characterize
learning-teaching processes in a 'Qualitative Research Methods'
course studied in two different frameworks. Moreover, its objective
was to explore the difference between the culture of a physical
learning environment and that of online learning. The research
monitored four learner groups, a total of 72 students, for two years,
two groups from the two course frameworks each year. The courses
were obligatory for M.Ed. students at an academic college of
education and were given by one female-lecturer. The research was
conducted in the qualitative method as a case study in order to attain
insights about occurrences in the actual contexts and sites in which
they transpire. The research tools were open-ended questionnaire and
reflections in the form of vignettes (meaningful short pictures) to all
students as well as an interview with the lecturer. The tools facilitated
not only triangulation but also collecting data consisting of voices
and pictures of teaching and learning. The most prominent findings
are: differences between the two courses in the change features of the
learning environment culture for the acquisition of contents and
qualitative research tools. They were manifested by teaching
methods, illustration aids, lecturer's profile and students' profile.
Abstract: In this paper we describe one critical research
program within a complex, ongoing multi-year project (2010 to 2014
inclusive) with the overall goal to improve the learning outcomes for
first year undergraduate commerce/business students within an
Information Systems (IS) subject with very large enrolment. The
single research program described in this paper is the analysis of
student attitudes and decision making in relation to the availability of
formative assessment feedback via Web-based real time conferencing
and document exchange software (Adobe Connect). The formative
assessment feedback between teaching staff and students is in respect
of an authentic problem-based, team-completed assignment. The
analysis of student attitudes and decision making is investigated via
both qualitative (firstly) and quantitative (secondly) application of the
Theory of Planned Behavior (TPB) with a two statistically-significant
and separate trial samples of the enrolled students. The initial
qualitative TPB investigation revealed that perceived self-efficacy,
improved time-management, and lecturer-student relationship
building were the major factors in shaping an overall favorable
student attitude to online feedback, whilst some students expressed
valid concerns with perceived control limitations identified within the
online feedback protocols. The subsequent quantitative TPB
investigation then confirmed that attitude towards usage, subjective
norms surrounding usage, and perceived behavioral control of usage
were all significant in shaping student intention to use the online
feedback protocol, with these three variables explaining 63 percent of
the variance in the behavioral intention to use the online feedback
protocol. The identification in this research of perceived behavioral
control as a significant determinant in student usage of a specific
technology component within a virtual learning environment (VLE)
suggests that VLEs could now be viewed not as a single, atomic
entity, but as a spectrum of technology offerings ranging from the
mature and simple (e.g., email, Web downloads) to the cutting-edge
and challenging (e.g., Web conferencing and real-time document
exchange). That is, that all VLEs should not be considered the same.
The results of this research suggest that tertiary students have the
technological sophistication to assess a VLE in this more selective
manner.
Abstract: In this study, we aim to demonstrate a microgrid
system experimental simulation for an easy understanding of a
large-scale microgrid system. This model is required for industrial
training and learning environments. However, in order to create an
exact representation of a microgrid system, the laboratory-scale
system must fulfill the requirements of a grid-connected inverter, in
which power values are assigned to the system to cope with the
intermittent output from renewable energy sources. Aside from that,
during fluctuations in load capacity, the grid-connected system must
be able to supply power from the utility grid side and microgrid side in
a balanced manner. Therefore, droop control is installed in the
inverter’s control board to maintain a balanced power sharing in both
sides. This power control in a stand-alone condition and droop control
in a grid-connected condition must be implemented in order to
maintain a stabilized system. Based on the experimental results, power
control and droop control can both be applied in the system by
comparing the experimental and reference values.
Abstract: Many organizations are opting to adopt Open Source Software (OSS) as it is the current trend to rely on each other rather than on companies (Software vendors). It is a clear shift from organizations to individuals, the concept being to rely on collective participation rather than companies/vendors.
