Abstract: This paper proposes an Interactive Chinese Character
Learning System (ICCLS) based on pictorial evolution as an
edutainment concept in computer-based learning of language. The
advantage of the language origination itself is taken as a learning
platform due to the complexity in Chinese language as compared to
other types of languages. Users especially children enjoy more by
utilize this learning system because they are able to memories the
Chinese Character easily and understand more of the origin of the
Chinese character under pleasurable learning environment, compares
to traditional approach which children need to rote learning Chinese
Character under un-pleasurable environment. Skeletonization is used
as the representation of Chinese character and object with an animated
pictograph evolution to facilitate the learning of the language. Shortest
skeleton path matching technique is employed for fast and accurate
matching in our implementation. User is required to either write a
word or draw a simple 2D object in the input panel and the matched
word and object will be displayed as well as the pictograph evolution
to instill learning. The target of computer-based learning system is for
pre-school children between 4 to 6 years old to learn Chinese
characters in a flexible and entertaining manner besides utilizing
visual and mind mapping strategy as learning methodology.
Abstract: The dramatic effect of information technology on
society is undeniable. In education, it is evident in the use of terms
like active learning, blended learning, electronic learning and mobile
learning (ubiquitous learning). This study explores the perceptions of
54 learners in a higher education institution regarding the use of
mobile devices in a third year module. Using semi-structured
interviews, it was found that mobile devices had a positive impact on
learner motivation, engagement and enjoyment. It also improved the
consistency of learning material, and the convenience and flexibility
(anywhere, anytime) of learning. User-interfacelimitation, bandwidth
and cognitive overload, however, were of concern. The use of cloud
based resources like Youtube and Google Docs, through mobile
devices, positively influenced learner perceptions, making them
prosumers (both consumers and producers) of education content.
Abstract: Curriculum is one of the most important inputs in higher education system and for knowing the strong and weak spots of it we need evaluation. The main purpose of this study was to survey of the curriculum quality of Insurance Management field. Case: University of Allameh Taba Tabaee(according to view point of students,alumni,employer and faculty members).Descriptive statistics (mean, tables, percentages, frequency distribution) and inferential statistics (CHI SQUARE) were used to analyze the data. Six criterions considered for the Quality of curriculum: objectives, content, teaching and learning methods, space and facilities, Time, assessment of learning. objectives, teaching and learning methods criterions was desirable level, content criteria was undesirable level, space and facilities, time and assessment of learning were rather desirable level. The quality of curriculum of insurance management field was relatively desirable level.
Abstract: E-learning refers to the specific kind of learning
experienced within the domain of educational technology, which can
be used in or out of the classroom. In this paper, we give an
overview of an e-learning platform 'An Innovative Interactive and
Online English Platform for Upper Primary Students' is an
interactive web-based application which will serve as an aid to the
primary school students in Mauritius. The objectives of this platform
are to offer quality learning resources for the English subject at our
primary level of education, encourage self-learning and hence
promote e-learning. The platform developed consists of several
interesting features, for example, the English Verb Conjugation tool,
Negative Form tool, Interrogative Form tool and Close Test
Generator. Thus, this learning platform will be useful at a time
where our country is looking for an alternative to private tuition and
also, looking forward to increase the pass rate.
Abstract: Laboratory activities have produced benefits in
student learning. With current drives of new technology resources
and evolving era of education methods, renewal status of learning
and teaching in laboratory methods are in progress, for both learners
and the educators. To enhance learning outcomes in laboratory works
particularly in engineering practices and testing, learning via handson
by instruction may not sufficient. This paper describes and
compares techniques and implementation of traditional (expository)
with open-ended laboratory (problem-based) for two consecutive
cohorts studying environmental laboratory course in civil engineering
program. The transition of traditional to problem-based findings and
effect were investigated in terms of course assessment student
feedback survey, course outcome learning measurement and student
performance grades. It was proved that students have demonstrated
better performance in their grades and 12% increase in the course
outcome (CO) in problem-based open-ended laboratory style than
traditional method; although in perception, students has responded
less favorable in their feedback.
