A Virtual Reality Laboratory for Distance Education in Chemistry

Simulations play a major role in education not only because they provide realistic models with which students can interact to acquire real world experiences, but also because they constitute safe environments in which students can repeat processes without any risk in order to perceive easier concepts and theories. Virtual reality is widely recognized as a significant technological advance that can facilitate learning process through the development of highly realistic 3D simulations supporting immersive and interactive features. The objective of this paper is to analyze the influence of virtual reality-s use in chemistry instruction as well as to present an integrated web-based learning environment for the simulation of chemical experiments. The proposed application constitutes a cost-effective solution for both schools and universities without appropriate infrastructure and a valuable tool for distance learning and life-long education in chemistry. Its educational objectives are the familiarization of students with the equipment of a real chemical laboratory and the execution of virtual volumetric analysis experiments with the active participation of students.

Oscillation Effect of the Multi-stage Learning for the Layered Neural Networks and Its Analysis

This paper proposes an efficient learning method for the layered neural networks based on the selection of training data and input characteristics of an output layer unit. Comparing to recent neural networks; pulse neural networks, quantum neuro computation, etc, the multilayer network is widely used due to its simple structure. When learning objects are complicated, the problems, such as unsuccessful learning or a significant time required in learning, remain unsolved. Focusing on the input data during the learning stage, we undertook an experiment to identify the data that makes large errors and interferes with the learning process. Our method devides the learning process into several stages. In general, input characteristics to an output layer unit show oscillation during learning process for complicated problems. The multi-stage learning method proposes by the authors for the function approximation problems of classifying learning data in a phased manner, focusing on their learnabilities prior to learning in the multi layered neural network, and demonstrates validity of the multi-stage learning method. Specifically, this paper verifies by computer experiments that both of learning accuracy and learning time are improved of the BP method as a learning rule of the multi-stage learning method. In learning, oscillatory phenomena of a learning curve serve an important role in learning performance. The authors also discuss the occurrence mechanisms of oscillatory phenomena in learning. Furthermore, the authors discuss the reasons that errors of some data remain large value even after learning, observing behaviors during learning.

Developing of Intelligent Schools with a New Model of Strategic Management System

Intelligent schools are those which use IT devices and technologies as media software, hardware and networks to improve learning process. On the other hand Strategic management is a field that deals with the major intended and emergent initiatives taken by general managers on behalf of owners, involving utilization of resources, to enhance the performance of firms in their external environments. Here, we present a model Strategic Management System that has been applied on some schools and have made strict improvement.

An Extension of Multi-Layer Perceptron Based on Layer-Topology

There are a lot of extensions made to the classic model of multi-layer perceptron (MLP). A notable amount of them has been designed to hasten the learning process without considering the quality of generalization. The paper proposes a new MLP extension based on exploiting topology of the input layer of the network. Experimental results show the extended model to improve upon generalization capability in certain cases. The new model requires additional computational resources to compare to the classic model, nevertheless the loss in efficiency isn-t regarded to be significant.

Probabilistic Bayesian Framework for Infrared Face Recognition

Face recognition in the infrared spectrum has attracted a lot of interest in recent years. Many of the techniques used in infrared are based on their visible counterpart, especially linear techniques like PCA and LDA. In this work, we introduce a probabilistic Bayesian framework for face recognition in the infrared spectrum. In the infrared spectrum, variations can occur between face images of the same individual due to pose, metabolic, time changes, etc. Bayesian approaches permit to reduce intrapersonal variation, thus making them very interesting for infrared face recognition. This framework is compared with classical linear techniques. Non linear techniques we developed recently for infrared face recognition are also presented and compared to the Bayesian face recognition framework. A new approach for infrared face extraction based on SVM is introduced. Experimental results show that the Bayesian technique is promising and lead to interesting results in the infrared spectrum when a sufficient number of face images is used in an intrapersonal learning process.

The Framework for Adaptive Games for Mobile Application Using Neural Networks

The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform

Non-Invasive Technology on a Classroom Chair for Detection of Emotions Used for the Personalization of Learning Resources

Emotions are related with learning processes and physiological signals can be used to detect them for the personalization of learning resources and to control the pace of instruction. A model of relevant emotions has been developed, where specific combinations of emotions and cognition processes are connected and integrated with the concept of 'flow', in order to improve learning. The cardiac pulse is a reliable signal that carries useful information about the subject-s emotional condition; it is detected using a classroom chair adapted with non invasive EMFi sensor and an acquisition system that generates a ballistocardiogram (BCG), the signal is processed by an algorithm to obtain characteristics that match a specific emotional condition. The complete chair system is presented in this work, along with a framework for the personalization of learning resources.

