Promoting Complex Systems Learning through the use of Computer Modeling

This paper describes part of a project about Learningby- Modeling (LbM). Studying complex systems is increasingly important in teaching and learning many science domains. Many features of complex systems make it difficult for students to develop deep understanding. Previous research indicates that involvement with modeling scientific phenomena and complex systems can play a powerful role in science learning. Some researchers argue with this view indicating that models and modeling do not contribute to understanding complexity concepts, since these increases the cognitive load on students. This study will investigate the effect of different modes of involvement in exploring scientific phenomena using computer simulation tools, on students- mental model from the perspective of structure, behavior and function. Quantitative and qualitative methods are used to report about 121 freshmen students that engaged in participatory simulations about complex phenomena, showing emergent, self-organized and decentralized patterns. Results show that LbM plays a major role in students' concept formation about complexity concepts.

The Design of the Blended Learning System via E-Media and Online Learning for the Asynchronous Learning: Case Study of Process Management Subject

Nowadays the asynchronous learning has granted the permission to the anywhere and anything learning via the technology and E-media which give the learner more convenient. This research is about the design of the blended and online learning for the asynchronous learning of the process management subject in order to create the prototype of this subject asynchronous learning which will create the easiness and increase capability in the learning. The pattern of learning is the integration between the in-class learning and online learning via the internet. This research is mainly focused on the online learning and the online learning can be divided into 5 parts which are virtual classroom, online content, collaboration, assessment and reference material. After the system design was finished, it was evaluated and tested by 5 experts in blended learning design and 10 students which the user’s satisfaction level is good. The result is as good as the assumption so the system can be used in the process management subject for a real usage.

Tagging by Combining Rules- Based Method and Memory-Based Learning

Many natural language expressions are ambiguous, and need to draw on other sources of information to be interpreted. Interpretation of the e word تعاون to be considered as a noun or a verb depends on the presence of contextual cues. To interpret words we need to be able to discriminate between different usages. This paper proposes a hybrid of based- rules and a machine learning method for tagging Arabic words. The particularity of Arabic word that may be composed of stem, plus affixes and clitics, a small number of rules dominate the performance (affixes include inflexional markers for tense, gender and number/ clitics include some prepositions, conjunctions and others). Tagging is closely related to the notion of word class used in syntax. This method is based firstly on rules (that considered the post-position, ending of a word, and patterns), and then the anomaly are corrected by adopting a memory-based learning method (MBL). The memory_based learning is an efficient method to integrate various sources of information, and handling exceptional data in natural language processing tasks. Secondly checking the exceptional cases of rules and more information is made available to the learner for treating those exceptional cases. To evaluate the proposed method a number of experiments has been run, and in order, to improve the importance of the various information in learning.

Effects of Multimedia-based Instructional Designs for Arabic Language Learning among Pupils of Different Achievement Levels

The purpose of this study is to investigate the effects of modality principles in instructional software among first grade pupils- achievements in the learning of Arabic Language. Two modes of instructional software were systematically designed and developed, audio with images (AI), and text with images (TI). The quasi-experimental design was used in the study. The sample consisted of 123 male and female pupils from IRBED Education Directorate, Jordan. The pupils were randomly assigned to any one of the two modes. The independent variable comprised the two modes of the instructional software, the students- achievement levels in the Arabic Language class and gender. The dependent variable was the achievements of the pupils in the Arabic Language test. The theoretical framework of this study was based on Mayer-s Cognitive Theory of Multimedia Learning. Four hypotheses were postulated and tested. Analyses of Variance (ANOVA) showed that pupils using the (AI) mode performed significantly better than those using (TI) mode. This study concluded that the audio with images mode was an important aid to learning as compared to text with images mode.

The Hardware Implementation of a Novel Genetic Algorithm

This paper presents a novel genetic algorithm, termed the Optimum Individual Monogenetic Algorithm (OIMGA) and describes its hardware implementation. As the monogenetic strategy retains only the optimum individual, the memory requirement is dramatically reduced and no crossover circuitry is needed, thereby ensuring the requisite silicon area is kept to a minimum. Consequently, depending on application requirements, OIMGA allows the investigation of solutions that warrant either larger GA populations or individuals of greater length. The results given in this paper demonstrate that both the performance of OIMGA and its convergence time are superior to those of existing hardware GA implementations. Local convergence is achieved in OIMGA by retaining elite individuals, while population diversity is ensured by continually searching for the best individuals in fresh regions of the search space.