Abstract: Using neural network we try to model the unknown function f for given input-output data pairs. The connection strength of each neuron is updated through learning. Repeated simulations of crisp neural network produce different values of weight factors that are directly affected by the change of different parameters. We propose the idea that for each neuron in the network, we can obtain quasi-fuzzy weight sets (QFWS) using repeated simulation of the crisp neural network. Such type of fuzzy weight functions may be applied where we have multivariate crisp input that needs to be adjusted after iterative learning, like claim amount distribution analysis. As real data is subjected to noise and uncertainty, therefore, QFWS may be helpful in the simplification of such complex problems. Secondly, these QFWS provide good initial solution for training of fuzzy neural networks with reduced computational complexity.
Abstract: Internet computer games turn to be more and more
attractive within the context of technology enhanced learning.
Educational games as quizzes and quests have gained significant
success in appealing and motivating learners to study in a different
way and provoke steadily increasing interest in new methods of
application. Board games are specific group of games where figures
are manipulated in competitive play mode with race conditions on a
surface according predefined rules. The article represents a new,
formalized model of traditional quizzes, puzzles and quests shown as
multimedia board games which facilitates the construction process of
such games. Authors provide different examples of quizzes and their
models in order to demonstrate the model is quite general and does
support not only quizzes, mazes and quests but also any set of
teaching activities. The execution process of such models is
explained and, as well, how they can be useful for creation and
delivery of adaptive e-learning courseware.
Abstract: The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".
Abstract: Serious games have proven to be a useful instrument
to engage learners and increase motivation. Nevertheless, a broadly
accepted, practical instructional design approach to serious games
does not exist. In this paper, we introduce the use of an instructional
design model that has not been applied to serious games yet, and has
some advantages compared to other design approaches. We present
the case of mechanics mechatronics education to illustrate the close
match with timing and role of knowledge and information that the
instructional design model prescribes and how this has been
translated to a rigidly structured game design. The structured
approach answers the learning needs of applicable knowledge within
the target group. It combines advantages of simulations with
strengths of entertainment games to foster learner-s motivation in the
best possible way. A prototype of the game will be evaluated along a
well-respected evaluation method within an advanced test setting
including test and control group.
Abstract: The control of sprayer boom undesired vibrations pose a great challenge to investigators due to various disturbances and conditions. Sprayer boom movements lead to reduce of spread efficiency and crop yield. This paper describes the design of a novel control method for an active suspension system applying proportional-integral-derivative (PID) controller with an active force control (AFC) scheme integration of an iterative learning algorithm employed to a sprayer boom. The iterative learning as an intelligent method is principally used as a method to calculate the best value of the estimated inertia of the sprayer boom needed for the AFC loop. Results show that the proposed AFC-based scheme performs much better than the standard PID control technique. Also, this shows that the system is more robust and accurate.
Abstract: Accounts of language acquisition differ significantly in their treatment of the role of prediction in language learning. In particular, nativist accounts posit that probabilistic learning about words and word sequences has little to do with how children come to use language. The accuracy of this claim was examined by testing whether distributional probabilities and frequency contributed to how well 3-4 year olds repeat simple word chunks. Corresponding chunks were the same length, expressed similar content, and were all grammatically acceptable, yet the results of the study showed marked differences in performance when overall distributional frequency varied. It was found that a distributional model of language predicted the empirical findings better than a number of other models, replicating earlier findings and showing that children attend to distributional probabilities in an adult corpus. This suggested that language is more prediction-and-error based, rather than on abstract rules which nativist camps suggest.
Abstract: This research aims to create a model for analysis of student motivation behavior on e-Learning based on association rule mining techniques in case of the Information Technology for Communication and Learning Course at Suan Sunandha Rajabhat University. The model was created under association rules, one of the data mining techniques with minimum confidence. The results showed that the student motivation behavior model by using association rule technique can indicate the important variables that influence the student motivation behavior on e-Learning.
Abstract: This paper examines the interplay of policy options
and cost-effective technology in providing sustainable distance
education. A case study has been conducted among the learners and
teachers. The emergence of learning technologies through CD,
internet, and mobile is increasingly adopted by distance institutes for
quick delivery and cost-effective factors. Their sustainability is
conditioned by the structure of learners and well as the teaching
community. The structure of learners in terms of rural and urban
background revealed similarity in adoption and utilization of mobile
learning. In other words, the technology transcended the rural-urban
dichotomy. The teaching community was divided into two groups on
policy issues. This study revealed both cost-effective as well as
sustainability impacts on different learners groups divided by rural
and urban location.