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.

Concept Indexing using Ontology and Supervised Machine Learning

Nowadays, ontologies are the only widely accepted paradigm for the management of sharable and reusable knowledge in a way that allows its automatic interpretation. They are collaboratively created across the Web and used to index, search and annotate documents. The vast majority of the ontology based approaches, however, focus on indexing texts at document level. Recently, with the advances in ontological engineering, it became clear that information indexing can largely benefit from the use of general purpose ontologies which aid the indexing of documents at word level. This paper presents a concept indexing algorithm, which adds ontology information to words and phrases and allows full text to be searched, browsed and analyzed at different levels of abstraction. This algorithm uses a general purpose ontology, OntoRo, and an ontologically tagged corpus, OntoCorp, both developed for the purpose of this research. OntoRo and OntoCorp are used in a two-stage supervised machine learning process aimed at generating ontology tagging rules. The first experimental tests show a tagging accuracy of 78.91% which is encouraging in terms of the further improvement of the algorithm.

Probability Density Estimation Using Advanced Support Vector Machines and the Expectation Maximization Algorithm

This paper presents a new approach for the prob-ability density function estimation using the Support Vector Ma-chines (SVM) and the Expectation Maximization (EM) algorithms.In the proposed approach, an advanced algorithm for the SVM den-sity estimation which incorporates the Mean Field theory in the learning process is used. Instead of using ad-hoc values for the para-meters of the kernel function which is used by the SVM algorithm,the proposed approach uses the EM algorithm for an automatic optimization of the kernel. Experimental evaluation using simulated data set shows encouraging results.

Analysis and Categorization of e-Learning Activities Based On Meaningful Learning Characteristics

Learning is the acquisition of new mental schemata, knowledge, abilities and skills which can be used to solve problems potentially more successfully. The learning process is optimum when it is assisted and personalized. Learning is not a single activity, but should involve many possible activities to make learning become meaningful. Many e-learning applications provide facilities to support teaching and learning activities. One way to identify whether the e-learning system is being used by the learners is through the number of hits that can be obtained from the e-learning system's log data. However, we cannot rely solely to the number of hits in order to determine whether learning had occurred meaningfully. This is due to the fact that meaningful learning should engage five characteristics namely active, constructive, intentional, authentic and cooperative. This paper aims to analyze the e-learning activities that is meaningful to learning. By focusing on the meaningful learning characteristics, we match it to the corresponding Moodle e-learning activities. This analysis discovers the activities that have high impact to meaningful learning, as well as activities that are less meaningful. The high impact activities is given high weights since it become important to meaningful learning, while the low impact has less weight and said to be supportive e-learning activities. The result of this analysis helps us categorize which e-learning activities that are meaningful to learning and guide us to measure the effectiveness of e-learning usage.

Teachers- Perceptions on the Use of E-Books as Textbooks in the Classroom

At the time where electronic books, or e-Books, offer students a fun way of learning , teachers who are used to the paper text books may find it as a new challenge to use it as a part of learning process. Precisely, there are various types of e-Books available to suit students- knowledge, characteristics, abilities, and interests. The paper discusses teachers- perceptions on the use of ebooks as a paper text book in the classroom. A survey was conducted on 72 teachers who use e-books as textbooks. It was discovered that a majority of these teachers had good perceptions on the use of ebooks. However, they had little problems using the devices. It can be overcome with some strategies and a suggested framework.

e/b-Learning Activities and High School Pedagogy

This article presents the implementation of several different e/b-Learning collaborative activities, used to improve the students learning process in an high school Polytechnic Institution. A new learning model arises, based on a combination between face-toface and distance leaning. Learning is now becoming centered with the development of collaborative activities, and its actors (teachers and students) have to be re-socialized to a new e/b-Learning paradigm. Measuring approaches are proposed for this model and results are presented, showing prospective correlation between students learning success and the use of online collaborative activities.

Open Source Implementation of M-Learning for Primary School in Malaysia

With the proliferation of the mobile device technologies, mobile learning can be used to complement and improve traditional learning problems. Both students and teachers need a proper and handy system to monitor and keep track the performance of the students. This paper presents an implementation of M-learning for primary school in Malaysia by using an open source technology. It focuses on learning mathematics using handheld devices for primary schools- students aged 11 and 12 years old. Main users for this system include students, teachers and the administrator. This application suggests a new mobile learning environment with mobile graph for tracking the students- progress and performance. The purpose of this system is not to replace traditional classroom but to complement the learning process. In a testing conducted, students who used this system performed better in their examination.