Digital Learning Environments for Joint Master in Science Programmes in Building and Construction in Europe: Experimenting with Tools and Technologies

Recent developments in information and communication technologies (ICT) have created excellent conditions for profoundly enhancing the traditional learning and teaching practices. New modes of teaching in higher education subjects can profoundly enhance ones ability to proactively constructing his or her personal learning universe. These developments have contributed to digital learning environments becoming widely available and accessible. In addition, there is a trend towards enlargement and specialization in higher education in Europe. With as a result that existing Master of Science (MSc) programmes are merged or new programmes have been established that are offered as joint MSc programmes to students. In these joint MSc programmes, the need for (common) digital learning environments capable of surmounting the barriers of time and location has become evident. This paper discusses the past and ongoing efforts to establish such common digital learning environments in two joint MSc programmes in Europe and discusses the way technology-based learning environments affect the traditional way of learning.

Image Modeling Using Gibbs-Markov Random Field and Support Vector Machines Algorithm

This paper introduces a novel approach to estimate the clique potentials of Gibbs Markov random field (GMRF) models using the Support Vector Machines (SVM) algorithm and the Mean Field (MF) theory. The proposed approach is based on modeling the potential function associated with each clique shape of the GMRF model as a Gaussian-shaped kernel. In turn, the energy function of the GMRF will be in the form of a weighted sum of Gaussian kernels. This formulation of the GMRF model urges the use of the SVM with the Mean Field theory applied for its learning for estimating the energy function. The approach has been tested on synthetic texture images and is shown to provide satisfactory results in retrieving the synthesizing parameters.

A Neuro Adaptive Control Strategy for Movable Power Source of Proton Exchange Membrane Fuel Cell Using Wavelets

Movable power sources of proton exchange membrane fuel cells (PEMFC) are the important research done in the current fuel cells (FC) field. The PEMFC system control influences the cell performance greatly and it is a control system for industrial complex problems, due to the imprecision, uncertainty and partial truth and intrinsic nonlinear characteristics of PEMFCs. In this paper an adaptive PI control strategy using neural network adaptive Morlet wavelet for control is proposed. It is based on a single layer feed forward neural networks with hidden nodes of adaptive morlet wavelet functions controller and an infinite impulse response (IIR) recurrent structure. The IIR is combined by cascading to the network to provide double local structure resulting in improving speed of learning. The proposed method is applied to a typical 1 KW PEMFC system and the results show the proposed method has more accuracy against to MLP (Multi Layer Perceptron) method.

Trajectory Estimation and Control of Vehicle using Neuro-Fuzzy Technique

Nonlinear system identification is becoming an important tool which can be used to improve control performance. This paper describes the application of adaptive neuro-fuzzy inference system (ANFIS) model for controlling a car. The vehicle must follow a predefined path by supervised learning. Backpropagation gradient descent method was performed to train the ANFIS system. The performance of the ANFIS model was evaluated in terms of training performance and classification accuracies and the results confirmed that the proposed ANFIS model has potential in controlling the non linear system.

Hybrid Machine Learning Approach for Text Categorization

Text categorization - the assignment of natural language documents to one or more predefined categories based on their semantic content - is an important component in many information organization and management tasks. Performance of neural networks learning is known to be sensitive to the initial weights and architecture. This paper discusses the use multilayer neural network initialization with decision tree classifier for improving text categorization accuracy. An adaptation of the algorithm is proposed in which a decision tree from root node until a final leave is used for initialization of multilayer neural network. The experimental evaluation demonstrates this approach provides better classification accuracy with Reuters-21578 corpus, one of the standard benchmarks for text categorization tasks. We present results comparing the accuracy of this approach with multilayer neural network initialized with traditional random method and decision tree classifiers.

Collaborative Web-Based E-learning Environment for Information Security Curriculum

In recent years, the development of e-learning is very rapid. E-learning is an attractive and efficient way for computer education. Student interaction and collaboration also plays an important role in e-learning. In this paper, a collaborative web-based e-learning environment is presented. A wide range of interactive and collaborative methods are integrated into a web-based environment. This e-learning environment is designed for information security curriculum.

Unknown Environment Representation for Mobile Robot Using Spiking Neural Networks

In this paper, a model of self-organizing spiking neural networks is introduced and applied to mobile robot environment representation and path planning problem. A network of spike-response-model neurons with a recurrent architecture is used to create robot-s internal representation from surrounding environment. The overall activity of network simulates a self-organizing system with unsupervised learning. A modified A* algorithm is used to find the best path using this internal representation between starting and goal points. This method can be used with good performance for both known and unknown environments.

