Abstract: This article discusses the concept of student ownership of knowledge and seeks to determine how to move students from knowledge acquisition to knowledge application and ultimately to knowledge generation in a virtual setting. Instructional strategies for fostering student engagement in a virtual environment are critical to the learner-s strategic ownership of the knowledge. A number of relevant theories that focus on learning, affect, needs and adult concerns are presented to provide a basis for exploring the transfer of knowledge from teacher to learner. A model under development is presented that combines the dimensions of knowledge approach, the teacher-student relationship with regards to knowledge authority and teaching approach to demonstrate the recursive and scaffolded design for creation of virtual learning environments.
Abstract: The aim of this study was to investigate the effect of blood viscosity on the radial pulse wave. For this, we obtained the radial pulse wave of 15 males with abnormal high hematocrit level and 47 males with normal hematocrit level at the age of thirties and forties. Various variables of the radial pulse wave between two groups were analyzed and compared by Student's T test. There are significant differences in several variables about height, time and area of the pulse wave. The first peak of the radial pulse wave was higher in abnormal high hematocrit group, but the third peak was higher and longer in normal hematocrit group. Our results suggest that the radial pulse wave can be used for diagnosis of high blood viscosity and more clinical application.
Abstract: In today's day and age, one of the important topics in
information security is authentication. There are several alternatives
to text-based authentication of which includes Graphical Password
(GP) or Graphical User Authentication (GUA). These methods stems
from the fact that humans recognized and remembers images better
than alphanumerical text characters. This paper will focus on the
security aspect of GP algorithms and what most researchers have
been working on trying to define these security features and
attributes. The goal of this study is to develop a fuzzy decision model
that allows automatic selection of available GP algorithms by taking
into considerations the subjective judgments of the decision makers
who are more than 50 postgraduate students of computer science. The
approach that is being proposed is based on the Fuzzy Analytic
Hierarchy Process (FAHP) which determines the criteria weight as a
linear formula.
Abstract: The technology usages of high speed Internet leads to
establish and start new era of online education. With the
advancement of the information technology and communication
systems new opportunities have been created. This leads universities
to have various online education channels to meet the demand of
different learners- needs. One of these channels is M-learning, which
can be used to improve the online education environment. With using
such mobile technology in learning both students and instructors can
easily access educational courses anytime from anywhere. The paper
first presents literature about mobile learning and to what extent this
approach can be utilized to enhance the overall learning system. It
provides a comparison between mobile learning and traditional elearning
showing the wide array of benefits of the new generation of
technology. The possible challenges and potential advantages of Mlearning
in the online education system are also discussed.
Abstract: This paper describes the Multilingual Virtual Simulated Patient framework. It has been created to train the social skills and testing the knowledge of primary health care medical students. The framework generates conversational agents which perform in serveral languages as virtual simulated patients that help to improve the communication and diagnosis skills of the students complementing their training process.
Abstract: The object of this research is the design and
evaluation of an immersive Virtual Learning Environment (VLE) for
deaf children. Recently we have developed a prototype immersive
VR game to teach sign language mathematics to deaf students age K-
4 [1] [2]. In this paper we describe a significant extension of the
prototype application. The extension includes: (1) user-centered
design and implementation of two additional interactive
environments (a clock store and a bakery), and (2) user-centered
evaluation including development of user tasks, expert panel-based
evaluation, and formative evaluation. This paper is one of the few to
focus on the importance of user-centered, iterative design in VR
application development, and to describe a structured evaluation
method.
Abstract: The aim of this study was to investigate the correlation
between Facebook involvement and internet addiction. We sampled
577 university students in Taiwan and administered a survey of
Facebook usage, Facebook involvement scale (FIS), and internet
addiction scale. The FIS comprises three factors (salience, emotional
support, and amusement). Results showed that the Facebook
involvement scale had good reliability and validity. The correlation
between Facebook involvement and internet addiction was measured
at .395. This means that a higher degree of Facebook involvement
indicates a greater degree of psychological dependency on the internet,
and a greater propensity towards social withdrawal and other negative
psychological consequences associated with internet addiction.