Abstract: A Web-based learning tool, the Learn IN Context
(LINC) system, designed and being used in some institution-s
courses in mixed-mode learning, is presented in this paper. This
mode combines face-to-face and distance approaches to education.
LINC can achieve both collaborative and competitive learning. In
order to provide both learners and tutors with a more natural way to
interact with e-learning applications, a conversational interface has
been included in LINC. Hence, the components and essential features
of LINC+, the voice enhanced version of LINC, are described. We
report evaluation experiments of LINC/LINC+ in a real use context
of a computer programming course taught at the Université de
Moncton (Canada). The findings show that when the learning
material is delivered in the form of a collaborative and voice-enabled
presentation, the majority of learners seem to be satisfied with this
new media, and confirm that it does not negatively affect their
cognitive load.
Abstract: Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts. As educators, we need to explore these environments to determine how they can most effectively be used in our instructional practices. This paper explores the current application of virtual worlds to identify meaningful educational strategies that are being used to engage students and enhance teaching and learning.
Abstract: The belief decision tree (BDT) approach is a decision
tree in an uncertain environment where the uncertainty is represented
through the Transferable Belief Model (TBM), one interpretation
of the belief function theory. The uncertainty can appear either in
the actual class of training objects or attribute values of objects to
classify. In this paper, we develop a post-pruning method of belief
decision trees in order to reduce size and improve classification
accuracy on unseen cases. The pruning of decision tree has a
considerable intention in the areas of machine learning.
Abstract: The evolution in project management was triggered by
the changes in management philosophy and practices in order to
maintain competitive advantage and continuous success in the field.
The purpose of this paper is to highlight the practicality of cognitive
style and unlearning approach in influencing the achievement of
project success by project managers. It introduces the concept of
planning, knowing and creating style from cognitive style field in the
light of achieving time, cost, quality and stakeholders appreciation in
project success context. Further it takes up a discussion of the
unlearning approach as a moderator in enhancing the relationship
between cognitive style and project success. The paper bases itself on
literature review from established disciplines like psychology,
sociology and philosophy regarding cognitive style, unlearning and
project success in general. The analysis and synthesis of literature in
the subject area a conceptual paper is utilized as the basis of future
research to form a comprehensive framework for project managers in
enhancing the project management competency.
Abstract: Social learning network analysis has drawn attention
for most researcher on e-learning research domain. This is due to the
fact that it has the capability to identify the behavior of student
during their social interaction inside e-learning. Normally, the social
network analysis (SNA) is treating the students' interaction merely as
node and edge with less meaning. This paper focuses on providing an
ontology structure of e-learning Moodle that can enrich the
relationships among students, as well as between the students and the
teacher. This ontology structure brings great benefit to the future
development of e-learning system.
Abstract: Educational games (EG) seem to have lots of potential due to digital games popularity and preferences of our younger generations of learners. However, most studies focus on game design and its effectiveness while little has been known about the factors that can affect users to accept or to reject EG for their learning. User acceptance research try to understand the determinants of information systems (IS) adoption among users by investigating both systems factors and users factors. Upon the lack of knowledge on acceptance factors for educational games, we seek to understand the issue. This study proposed a model of acceptance factors based on Unified Theory of Acceptance and Use of Technology (UTAUT). We use original model (performance expectancy, effort expectancy and social influence) together with two new determinants (learning opportunities and enjoyment). We will also investigate the effect of gender and gaming experience that moderate the proposed factors.
Abstract: A complex valued neural network is a neural network
which consists of complex valued input and/or weights and/or thresholds
and/or activation functions. Complex-valued neural networks
have been widening the scope of applications not only in electronics
and informatics, but also in social systems. One of the most important
applications of the complex valued neural network is in signal
processing. In Neural networks, generalized mean neuron model
(GMN) is often discussed and studied. The GMN includes a new
aggregation function based on the concept of generalized mean of all
the inputs to the neuron. This paper aims to present exhaustive results
of using Generalized Mean Neuron model in a complex-valued neural
network model that uses the back-propagation algorithm (called
-Complex-BP-) for learning. Our experiments results demonstrate the
effectiveness of a Generalized Mean Neuron Model in a complex
plane for signal processing over a real valued neural network. We
have studied and stated various observations like effect of learning
rates, ranges of the initial weights randomly selected, error functions
used and number of iterations for the convergence of error required on
a Generalized Mean neural network model. Some inherent properties
of this complex back propagation algorithm are also studied and
discussed.