A Novel Adaptive E-Learning Model Based on Developed Learner's Styles

Adaptive e-learning today gives the student a central role in his own learning process. It allows learners to try things out, participate in courses like never before, and get more out of learning than before. In this paper, an adaptive e-learning model for logic design, simplification of Boolean functions and related fields is presented. Such model presents suitable courses for each student in a dynamic and adaptive manner using existing database and workflow technologies. The main objective of this research work is to provide an adaptive e-learning model based learners' personality using explicit and implicit feedback. To recognize the learner-s, we develop dimensions to decide each individual learning style in order to accommodate different abilities of the users and to develop vital skills. Thus, the proposed model becomes more powerful, user friendly and easy to use and interpret. Finally, it suggests a learning strategy and appropriate electronic media that match the learner-s preference.

Virtualization Technology as a Tool for Teaching Computer Networks

In this paper is being described a possible use of virtualization technology in teaching computer networks. The virtualization can be used as a suitable tool for creating virtual network laboratories, supplementing the real laboratories and network simulation software in teaching networking concepts. It will be given a short description of characteristic projects in the area of virtualization technology usage in network simulation, network experiments and engineering education. A method for implementing laboratory has also been explained, together with possible laboratory usage and design of laboratory exercises. At the end, the laboratory test results of virtual laboratory are presented as well.

Virtual Environments...Vehicle for Pedagogical Advancement

Virtual environments are a hot topic in academia and more importantly in courses offered via distance education. Today-s gaming generation view virtual worlds as strong social and interactive mediums for communicating and socializing. And while institutions of higher education are challenged with increasing enrollment while balancing budget cuts, offering effective courses via distance education become a valid option. Educators can utilize virtual worlds to offer students an enhanced learning environment which has the power to alleviate feelings of isolation through the promotion of communication, interaction, collaboration, teamwork, feedback, engagement and constructivists learning activities. This paper focuses on the use of virtual environments to facilitate interaction in distance education courses so as to produce positive learning outcomes for students. Furthermore, the instructional strategies were reviewed and discussed for use in virtual worlds to enhance learning within a social context.

Experimental teaching, Perceived usefulness, Ease of use, Learning Interest and Science Achievement of Taiwan 8th Graders in TIMSS 2007 Database

the data of Taiwanese 8th grader in the 4th cycle of Trends in International Mathematics and Science Study (TIMSS) are analyzed to examine the influence of the science teachers- preference in experimental teaching on the relationships between the affective variables ( the perceived usefulness of science, ease of using science and science learning interest) and the academic achievement in science. After dealing with the missing data, 3711 students and 145 science teacher-s data were analyzed through a Hierarchical Linear Modeling technique. The major objective of this study was to determine the role of the experimental teaching moderates the relationship between perceived usefulness and achievement.

Online Learning Activities Kit on Plants in Thai Literature in Compliance with the School Botanical Garden of Plant Genetic Conservation Project under the Royal Initiative of Her Royal Highness Princess Maha Chakri Sirindhorn

This research was aimed to develop and determine the quality of online learning activities kit as well as to examine the learning achievement of students and their satisfaction towards the kit through authentic assessment. The tools in this research contained online learning activities kit on plant in Thai literature in compliance with the School Botanical Garden of Plant Genetic Conservation Project under the Royal Initiative of Her Royal Highness Princess Maha Chakri Sirindhorn, the assessment form, the learning achievement test, the satisfaction form and the authentic assessment form. The population consisted of 40 students in the second range of primary years (Prathomsuksa 4 to 6) at Ban Khao Rak School, Suratthani Province, Thailand. The research results showed that the content quality of the developed online learning activities kit as assessed by the experts was 4.70 on average or at very high level. The pre-test and post-test comparison was made to examine the learning achievement and it revealed that the post-test score was higher than the pre-test score with statistical significance at the .01 level. The satisfaction of the sampling group towards the online learning activities kit was 4.74 or at the highest level. The authentic assessment showed an average of 1.69 or at good level. Therefore, the online learning activities kit on plant in Thai literature in compliance with the School Botanical Garden of Plant Genetic Conservation Project under the Royal Initiative of Her Royal Highness Princess Maha Chakri Sirindhorn could be used in real classroom situations.

Knowledge Creation and Innovation in Classroom

The concepts of knowledge creation and innovation have a strong relationship but this relationship has not been examined systematically. This study examines the utilization of knowledge creation processes of the Theory of Knowledge Creation in Higher Education Institutions. These processes consist of socialization, externalization, combination and internalization. This study suggests that the utilization of these processes will give impacts on innovation in academic performance. A cross-sectional study was conducted using survey questionnaires to collect data of the utilization of knowledge creation processes and classroom-s innovation. The samples are Business Management students of a Malaysian Higher Education Institution. The results of this study could help Higher Education Institutions to enrich the learning process of students through knowledge creation and innovation.

