An Implementation of Multi-Media Applications in Teaching Structural Design to Architectural Students

Teaching methods include lectures, workshops and tutorials for the presentation and discussion of ideas have become out of date; were developed outside the discipline of architecture from the college of engineering and do not satisfy the architectural students’ needs and causes them many difficulties in integrating structure into their design. In an attempt to improve structure teaching methods, this paper focused upon proposing a supportive teaching/learning tool using multi-media applications which seeks to better meet the architecture student’s needs and capabilities and improve the understanding and application of basic and intermediate structural engineering and technology principles. Before introducing the use of multi-media as a supportive teaching tool, a questionnaire was distributed to third year students of a structural design course who were selected as a sample to be surveyed forming a sample of 90 cases. The primary aim of the questionnaire was to identify the students’ learning style and to investigate whether the selected method of teaching could make the teaching and learning process more efficient. Students’ reaction on the use of this method was measured using three key elements indicating that this method is an appropriate teaching method for the nature of the students and the course as well.

An Augmented-Reality Interactive Card Game for Teaching Elementary School Students

Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.

Adaptive and Personalizing Learning Sequence Using Modified Roulette Wheel Selection Algorithm

Prior literature in the field of adaptive and personalized learning sequence in e-learning have proposed and implemented various mechanisms to improve the learning process such as individualization and personalization, but complex to implement due to expensive algorithmic programming and need of extensive and prior data. The main objective of personalizing learning sequence is to maximize learning by dynamically selecting the closest teaching operation in order to achieve the learning competency of learner. In this paper, a revolutionary technique has been proposed and tested to perform individualization and personalization using modified reversed roulette wheel selection algorithm that runs at O(n). The technique is simpler to implement and is algorithmically less expensive compared to other revolutionary algorithms since it collects the dynamic real time performance matrix such as examinations, reviews, and study to form the RWSA single numerical fitness value. Results show that the implemented system is capable of recommending new learning sequences that lessens time of study based on student's prior knowledge and real performance matrix.

An Innovative Approach to Improve Skills of Students in Qatar University Spending in Virtual Class through Learning Management System

In this study, students’ learning has been investigated and satisfaction in one of the course offered at Qatar University Foundation Program. Innovative teaching has been implied methodology that emphasizes on enhancing students’ thinking skills, decision making, and problem solving skills. Some interesting results were found which could be used to further improvement of the teaching methodology. In Fall 2012 in Foundation Program Math department at Qatar University has started implementing new ways of teaching Math by introducing MyMathLab (MML) as an innovative interactive tool in addition of the use Blackboard to support standard teaching such as Discussion board in Virtual class to engage students outside of classroom and to enhance independent, active learning that promote students’ critical thinking skills, decision making, and problem solving skills through the learning process.

Instruction and Learning Design Consideration for the Development of Mobile Learning Application

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.

A Methodology for Automatic Diversification of Document Categories

Recently, numerous documents including large volumes of unstructured data and text have been created because of the rapid increase in the use of social media and the Internet. Usually, these documents are categorized for the convenience of users. Because the accuracy of manual categorization is not guaranteed, and such categorization requires a large amount of time and incurs huge costs. Many studies on automatic categorization have been conducted to help mitigate the limitations of manual categorization. Unfortunately, most of these methods cannot be applied to categorize complex documents with multiple topics because they work on the assumption that individual documents can be categorized into single categories only. Therefore, to overcome this limitation, some studies have attempted to categorize each document into multiple categories. However, the learning process employed in these studies involves training using a multi-categorized document set. These methods therefore cannot be applied to the multi-categorization of most documents unless multi-categorized training sets using traditional multi-categorization algorithms are provided. To overcome this limitation, in this study, we review our novel methodology for extending the category of a single-categorized document to multiple categorizes, and then introduce a survey-based verification scenario for estimating the accuracy of our automatic categorization methodology.

Motivating the Independent Learner at the Arab Open University, Kuwait

Academicians at the Arab Open University have always voiced their concern about the efficacy of the blended learning process. Based on 75% independent study and 25% face-toface tutorial, it poses the challenge of the predisposition to adjustment. Being used to the psychology of traditional educational systems, AOU students cannot be easily weaned from being spoonfed. Hence they lack the motivation to plunge into self-study. For better involvement of AOU students into the learning practices, it is imperative to diagnose the factors that impede or increase their motivation. This is conducted through an empirical study grounded upon observations and tested hypothesis and aimed at monitoring and optimizing the students’ learning outcome. Recommendations of the research will follow the findings.