Besides, the correlations between three factors of FIS (salience,
emotional support, and amusement) and internet addiction ranged
from .313-372, indicating that these neither of these factors (salience,
emotional support, and amusement) is more effective than the others in
predicting internet dependency.
Abstract: In this contribution a newly developed elearning environment is presented, which incorporates Intelligent Agents and Computational Intelligence Techniques. The new e-learning environment is constituted by three parts, the E-learning platform Front-End, the Student Questioner Reasoning and the Student Model Agent. These parts are distributed geographically in dispersed computer servers, with main focus on the design and development of these subsystems through the use of new and emerging technologies. These parts are interconnected in an interoperable way, using web services for the integration of the subsystems, in order to enhance the user modelling procedure and achieve the goals of the learning process.
Abstract: Almost all universities include some form of assignment in their courses. The assignments are either carried out in either in groups or individually. To effectively manage these submitted assignments, a well-designed assignment submission system is needed, hence the need for an online assignment submission system to facilitate the distribution, and collection of assignments on due dates. The objective of such system is to facilitate interaction of lecturers and students for assessment and grading purposes. The aim of this study was to create a web based online assignment submission system for University of Mauritius. The system was created to eliminate the traditional process of giving an assignment and collecting the answers for the assignment. Lecturers can also create automated assessment to assess the students online. Moreover, the online submission system consists of an automatic mailing system which acts as a reminder for students about the deadlines of the posted assignments. System was tested to measure its acceptance rate among both student and lecturers.
Abstract: The current education system in India is adept in
equipping and assessing the scholastic development of children.
However, there is an immediate need to strengthen co-scholastic
areas like life-skills, values and attitudes to equip students to face real
life challenges. Audio-visual technology and their respective media
can make a significant contribution to a value based learning
curriculum. Thus, co-scholastic skills need to be effectively nurtured
by a medium that is entertaining and impactful. Films in general have
a tremendous impact in our society. Films with a positive message
make a formidable learning experience that can influence and inspire
generations of learners. Leveraging on this powerful medium,
EduMedia India Pvt. Ltd. has introduced School Cinema a well
researched film-based learning module supported by a fun and
exciting workbook, designed to introduce and reaffirm life-skills and
values to children, thereby having a positive influence on their
attitudes.
Abstract: This study examines the issue of recommendation
sources from the perspectives of gender and consumers- perceived
risk, and validates a model for the antecedents of consumer online
purchases. The method of obtaining quantitative data was that of the
instrument of a survey questionnaire. Data were collected via
questionnaires from 396 undergraduate students aged 18-24, and a
multiple regression analysis was conducted to identify causal
relationships. Empirical findings established the link between
recommendation sources (word-of-mouth, advertising, and
recommendation systems) and the likelihood of making online
purchases and demonstrated the role of gender and perceived risk as
moderators in this context. The results showed that the effects of
word-of-mouth on online purchase intentions were stronger than those
of advertising and recommendation systems. In addition, female
consumers have less experience with online purchases, so they may be
more likely than males to refer to recommendations during the
decision-making process. The findings of the study will help
marketers to address the recommendation factor which influences
consumers- intention to purchase and to improve firm performances to
meet consumer needs.
Abstract: This paper discusses a curriculum approach that will
give emphasis on practical portions of teaching network security
subjects in information and communication technology courses. As
we are well aware, the need to use a practice and application oriented
approach in education is paramount. Research on active learning and
cooperative groups have shown that students grasps more and have
more tendency towards obtaining and realizing soft skills like
leadership, communication and team work as opposed to the more
traditional theory and exam based teaching and learning. While this
teaching and learning paradigm is relatively new in Malaysia, it has
been practiced widely in the West. This paper examines a certain
approach whereby students learning wireless security are divided into
and work in small and manageable groups where there will be 2
teams which consist of black hat and white hat teams. The former
will try to find and expose vulnerabilities in a wireless network while
the latter will try their best to prevent such attacks on their wireless
networks using hardware, software, design and enforcement of
security policy and etc. This paper will try to show that the approach
taken plus the use of relevant and up to date software and hardware
and with suitable environment setting will hopefully expose students
to a more fruitful outcome in terms of understanding of concepts,
theories and their motivation to learn.