E- Campus as an Environmental and Pedagogical Tool for Online Support

The Internet and the ever growing applications enable communities to share and collaborate through common platforms. However, this growing pattern is not witnessed yet even for elearning. This paper is based on a doctoral research which aimed at researching the ways students interact in an online campus and the supports that they look for and require. Content analysis, based on the Panchoo/Jaillet methodology, was done on four synchronous meetings between a tutor and his ten students. The UNIV-Rct ecampus, analogical to a physical campus, was found to be user friendly and the students enrolled in a master-s course faced no difficulties in using it. In addition to the environmental aspects, the pedagogical implementation of the course has driven the students to interact and collaborate significantly and this has contributed to overcome the problems faced by the distance learners. This completely online model was found to be fruitful in helping distant learners fight their loneliness and brave their difficulties in a socioconstructivism approach.

Creative Thinking Skill Approach Through Problem-Based Learning: Pedagogy and Practice in the Engineering Classroom

Problem-based learning (PBL) is one of the student centered approaches and has been considered by a number of higher educational institutions in many parts of the world as a method of delivery. This paper presents a creative thinking approach for implementing Problem-based Learning in Mechanics of Structure within a Malaysian Polytechnics environment. In the learning process, students learn how to analyze the problem given among the students and sharing classroom knowledge into practice. Further, through this course-s emphasis on problem-based learning, students acquire creative thinking skills and professional skills as they tackle complex, interdisciplinary and real-situation problems. Once the creative ideas are generated, there are useful additional techniques for tender ideas that will grow into a productive concept or solution. The combination of creative skills and technical abilities will enable the students to be ready to “hit-the-ground-running" and produce in industry when they graduate.

The Wheel Garden: Project-Based Learning for Cross Curriculum Education

In this article, we discuss project-based learning in the context of a wheel garden as an instructional tool in science and mathematics education. A wheel garden provides multiple opportunities to teach across the curriculum, to integrate disciplines, and to promote community involvement. Grounded in the theoretical framework of constructivism, the wheel garden provides a multidisciplined educational tool that provides a hands-on, non-traditional arena for learning. We will examine some of the cultural, art, science, and mathematics connections made with this project.

Exploring Perceptions and Practices About Information and Communication Technologies in Business English Teaching in Pakistan

Language Reforms and potential use of ICTs has been a focal area of Higher Education Commission of Pakistan. Efforts are being accelerated to incorporate fast expanding ICTs to bring qualitative improvement in language instruction in higher education. This paper explores how university teachers are benefitting from ICTs to make their English class effective and what type of problems they face in practicing ICTs during their lectures. An in-depth qualitative study was employed to understand why language teachers tend to use ICTs in their instruction and how they are practicing it. A sample of twenty teachers from five universities located in Islamabad, three from public sector and two from private sector, was selected on non-random (Snowball) sampling basis. An interview with 15 semi-structured items was used as research instruments to collect data. The findings reveal that business English teaching is facilitated and improved through the use of ICTs. The language teachers need special training regarding the practices and implementation of ICTs. It is recommended that initiatives might be taken to equip university language teachers with modern methodology incorporating ICTs as focal area and efforts might be made to remove barriers regarding the training of language teachers and proper usage of ICTs.

Creativity: A Motivational Tool for Interest and Conceptual Understanding in Science Education

This qualitative, quantitative mixed-method study explores how students- motivation and interest in creative hands-on activities affected their conceptual understanding of science. The objectives of this research include developing a greater understanding about how creative activities, incorporated into the classroom as instructional strategies, increase student motivation and their learning or mastery of science concepts. The creative activities are viewed as a motivational tool, a specific type of task, which have an impact on student goals. Pre-and-post tests, pre-and-post interviews, and student responses measure motivational-goal theory variables, interest in the activity, and conceptual change. Implications for education and future research will be discussed.

Faculty Stress at Higher Education: A Study on the Business Schools of Pakistan

Job stress is one of the most important concepts for the today-s corporate as well as institutional world. The current study is conducted to identify the causes of faculty stress at Higher Education in Pakistan. For the purpose, Public & Private Business Schools of Punjab is selected as representative of Pakistan. A sample of 300 faculty members (214 males, 86 females) responded to the survey. Regression analysis shows that the Workload, Student Related issues and Role Conflicts are the major sources contributing significantly towards producing stress. The study also revealed that Private sector faculty members experienced more stress as compared to faculty in Public sector Business Schools. Moreover, females, younger ages, lower designation & low qualification faculty members experience more stress as compared to males, older ages, higher designation and high qualification. The study yield many significant results for the policy makers of Business Institutions.