The Potential Benefits of Multimedia Information Representation in Enhancing Students’ Critical Thinking and History Reasoning

This paper discusses the potential benefits of an interactive multimedia information representation in enhancing students’ critical thinking aligned with history reasoning in learning history amongst Secondary School students in Malaysia. Two modes of multimedia information representation were implemented; chronologic and thematic information representations. A qualitative study of an unstructured interview was conducted among two history teachers, one history education lecturer, two i-think experts, and five students from Form Four secondary school. The interview was to elicit their opinions on the implementation of thinking maps and interactive multimedia information representation in history learning. The key elements of the interactive multimedia (e.g. multiple media, user control, interactivity and use of timelines and concept maps) were then considered to improve the learning process. Findings of the preliminary investigation reveal that the interactive multimedia information representations have the potential benefits to be implemented as an instructional resource in enhancing students’ higher order thinking skills (HOTs). This paper concludes by giving suggestions for future work.

The Motivating and Limiting Factors of Learners’ Engagement in an Online Discussion Forum

Lately, asynchronous discussion forum is integrated in higher educational institutions as it may increase learning process, learners’ understanding, achievement and knowledge construction. The asynchronous discussion forum is used to complement the traditional, face-to-face learning session in hybrid learning courses. However, studies have proven that students’ engagement in online forums is still unconvincing. Thus, the aim of this study is to investigate the motivating factors and obstacles that affect the learners’ engagement in asynchronous discussion forum. This study is carried out in one of the public higher educational institutions in Malaysia with 18 postgraduate students as samples. The authors have developed a 40-items questionnaire based on literature review. The results indicate several factors that have encouraged or limited students’ engagement in asynchronous discussion forum: (a) the practices or behaviors of peers, or instructors, (b) the needs for the discussions, (c) the learners’ personalities, (d) constraints in continuing the discussion forum, (e) lack of ideas, (f) the level of thoughts, (g) the level of knowledge construction, (h) technical problems, (i) time constraints and (j) misunderstanding. This study suggests some recommendations to increase the students’ engagement in online forums. Finally, based upon the findings, some implications are proposed for further research.

Comparison of the Effectiveness of Communication between the Traditional Lecture and IELS

Communication and effective information exchange within technology has become a crucial part of delivering knowledge to students during the learning process. It enables better understanding, builds trust and respect, and increases the sharing of knowledge between students. This paper examines the communication between undergraduate students and their lecturers during the traditional lecture and when using the Interactive Electronic Lecture System (IELS). The IELS is an application that offers a set of components which support the effective communication between students and their peers and between students and their lecturers. Moreover, this paper highlights communication skills such as sender, receiver, channel and feedback. It will show how the IELS creates a rich communication environment between its users and how they communicate effectively. To examine and assess the effectiveness of communication, an experiment was conducted on groups of users; students and lecturers. The first group communicated in the traditional lecture while the second group communicated by means of the IELS application. The results show that there was more effective communication between the second group than the first.

Towards a Model of Support in the Areas of Services of Educational Assistance and Tutoring in Middle Education in Mexico

Adolescence is a neuralgic stage in the formation of every human being, generally at this stage is when the middle school level is studied. In 2006 in Mexico incorporated “mentoring" space to assist students in their integration and participation in life. In public middle schools, is sometimes difficult to be aware of situations that affect students because of the number of them and traditional records management. Whit this they lose the opportunity to provide timely support as a preventive way. In order to provide this support, it is required to know the students by detecting the relevant information that has greater impact on their learning process. This research is looking to check if it is possible to identify student’s relevant information to detect when it is at risk, and then to propose a model to manage in a proper way such information.

A Development of Online Lessons to Strengthen the Learning Process of Master's Degree Students Majoring in Curriculum and Instruction at Suan Sunandha Rajabhat University

The purposes of the research were to develop online lessons to strengthen the learning process of Master's degree students majoring in Curriculum and Instruction at Suan Sunandha Rajabhat University; to achieve the efficiency criteria of 80/80; and to study the satisfaction of students who use online lessons to strengthen the learning process of Master’s degree students majoring in Curriculum and Instruction at Suan Sunandha Rajabhat University. The sample consisted of 40 university students studying in semester 1, academic year 2012. The sample was determined by Purposive Sampling. Selected students were from the class which the researcher was the homeroom tutor. The tutor was responsible for the teaching of learning process. Tools used in the study were online lessons, 60-point performance test, and evaluation test of satisfaction of students on online lessons. Data analysis yielded the following results; 83.66/88.29 efficiency of online lessons measured against the criteria; the comparison of performance before and after taking online lessons using t-test yielded 29.67. The statistical significance was at 0.05; the average satisfaction level of forty students on online lessons was 4.46 with standard deviation of 0.68.

