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: 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: Mixed Reality (MR) is one of the newest technologies
explored in education. It promises the potential to promote teaching
and learning and making learners- experience more “engaging".
However, there still lack of research on designing a virtual learning
environment using MR technology. In this paper, we describe the
Mixed Reality technology, the characteristics of situated learning as
instructional design for virtual environment using mixed reality
technology. We also explain a case study that implemented those
design and also the system overview.
Abstract: The study investigated the educational implications
that can be derived from the work of a variety of celebrated figures
such as Piaget, Vygotsky, and Bruner that will be helpful in the field
of language learning. However, the writer believed these views were
previously expressed not full–fledged by Comenius who has been
described by Howatt (1984) as a genius–the one that the history of
language teaching can claim. And we owe to him more than anyone.
Abstract: A learning content management system (LCMS) is an
environment to support web-based learning content development.
Primary function of the system is to manage the learning process as
well as to generate content customized to meet a unique requirement
of each learner. Among the available supporting tools offered by
several vendors, we propose to enhance the LCMS functionality to
individualize the presented content with the induction ability. Our
induction technique is based on rough set theory. The induced rules
are intended to be the supportive knowledge for guiding the content
flow planning. They can also be used as decision rules to help
content developers on managing content delivered to individual
learner.
Abstract: This paper presents an assessment study conducted
among the distance learners in India. Open and distance learning
systems have traveled a long way since its inception and its journey
has witnessed the evolution and adoption of different generations of
technology. This study focuses on the distant learners in India.
Sampling for this study has been derived from the mass enrollment
from Tamil Nadu area, a southern state of India. Learners were
chosen from dual mode universities, private universities, Tamil Nadu
Open University and IGNOU. The main focus of the study is to
examine the coverage and appropriation of students support services
and learning aids. It explores two aspects: the facilities available and
the awareness and use of such services. It includes, self-learning
materials, face-to-face counseling, multimedia learning materials,
website, e-learning, radio and television services etc. While exploring
the student-s perspective on these learning aspects, it is important to
understand the perspectives of the teachers. Two different interests
are visible among the teachers. Majority of the teachers support faceto-
face counseling. However, the young teachers are in favour of
online learning and multimedia supports in teaching. Through the
awareness is somewhat high, the actual participation in online is very
low. This is due to the inadequate infrastructure as well as the
traditional attitudes of the teachers. Still the face-to-face sessions
remain popular than online.
Abstract: E-Learning systems are used by many learners and
teachers. The developer is developing the e-Learning system. However,
the developer cannot do system construction to satisfy all of
users- demands. We discuss a method of constructing e-Learning
systems where learners and teachers can design, try to use, and share
extending system functions that they want to use; which may be nally
added to the system by system managers.
Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.
Abstract: The purposes of this paper are to (1) promote
excellence in computer science by suggesting a cohesive innovative
approach to fill well documented deficiencies in current computer
science education, (2) justify (using the authors- and others anecdotal
evidence from both the classroom and the real world) why this
approach holds great potential to successfully eliminate the
deficiencies, (3) invite other professionals to join the authors in proof
of concept research. The authors- experiences, though anecdotal,
strongly suggest that a new approach involving visual modeling
technologies should allow computer science programs to retain a
greater percentage of prospective and declared majors as students
become more engaged learners, more successful problem-solvers,
and better prepared as programmers. In addition, the graduates of
such computer science programs will make greater contributions to
the profession as skilled problem-solvers. Instead of wearily
rememorizing code as they move to the next course, students will
have the problem-solving skills to think and work in more
sophisticated and creative ways.
Abstract: This paper reports the findings of a research
conducted to evaluate the ownership and usage of technology devices
within Distance Education students- according to their age. This
research involved 45 Distance Education students from USM
Universiti Sains Malaysia (DEUSM) as its respondents. Data was
collected through questionnaire that had been developed by the
researchers based on some literature review. The data was analyzed
to find out the frequencies of respondents agreements towards
ownership of technology devices and the use of technology devices.
The findings shows that all respondents own mobile phone and
majority of them reveal that they use mobile on regular basis. The
student in the age 30-39 has the heist ownership of the technology
devices.