The main objectives of this research are 1) to identify the current level of OSS usage in Sultan Qaboos University; 2) to identify the potential benefits of using OSS in educational institutes; 3) to identify the OSS applications that are most likely to be used within an educational institute; 4) to identify the existing and potential barriers to the successful adoption of OSS in education.
To achieve these objectives a two-stage research method was conducted. First a rigorous literature review of previously published material was performed (interpretive/descriptive approach), and then a set of interviews were conducted with the IT professionals at Sultan Qaboos University in Oman in order to explore the extent and nature of their usage of OSS.
Abstract: The advances in technology in the last five years
allowed an improvement in the educational area, as the increasing in
the development of educational software. One of the techniques that
emerged in this lapse is called Gamification, which is the utilization of
video game mechanics outside its bounds. Recent studies involving
this technique provided positive results in the application of these
concepts in many areas as marketing, health and education. In the last
area there are studies that covers from elementary to higher education,
with many variations to adequate to the educators methodologies.
Among higher education, focusing on IT courses, data structures are
an important subject taught in many of these courses, as they are
base for many systems. Based on the exposed this paper exposes
the development of an interactive web learning environment, called
DSLEP (Data Structure Learning Platform), to aid students in higher
education IT courses. The system includes basic concepts seen on
this subject such as stacks, queues, lists, arrays, trees and was
implemented to ease the insertion of new structures. It was also
implemented with gamification concepts, such as points, levels, and
leader boards, to engage students in the search for knowledge and
stimulate self-learning.
Abstract: Personalized learning becomes increasingly popular which not be restricted by time, place or any other barriers. This study proposes an analysis of Personalized Learning using Item Response Theory which considers course material difficulty and learner ability.The study investigates twenty undergraduate students at TATI University College, who are taking programming subject. By using the IRT,it was found that, finding the most appropriate problem levels to each student include high and low level test items together is not a problem. Thus, the student abilities can be asses more accurately and fairly. Learners who experience more anxiety will affect a heavier cognitive load and receive lower test scores.Instructors are encouraged to provide a supportive learning environment to enhance learning effectiveness because Cognitive Load Theory concerns the limited capacity of the brain to absorb new information.
Abstract: One of the major features of hypermedia learning is its non-linear structure, allowing learners, the opportunity of flexible navigation to accommodate their own needs. Nevertheless, such flexibility can also cause problems such as insufficient navigation and disorientation for some learners, especially those with Field Dependent cognitive styles. As a result students learning performance can be deteriorated and in turn, they can have negative attitudes with hypermedia learning systems. It was suggested that visual elements can be used to compensate dilemmas. However, it is unclear whether these visual elements improve their learning or whether problems still exist. The aim of this study is to investigate the effect of students cognitive styles and visual elements on students learning performance and attitudes in hypermedia learning environment. Cognitive Style Analysis (CSA), Learning outcome in terms of pre and post-test, practical task, and Attitude Questionnaire (AQ) were administered to a sample of 60 university students. The findings revealed that FD students preformed equally to those of FI. Also, FD students experienced more disorientation in the hypermedia learning system where they depend a lot on the visual elements for navigation and orientation purposes. Furthermore, they had more positive attitudes towards the visual elements which escape them from experiencing navigation and disorientation dilemmas. In contrast, FI students were more comfortable, did not get disturbed or did not need some of the visual elements in the hypermedia learning system.
Abstract: Virtual environments are a hot topic in academia and more importantly in courses offered via distance education. Today-s gaming generation view virtual worlds as strong social and interactive mediums for communicating and socializing. And while institutions of higher education are challenged with increasing enrollment while balancing budget cuts, offering effective courses via distance education become a valid option. Educators can utilize virtual worlds to offer students an enhanced learning environment which has the power to alleviate feelings of isolation through the promotion of communication, interaction, collaboration, teamwork, feedback, engagement and constructivists learning activities. This paper focuses on the use of virtual environments to facilitate interaction in distance education courses so as to produce positive learning outcomes for students. Furthermore, the instructional strategies were reviewed and discussed for use in virtual worlds to enhance learning within a social context.