Toward a Model for Knowledge Development in Virtual Environments: Strategies for Student Ownership

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.

The Radial Pulse Wave and Blood Viscosity

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.

Graphical Password Security Evaluation by Fuzzy AHP

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.

M-Learning the Next Generation of Education in Cyberspace

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.

A Multilingual Virtual Simulated Patient Framework for Training Primary Health Care Students

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.

A Virtual Learning Environment for Deaf Children: Design and Evaluation

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.

Is the use of Social Networking Sites Correlated with Internet Addiction? Facebook Use among Taiwanese College Students

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.

Integrating Agents and Computational Intelligence Techniques in E-learning Environments

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.

A Case Study of an Online Assignment Submission System at UOM

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.

Media Pedagogy - The Medium is the Message

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.

The Impact of Recommendation Sources on Online Purchase Intentions: The Moderating Effects of Gender and Perceived Risk

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.

New Curriculum Approach in Teaching Network Security Subjects for ICT Courses in Malaysia

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.

The Effect of Contrived Success in Calculation Tasks on the Self-efficacy of Junior High School Students

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.

Association of Selected Biochemical Markers and Body Mass Index in Women with Endocrine Disorders

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

Making Data Structures and Algorithms more Understandable by Programming Sudoku the Human Way

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.

The Impact of Video Games in Children-s Learning of Mathematics

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.

Automated Ranking of Hints

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.

Self-Efficacy, Anxiety, and Performance in the English Language among Middle-School Students in English Language Program in Satri Si Suriyothai School, Bangkok

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.

Automatically Generated and Marked E-Learning Exercises for Logistics Cost Accounting

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.

Learning Undergraduate Mathematics in a Discovery-Enriched Approach

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.