Abstract: Learning programming is difficult for many learners. Some researches have found that the main difficulty relates to cognitive load. Cognitive overload happens in programming due to the nature of the subject which is intrinisicly over-bearing on the working memory. It happens due to the complexity of the subject itself. The problem is made worse by the poor instructional design methodology used in the teaching and learning process. Various efforts have been proposed to reduce the cognitive load, e.g. visualization softwares, part-program method etc. Use of many computer based systems have also been tried to tackle the problem. However, little success has been made to alleviate the problem. More has to be done to overcome this hurdle. This research attempts at understanding how cognitive load can be managed so as to reduce the problem of overloading. We propose a mechanism to measure the cognitive load during pre instruction, post instruction and in instructional stages of learning. This mechanism is used to help the instruction. As the load changes the instruction is made to adapt itself to ensure cognitive viability. This mechanism could be incorporated as a sub domain in the student model of various computer based instructional systems to facilitate the learning of programming.
Abstract: E-learning aims to build knowledge and skills in order
to enhance the quality of learning. Research has shown that the
majority of the e-learning solutions lack in pedagogical background
and present some serious deficiencies regarding teaching strategies
and content delivery, time and pace management, interface design
and preservation of learners- focus. The aim of this review is to
approach the design of e-learning solutions with a pedagogical
perspective and to present some good practices of e-learning design
grounded on the core principles of Learning Theories (LTs).
Abstract: This survey highlights a number of important issues
which relate to the needs to counseling for distance learners studying
at the School of Distance Education in University science Malaysia
(DEUSM) according to their gender. Data were obtained by selfreport
questionnaire that had been developed by the researchers in
counseling and educational psychology and interviews were take
place. 116 voluntary respondents complete the Questionnaire and
returned it back during new student-s registration week.64% of the
respondents were female and 52% were males that means
55%ofthem were females and 45% were males. The data was
analyzed to find out the frequencies of respondents agreements of the
items. The average of the female was 18 and the average of the male
was 19.6 by using t- test there is no significant values between the
genders. The findings show that respondents have needs for
counseling. (22) Significant needs for mails (DEUSM) the highest
was their families complain about the amount of time they spend at
work. (11) Significant needs for females the highest was they
convinced themselves that they only need 4 to 5 hours of sleep per
night.
Abstract: This paper attempts to explore a new method to
improve the teaching of algorithmic for beginners. It is well known
that algorithmic is a difficult field to teach for teacher and complex to
assimilate for learner. These difficulties are due to intrinsic
characteristics of this field and to the manner that teachers (the
majority) apprehend its bases. However, in a Technology Enhanced
Learning environment (TEL), assessment, which is important and
indispensable, is the most delicate phase to implement, for all
problems that generate (noise...). Our objective registers in the
confluence of these two axes. For this purpose, EASEL focused
essentially to elaborate an assessment approach of algorithmic
competences in a TEL environment. This approach consists in
modeling an algorithmic solution according to basic and elementary
operations which let learner draw his/her own step with all autonomy
and independently to any programming language. This approach
assures a trilateral assessment: summative, formative and diagnostic
assessment.
Abstract: Learning is the acquisition of new mental schemata, knowledge, abilities and skills which can be used to solve problems potentially more successfully. The learning process is optimum when it is assisted and personalized. Learning is not a single activity, but should involve many possible activities to make learning become meaningful. Many e-learning applications provide facilities to support teaching and learning activities. One way to identify whether the e-learning system is being used by the learners is through the number of hits that can be obtained from the e-learning system's log data. However, we cannot rely solely to the number of hits in order to determine whether learning had occurred meaningfully. This is due to the fact that meaningful learning should engage five characteristics namely active, constructive, intentional, authentic and cooperative. This paper aims to analyze the e-learning activities that is meaningful to learning. By focusing on the meaningful learning characteristics, we match it to the corresponding Moodle e-learning activities. This analysis discovers the activities that have high impact to meaningful learning, as well as activities that are less meaningful. The high impact activities is given high weights since it become important to meaningful learning, while the low impact has less weight and said to be supportive e-learning activities. The result of this analysis helps us categorize which e-learning activities that are meaningful to learning and guide us to measure the effectiveness of e-learning usage.