Abstract: This study examines whether contrived success on a
task closely related to school subjects would promote students-
self-efficacy. In our previous study, junior high school students who
experienced contrived success on anagram tasks raised their sense of
self-efficacy and kept it high for a year.We tried to replicate that study,
substituting calculation tasks for the anagrams. One hundred eighteen
junior high school students participated in this study, 18 of whom were
surreptitiously given easier tasks than their classmates. Those students
with easier tasks outperformed their peers and thereby raised their
sense of self-efficacy. However, elevated self-efficacy did not persist,
falling to the starting level after only three months.
Abstract: Obesity is frequent attendant phenomenon of patients
with endocrinological disease. Between BMI and endocrinological
diseases is close correlation. In thesis we focused on the allocation of
hormone concentration – PTH and TSH, CHOL a mineral element Ca
in a blood serum. The examined group was formed by 100
respondents (women) aged 36 – 83 years, who were divided into two
groups – control group (CG), group with diagnosed endocrine disease
(DED). The concentration of PTH and TSH, Ca and CHOL was
measured through the medium of analyzers Cobas e411 (Japan);
Cobas Integra 400 (Switzerland). At individuals was measured body
weight as well as stature and thereupon from those data we
enumerated BMI. On the basis of Student T-test in biochemical
parameter of PTH and Ca we found out significantly meaningful
difference (p
Abstract: Data Structures and Algorithms is a module in most
Computer Science or Information Technology curricula. It is one of
the modules most students identify as being difficult. This paper
demonstrates how programming a solution for Sudoku can make
abstract concepts more concrete. The paper relates concepts of a
typical Data Structures and Algorithms module to a step by step
solution for Sudoku in a human type as opposed to a computer
oriented solution.
Abstract: This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.
Abstract: The importance of hints in an intelligent tutoring system is well understood. The problems however related to their delivering are quite a few. In this paper we propose delivering of hints to be based on considering their usefulness. By this we mean that a hint is regarded as useful to a student if the student has succeeded to solve a problem after the hint was suggested to her/him. Methods from the theory of partial orderings are further applied facilitating an automated process of offering individualized advises on how to proceed in order to solve a particular problem.
Abstract: This study investigated students- perception of self
efficacy and anxiety in acquiring English language, and consequently
examined the relationship existing among the independent variables,
confounding variables and students- performances in the English
language. The researcher tested the research hypotheses using a
sample group of 318 respondents out of the population size of 400
students. The results obtained revealed that there was a significant
moderate negative relationship between English language anxiety
and performance in English language, but no significant relationship
between self-efficacy and English language performance, among the
middle-school students. There was a significant moderate negative
relationship between English language anxiety and self-efficacy. It
was discovered that general self-efficacy and English language
anxiety represented a significantly more powerful set of predictors
than the set of confounding variables. Thus, the study concluded that
English language anxiety and general self-efficacy were significant
predictors of English language performance among middle-school
students in Satri Si Suriyothai School.
Abstract: This paper presents the concept and realisation of an
e-learning tool that provides predefined or automatically generated
exercises concerning logistics cost accounting. Students may practise
where and whenever they like to via the Internet. Their solutions are
marked automatically by the tool while considering consecutive
faults and without any intervention of lecturers.
Abstract: Students often adopt routine practicing as learning
strategy for mathematics. The reason is they are often bound and
trained to solving conventional-typed questions in Mathematics in
high school. This will be problematic if students further consolidate
this practice in university. Therefore, the Department of Mathematics
emphasized and integrated the Discovery-enriched approach in the
undergraduate curriculum. This paper presents the details of
implementing the Discovery-enriched Curriculum by providing
adequate platform for project-learning, expertise for guidance and
internship opportunities for students majoring in Mathematics. The
Department also provided project-learning opportunities to
mathematics courses targeted for students majoring in other science or
engineering disciplines. The outcome is promising: the research
ability and problem solving skills of students are enhanced.