Personal Knowledge Management among Adult Learners: Behind the Scene of Social Network

The burst of Web 2.0 technology and social networking tools manifest different styles of learning and managing knowledge among both knowledge workers and adult learners. In the Western countries, open-learning concept has been made popular due to the ease of use and the reach that the technology provides. In Malaysia, there are still some gaps between the learners- acceptance of technology and the full implementation of the technology in the education system. There is a need to understand how adult learners, who are knowledge workers, manage their personal knowledge via social networking tools, especially in their learning process. Four processes of personal knowledge management (PKM) and four cognitive enablers are proposed supported by analysed data on adult learners in a university. The model derived from these processes and enablers is tested and presented, with recommendations on features to be included in adult learners- learning environment.

Model to Support Synchronous and Asynchronous in the Learning Process with An Adaptive Hypermedia System

In blended learning environments, the Internet can be combined with other technologies. The aim of this research was to design, introduce and validate a model to support synchronous and asynchronous activities by managing content domains in an Adaptive Hypermedia System (AHS). The application is based on information recovery techniques, clustering algorithms and adaptation rules to adjust the user's model to contents and objects of study. This system was applied to blended learning in higher education. The research strategy used was the case study method. Empirical studies were carried out on courses at two universities to validate the model. The results of this research show that the model had a positive effect on the learning process. The students indicated that the synchronous and asynchronous scenario is a good option, as it involves a combination of work with the lecturer and the AHS. In addition, they gave positive ratings to the system and stated that the contents were adapted to each user profile.

Efficient Boosting-Based Active Learning for Specific Object Detection Problems

In this work, we present a novel active learning approach for learning a visual object detection system. Our system is composed of an active learning mechanism as wrapper around a sub-algorithm which implement an online boosting-based learning object detector. In the core is a combination of a bootstrap procedure and a semi automatic learning process based on the online boosting procedure. The idea is to exploit the availability of classifier during learning to automatically label training samples and increasingly improves the classifier. This addresses the issue of reducing labeling effort meanwhile obtain better performance. In addition, we propose a verification process for further improvement of the classifier. The idea is to allow re-update on seen data during learning for stabilizing the detector. The main contribution of this empirical study is a demonstration that active learning based on an online boosting approach trained in this manner can achieve results comparable or even outperform a framework trained in conventional manner using much more labeling effort. Empirical experiments on challenging data set for specific object deteciton problems show the effectiveness of our approach.

Preparing Entrepreneurial Women: A Challenge for Indian Education System

Education, as the most important resource in any country, has multiplying effects on all facets of development in a society. The new social realities, particularly the interplay between democratization of education; unprecedented developments in IT sector; emergence of knowledge society, liberalization of economy and globalization have greatly influenced the educational process of all nations. This turbulence entails upon education to undergo dramatic changes to keep up with the new expectations. Growth of entrepreneurship among Indian women is highly important for empowering them and this is highly essential for socio-economic development of a society. Unfortunately in India there is poor acceptance of entrepreneurship among women as unfounded myths and fears restrain them to be enterprising. To remove these inhibitions, education system needs to be re-engineered to make entrepreneurship more acceptable. This paper empirically analyses the results of a survey done on around 500 female graduates in North India to measure and evaluate various entrepreneurial traits present in them. A formative model has been devised in this context, which should improve the teaching-learning process in our education system, which can lead to sustainable growth of women entrepreneurship in India.

University Students Awareness on M-Learning

Mobile learning (M-learning) is the current technology that is becoming more popular. It uses the current mobile and wireless computing technology to complement the effectiveness of traditional learning process. The objective of this paper is presents a survey from 90 undergraduate students of Universiti Teknologi PETRONAS (UTP), to identify the students- perception on Mlearning. From the results, the students are willing to use M-learning. The acceptance level of the students is high, and the results obtained revealed that the respondents almost accept M-learning as one method of teaching and learning process and also able to improve the educational efficiency by complementing traditional learning in UTP.

Extended Least Squares LS–SVM

Among neural models the Support Vector Machine (SVM) solutions are attracting increasing attention, mostly because they eliminate certain crucial questions involved by neural network construction. The main drawback of standard SVM is its high computational complexity, therefore recently a new technique, the Least Squares SVM (LS–SVM) has been introduced. In this paper we present an extended view of the Least Squares Support Vector Regression (LS–SVR), which enables us to develop new formulations and algorithms to this regression technique. Based on manipulating the linear equation set -which embodies all information about the regression in the learning process- some new methods are introduced to simplify the formulations, speed up the calculations and/or provide better results.