Collaborative Online Learning for Lecturers

This paper was prepared to see the perceptions of online lectures regarding collaborative learning, in terms of how lecturers view online collaborative learning in the higher learning institution. The purpose of this study was conducted to determine the perceptions of online lectures about collaborative learning, especially how lecturers see online collaborative learning in the university. Adult learning education enhance collaborative learning culture with the target of involving learners in the learning process to make teaching and learning more effective and open at the university. This will finally make students learning that will assist each other. It is also to cut down the pressure of loneliness and isolation might felt among adult learners. Their ways in collaborative online was also determined. In this paper, researchers collect data using questionnaires instruments. The collected data were analyzed and interpreted. By analyzing the data, researchers report the results according the proof taken from the respondents. Results from the study, it is not only dependent on the lecturer but also a student to shape a good collaborative learning practice. Rational concepts and pattern to achieve these targets be clear right from the beginning and may be good seen by a number of proposals submitted and include how the higher learning institution has trained with ongoing lectures online. Advantages of online collaborative learning show that lecturers should be trained effectively. Studies have seen that the lecturer aware of online collaborative learning. This positive attitude will encourage the higher learning institution to continue to give the knowledge and skills required.

The Efficacy of Technology in Enhancing the Development and Learning of Children (0 – 5 Years)

The use of Technological tools in the classroom setting has drawn the interest of researchers all over the world in the recent time. Technology has been identified in the recent time as potentials tools to aid learning especially during early childhood stage. The main objective of this is to assist the upcoming younger generations to acquire necessary skills for cognitive development which later enhances effective teaching learning process. The integration of Technology in early childhood requires a careful selection of devices that will both assist the children and the teachers or care givers. This paper therefore, examines some selected literature evidences and highlighted the efficacy of various technologies tools in enhancing the development and learning of children (0 – 5 years). Conclusion and recommendations were also drawn in this paper. 

Q-Learning with Eligibility Traces to Solve Non-Convex Economic Dispatch Problems

Economic Dispatch is one of the most important power system management tools. It is used to allocate an amount of power generation to the generating units to meet the load demand. The Economic Dispatch problem is a large scale nonlinear constrained optimization problem. In general, heuristic optimization techniques are used to solve non-convex Economic Dispatch problem. In this paper, ideas from Reinforcement Learning are proposed to solve the non-convex Economic Dispatch problem. Q-Learning is a reinforcement learning techniques where each generating unit learn the optimal schedule of the generated power that minimizes the generation cost function. The eligibility traces are used to speed up the Q-Learning process. Q-Learning with eligibility traces is used to solve Economic Dispatch problems with valve point loading effect, multiple fuel options, and power transmission losses.

Are Lecturers- Ready for Usage of Mobile Technology for Teaching?

Descriptive statistics was performed with the aim to achieve research objective of to investigate lecturers- usage of the mobile technology for teaching. A representative sample of 20 lecturers from the Faculty of Industrial Art & Design Technology of Universiti Industri Selangor (UNISEL), Malaysia was selected as the respondents. The result attested that lecturers fully accept the concept of mobility in learning and game play is appealing concept to support classroom learning. Subsequently, analogous experience on small size of keypad, screen resolution, and navigation could be the major problematic factors to students and affect their mobile learning process. Recommendation for future research is also presented.

Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Knowledge Creation and Innovation in Classroom

The concepts of knowledge creation and innovation have a strong relationship but this relationship has not been examined systematically. This study examines the utilization of knowledge creation processes of the Theory of Knowledge Creation in Higher Education Institutions. These processes consist of socialization, externalization, combination and internalization. This study suggests that the utilization of these processes will give impacts on innovation in academic performance. A cross-sectional study was conducted using survey questionnaires to collect data of the utilization of knowledge creation processes and classroom-s innovation. The samples are Business Management students of a Malaysian Higher Education Institution. The results of this study could help Higher Education Institutions to enrich the learning process of students through knowledge creation and innovation.

A Novel Adaptive E-Learning Model Based on Developed Learner's Styles

Adaptive e-learning today gives the student a central role in his own learning process. It allows learners to try things out, participate in courses like never before, and get more out of learning than before. In this paper, an adaptive e-learning model for logic design, simplification of Boolean functions and related fields is presented. Such model presents suitable courses for each student in a dynamic and adaptive manner using existing database and workflow technologies. The main objective of this research work is to provide an adaptive e-learning model based learners' personality using explicit and implicit feedback. To recognize the learner-s, we develop dimensions to decide each individual learning style in order to accommodate different abilities of the users and to develop vital skills. Thus, the proposed model becomes more powerful, user friendly and easy to use and interpret. Finally, it suggests a learning strategy and appropriate electronic media that match the learner-s preference.

Decision Rule Induction in a Learning Content Management System

A learning content management system (LCMS) is an environment to support web-based learning content development. Primary function of the system is to manage the learning process as well as to generate content customized to meet a unique requirement of each learner. Among the available supporting tools offered by several vendors, we propose to enhance the LCMS functionality to individualize the presented content with the induction ability. Our induction technique is based on rough set theory. The induced rules are intended to be the supportive knowledge for guiding the content flow planning. They can also be used as decision rules to help content developers on managing content delivered to individual learner.