Abstract: This paper discusses the causal explanation capability
of QRIOM, a tool aimed at supporting learning of organic chemistry
reactions. The development of the tool is based on the hybrid use of
Qualitative Reasoning (QR) technique and Qualitative Process
Theory (QPT) ontology. Our simulation combines symbolic,
qualitative description of relations with quantity analysis to generate
causal graphs. The pedagogy embedded in the simulator is to both
simulate and explain organic reactions. Qualitative reasoning through
a causal chain will be presented to explain the overall changes made
on the substrate; from initial substrate until the production of final
outputs. Several uses of the QPT modeling constructs in supporting
behavioral and causal explanation during run-time will also be
demonstrated. Explaining organic reactions through causal graph
trace can help improve the reasoning ability of learners in that their
conceptual understanding of the subject is nurtured.
Abstract: This paper investigates how the use of machine learning techniques can significantly predict the three major dimensions of learner-s emotions (pleasure, arousal and dominance) from brainwaves. This study has adopted an experimentation in which participants were exposed to a set of pictures from the International Affective Picture System (IAPS) while their electrical brain activity was recorded with an electroencephalogram (EEG). The pictures were already rated in a previous study via the affective rating system Self-Assessment Manikin (SAM) to assess the three dimensions of pleasure, arousal, and dominance. For each picture, we took the mean of these values for all subjects used in this previous study and associated them to the recorded brainwaves of the participants in our study. Correlation and regression analyses confirmed the hypothesis that brainwave measures could significantly predict emotional dimensions. This can be very useful in the case of impassive, taciturn or disabled learners. Standard classification techniques were used to assess the reliability of the automatic detection of learners- three major dimensions from the brainwaves. We discuss the results and the pertinence of such a method to assess learner-s emotions and integrate it into a brainwavesensing Intelligent Tutoring System.
Abstract: This paper aims to describe how student satisfaction is
measured for work-based learners as these are non-traditional
learners, conducting academic learning in the workplace, typically
their curricula have a high degree of negotiation, and whose
motivations are directly related to their employers- needs, as well as
their own career ambitions. We argue that while increasing WBL
participation, and use of SSD are both accepted as being of strategic
importance to the HE agenda, the use of WBL SSD is rarely
examined, and lessons can be learned from the comparison of SSD
from a range of WBL programmes, and increased visibility of this
type of data will provide insight into ways to improve and develop
this type of delivery. The key themes that emerged from the analysis
of the interview data were: learners profiles and needs, employers
drivers, academic staff drivers, organizational approach, tools for
collecting data and visibility of findings. The paper concludes with
observations on best practice in the collection, analysis and use of
WBL SSD, thus offering recommendations for both academic
managers and practitioners.
Abstract: Collaborative networked learning (hereafter CNL)
was first proposed by Charles Findley in his work “Collaborative
networked learning: online facilitation and software support" as part
of instructional learning for the future of the knowledge worker. His
premise was that through electronic dialogue learners and experts
could interactively communicate within a contextual framework to
resolve problems, and/or to improve product or process knowledge.
Collaborative learning has always been the forefront of educational
technology and pedagogical research, but not in the mainstream of
operations management. As a result, there is a large disparity in the
study of CNL, and little is known about the antecedents of network
collaboration and sharing of information among diverse employees in
the manufacturing environment. This paper presents a model to
bridge the gap between theory and practice. The objective is that
manufacturing organizations will be able to accelerate organizational
learning and sharing of information through various collaborative
Abstract: Software engineering education not only embraces
technical skills of software development but also necessitates
communication and interaction among learners. In this paper, it is
proposed to adapt the PBL methodology that is especially designed to
be integrated into software engineering classroom in order to promote
collaborative learning environment. This approach helps students
better understand the significance of social aspects and provides a
systematic framework to enhance teamwork skills. The adaptation of
PBL facilitates the transition to an innovative software development
environment where cooperative learning can be actualized.