Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: 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.