Combine a Population-based Incremental Learning with Artificial Immune System for Intrusion Detection System

This research focus on the intrusion detection system (IDS) development which using artificial immune system (AIS) with population based incremental learning (PBIL). AIS have powerful distinguished capability to extirpate antigen when the antigen intrude into human body. The PBIL is based on past learning experience to adjust new learning. Therefore we propose an intrusion detection system call PBIL-AIS which combine two approaches of PBIL and AIS to evolution computing. In AIS part we design three mechanisms such as clonal selection, negative selection and antibody level to intensify AIS performance. In experimental result, our PBIL-AIS IDS can capture high accuracy when an intrusion connection attacks.

Critical Issues Affecting the Engagement by Staff in Professional Development for E-Learning: Findings from a Research Project within the Context of a National Tertiary Education Sector

This paper focuses on issues of engagement by staff in professional development related to the delivery of e-learning. The paper reports on findings drawn from a New Zealand research project which is producing a sector-wide framework for professional development in tertiary e-learning. The research findings indicate that staff engaged in e-learning in tertiary institutions is not making the most effective use of the professional development opportunities available to them; rather they seem to gain their knowledge and support from a variety of informal means. This is despite an emphasis on the provision of professional development opportunities by both Government Policies and Institutions themselves. The conclusion drawn from the findings is that institutional approaches to professional development for e-learning do not yet fully reflect the demands and constraints that working in a digital context impose.

Emotion Classification for Students with Autism in Mathematics E-learning using Physiological and Facial Expression Measures

Avoiding learning failures in mathematics e-learning environments caused by emotional problems in students with autism has become an important topic for combining of special education with information and communications technology. This study presents an adaptive emotional adjustment model in mathematics e-learning for students with autism, emphasizing the lack of emotional perception in mathematics e-learning systems. In addition, an emotion classification for students with autism was developed by inducing emotions in mathematical learning environments to record changes in the physiological signals and facial expressions of students. Using these methods, 58 emotional features were obtained. These features were then processed using one-way ANOVA and information gain (IG). After reducing the feature dimension, methods of support vector machines (SVM), k-nearest neighbors (KNN), and classification and regression trees (CART) were used to classify four emotional categories: baseline, happy, angry, and anxious. After testing and comparisons, in a situation without feature selection, the accuracy rate of the SVM classification can reach as high as 79.3-%. After using IG to reduce the feature dimension, with only 28 features remaining, SVM still has a classification accuracy of 78.2-%. The results of this research could enhance the effectiveness of eLearning in special education.

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.

Markov Game Controller Design Algorithms

Markov games are a generalization of Markov decision process to a multi-agent setting. Two-player zero-sum Markov game framework offers an effective platform for designing robust controllers. This paper presents two novel controller design algorithms that use ideas from game-theory literature to produce reliable controllers that are able to maintain performance in presence of noise and parameter variations. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. Our approach generates an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment, and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed controller architectures attempt to improve controller reliability by a gradual mixing of algorithmic approaches drawn from the game theory literature and the Minimax-Q Markov game solution approach, in a reinforcement-learning framework. We test the proposed algorithms on a simulated Inverted Pendulum Swing-up task and compare its performance against standard Q learning.

Using Genetic Algorithm to Improve Information Retrieval Systems

This study investigates the use of genetic algorithms in information retrieval. The method is shown to be applicable to three well-known documents collections, where more relevant documents are presented to users in the genetic modification. In this paper we present a new fitness function for approximate information retrieval which is very fast and very flexible, than cosine similarity fitness function.

A GA-Based Role Assignment Approach for Web-based Cooperative Learning Environments

Web-based cooperative learning focuses on (1) the interaction and the collaboration of community members, and (2) the sharing and the distribution of knowledge and expertise by network technology to enhance learning performance. Numerous research literatures related to web-based cooperative learning have demonstrated that cooperative scripts have a positive impact to specify, sequence, and assign cooperative learning activities. Besides, literatures have indicated that role-play in web-based cooperative learning environments enhances two or more students to work together toward the completion of a common goal. Since students generally do not know each other and they lack the face-to-face contact that is necessary for the negotiation of assigning group roles in web-based cooperative learning environments, this paper intends to further extend the application of genetic algorithm (GA) and propose a GA-based algorithm to tackle the problem of role assignment in web-based cooperative learning environments, which not only saves communication costs but also reduces conflict between group members in negotiating role assignments.

Personal Digital Assistants for Fieldwork Training in College Campus

Education supported by mobile computers has been widely done for some time. Teachers have attempted to use mobile computers and to find concrete subjects for student-s fieldwork training in college education. The purpose of this research is to develop software for Personal Digital Assistant (PDA) to conduct fieldwork in our campus, and to report a fieldwork class using PDAs in the curriculum of the Department of Regional Environment Studies.