The Integration of Environmental Educational Outcomes within Higher Education to Nurture Environmental Consciousness amongst Engineering Undergraduates

Higher education has an important role to play in advocating environmentalism. Given this responsibility, the goal of higher education should therefore be to develop graduates with the knowledge, skills and values related to environmentalism. However, research indicates that there is a lack of consciousness amongst graduates on the need to be more environmentally aware, especially when it comes to applying the appropriate knowledge and skills related to environmentalism. Although institutions of higher learning do include environmental parameters within their undergraduate and postgraduate academic programme structures, the environmental boundaries are usually confined to specific engineering majors within an engineering programme. This makes environmental knowledge, skills and values exclusive to certain quarters of the higher education system. The incorporation of environmental literacy within higher education institutions as a whole is of utmost pertinence if a nation-s human capital is to be nurtured to become change agents for the preservation of environment. This paper discusses approaches that can be adapted by institutions of higher learning to include environmental literacy within the graduate-s higher learning experience.

Scientific Orientation of Youth as the Basis of Formation of a New University Culture

At present the process of formation of corporate values in Kazakh universities is under the influence of a whole range of socio-economic and cultural changes: on the one hand universities must maintain and transmit traditional cultural values of education, on the other, to improve quality of service and to involve young people to science, providing thus own competitiveness. Thus, this article presents some results of two cycles of sociological research conducted in 2012 and aimed at identifying possible ways to popularize science and readiness to participate of youth in given activities, expectations of young scientists and the prospects of future development of the Kazakh science.

Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Are Lecturers- Ready for Usage of Mobile Technology for Teaching?

Descriptive statistics was performed with the aim to achieve research objective of to investigate lecturers- usage of the mobile technology for teaching. A representative sample of 20 lecturers from the Faculty of Industrial Art & Design Technology of Universiti Industri Selangor (UNISEL), Malaysia was selected as the respondents. The result attested that lecturers fully accept the concept of mobility in learning and game play is appealing concept to support classroom learning. Subsequently, analogous experience on small size of keypad, screen resolution, and navigation could be the major problematic factors to students and affect their mobile learning process. Recommendation for future research is also presented.

Prospective Mathematics Teachers' Views about Using Flash Animations in Mathematics Lessons

The purpose of the study is to determine secondary prospective mathematics teachers- views related to using flash animations in mathematics lessons and to reveal how the sample presentations towards different mathematical concepts altered their views. This is a case study involving three secondary prospective mathematics teachers from a state university in Turkey. The data gathered from two semi-structural interviews. Findings revealed that these animations help understand mathematics meaningfully, relate mathematics and real world, visualization, and comprehend the importance of mathematics. The analysis of the data indicated that the sample presentations enhanced participants- views about using flash animations in mathematics lessons.

The Effect of Repeated Reading on Student Fluency: Does Practice Always Make Perfect?

Fluency is a skill that, unfortunately, many students lack. This deficiency causes students to be frustrated with, and overwhelmed by, the act of reading. However, research suggests that the repeated reading method may help students to improve their fluency. This study examines the effects of repeated readings on student fluency. The study-s overarching question is: What effect do increases in repeated reading have on reading fluency among middle school students from diverse backgrounds? More specifically, the authors examine whether repeated reading improves the fluency, reading speed, reading-oriented self-esteem, and confidence of students of diverse academic abilities, socio-economics statuses, and racial and ethnic backgrounds. To examine these questions the authors conducted a study using repeated reading strategies with a sample of students from an urban, middle school in the southeastern United States. We found that, on average, the use of repeated reading strategies increased students- fluency, words per minute (wpm) reading score, reading-oriented self-esteem, and confidence.

Good Practices in the Development of the Erasmus Mundus Master program in Color in Informatics and Media Technology

The main objective of this paper is to identify and disseminate good practice in quality assurance and enhancement as well as in teaching and learning at master level. This paper focuses on the experience of the Erasmus Mundus Master program CIMET (Color in Informatics and Media Technology). Amongst topics covered, we discuss the adjustments necessary to a curriculum designed for excellent international students and their preparation for a global labor market.

Measuring Creativity in Die Products for Technological Education

Creative design requires new approaches to assessment in vocational and technological education. To date, there has been little discussion on instruments used to evaluate dies produced by students in vocational and technological education. Developing a generic instrument has been very difficult due to the diversity of creative domains, the specificity of content, and the subjectivity involved in judgment. This paper presents an instrument for measuring the creativity in the design of products by expanding the Consensual Assessment Technique (CAT). The content-based scale was evaluated for content validity by 5 experts. The scale comprises 5 criteria: originality; practicability; precision; aesthetics; and exchangeability. Nine experts were invited to evaluate the dies produced by 38 college students who enrolled in a Product Design and Development course. To further explore the degree of rater agreement, inter-rater reliability was calculated for each dimension using Kendall's coefficient of concordance test. The inter-judge reliability scores achieved significance, with coefficients ranging from 0.53 to 0.71.