Abstract: The burst of Web 2.0 technology and social
networking tools manifest different styles of learning and managing
knowledge among both knowledge workers and adult learners. In the
Western countries, open-learning concept has been made popular due
to the ease of use and the reach that the technology provides. In
Malaysia, there are still some gaps between the learners- acceptance
of technology and the full implementation of the technology in the
education system. There is a need to understand how adult learners,
who are knowledge workers, manage their personal knowledge via
social networking tools, especially in their learning process. Four
processes of personal knowledge management (PKM) and four
cognitive enablers are proposed supported by analysed data on adult
learners in a university. The model derived from these processes and
enablers is tested and presented, with recommendations on features to be included in adult learners- learning environment.
Abstract: The current paper presents the findings of a research
study on learners- barriers and motivators engaged into blended
programs in a workplace context. In this study, the participants were
randomly assigned to one of four parallel e-learning courses, each of
which was delivered using a different learning strategy. Data were
collected through web-based and telephone surveys developed by the
researchers. The results showed that vague instruction, time
management, and insufficient feedback were the top-most barriers to
blended learning. The major motivators for blended learning included
content relevance, flexibility in time, and the ability to work at own
pace.
Abstract: In this paper, the relationship between learning
motivation and learning performance is explored by using exchange
theory. The relationship is concluded that external performance can
raise learning motivation and then increase learning performance. The
internal performance should be not completely neglected and the
external performance should be not attached important excessively.
The parents need self-study and must be also reeducated. The existing
education must be improved in raise of internal performance. The
incorrect learning thinking will mislead the students, parents, and
educators of next generation, when the students obtain good learning
performance in the learning environment with excess stimulants. Over
operation of external performance will result abnormal learning
thinking and violating learning goal. Learning is not only to obtain
performance. Learning quality and learning performance will be
limited as without learning motivation. The best learning motivation
is, the best learning performance is. The learning for reward is not
good for learning performance. Strategies of promoting life-long
learning are including the encouraging for learner, establishment of
good interaction learning environment, and the advertisement of the
merit and the importance of life-long learning, which can let the
learner with the correct learning motivation.
Abstract: Thanks to VR technology advanced, there are many
researches had used VR technology to develop a training system.
Using VR characteristics can simulate many kinds of situations to
reach our training-s goal. However, a good training system not only
considers real simulation but also considers learner-s learning
motivation. So, there are many researches started to conduct game-s
features into VR training system. We typically called this is a serious
game. It is using game-s features to engage learner-s learning
motivation. However, VR or Serious game has another important
advantage. That is simulating feature. Using this feature can create
any kinds of pressured environments. Because in the real
environment may happen any emergent situations. So, increasing the
trainees- pressure is more important when they are training. Most
pervious researches are investigated serious game-s applications and
learning performance. Seldom researches investigated how to
increase the learner-s mental workload when they are training. So, in
our study, we will introduce a real case study and create two types
training environments. Comparing the learner-s mental workload
between VR training and serious game.
Abstract: Previous researches found that conventional WBL is effective for meaningful learner, because rote learner learn by repeating without thinking or trying to understand. It is impossible to have full benefit from conventional WBL. Understanding of rote learner-s intention and what influences it becomes important. Poorly designed user interface will discourage rote learner-s cultivation and intention to use WBL. Thus, user interface design is an important factor especially when WBL is used as comprehensive replacement of conventional teaching. This research proposes the influencing factors that can enhance learner-s intention to use the system. The enhanced TAM is used for evaluating the proposed factors. The research result points out that factors influencing rote learner-s intention are Perceived Usefulness of Homepage Content Structure, Perceived User Friendly Interface, Perceived Hedonic Component, and Perceived (homepage) Visual Attractiveness.
Abstract: Nowadays the asynchronous learning has granted the permission to the anywhere and anything learning via the technology and E-media which give the learner more convenient. This research is about the design of the blended and online learning for the asynchronous learning of the process management subject in order to create the prototype of this subject asynchronous learning which will create the easiness and increase capability in the learning. The pattern of learning is the integration between the in-class learning and online learning via the internet. This research is mainly focused on the online learning and the online learning can be divided into 5 parts which are virtual classroom, online content, collaboration, assessment and reference material. After the system design was finished, it was evaluated and tested by 5 experts in blended learning design and 10 students which the user’s satisfaction level is good. The result is as good as the assumption so the system can be used in the process management subject for a real usage.
Abstract: Many natural language expressions are ambiguous, and
need to draw on other sources of information to be interpreted.
Interpretation of the e word تعاون to be considered as a noun or a verb
depends on the presence of contextual cues. To interpret words we
need to be able to discriminate between different usages. This paper
proposes a hybrid of based- rules and a machine learning method for
tagging Arabic words. The particularity of Arabic word that may be
composed of stem, plus affixes and clitics, a small number of rules
dominate the performance (affixes include inflexional markers for
tense, gender and number/ clitics include some prepositions,
conjunctions and others). Tagging is closely related to the notion of
word class used in syntax. This method is based firstly on rules (that
considered the post-position, ending of a word, and patterns), and
then the anomaly are corrected by adopting a memory-based learning
method (MBL). The memory_based learning is an efficient method to
integrate various sources of information, and handling exceptional
data in natural language processing tasks. Secondly checking the
exceptional cases of rules and more information is made available to
the learner for treating those exceptional cases. To evaluate the
proposed method a number of experiments has been run, and in
order, to improve the importance of the various information in
learning.
Abstract: The evolution of information and communication
technology has made a very powerful support for the improvement of
online learning platforms in creation of courses. This paper presents a
study that attempts to explore new web architecture for creating an
adaptive online learning system to profiles of learners, using the Web
as a source for the automatic creation of courses for the online
training platform. This architecture will reduce the time and decrease
the effort performed by the drafters of the current e-learning
platform, and direct adaptation of the Web content will greatly enrich
the quality of online training courses.
Abstract: This study explores perceptions of English as a Foreign
Language (EFL) learners on using computer mediated communication
technology in their learner of English. The data consists of
observations of both synchronous and asynchronous communication
participants engaged in for over a period of 4 months, which included
online, and offline communication protocols, open-ended interviews
and reflection papers composed by participants.
Content analysis of interview data and the written documents listed
above, as well as, member check and triangulation techniques are the
major data analysis strategies. The findings suggest that participants
generally do not benefit from computer-mediated communication in
terms of its effect in learning a foreign language. Participants regarded
the nature of CMC as artificial, or pseudo communication that did not
aid their authentic communicational skills in English. The results of
this study sheds lights on insufficient and inconclusive findings, which
most quantitative CMC studies previously generated.
Abstract: The objective of this project is to produce computer
assisted instruction(CAI) for welding and brazing in order to
determine the efficiency of the instruction package and the study
accomplishment of learner by studying through computer assisted
instruction for welding and brazing it was examined through the
target group surveyed from the 30 students studying in the two year
of 5-year-academic program, department of production technology
education, faculty of industrial education and technology, king
mongkut-s university of technology thonburi. The result of the
research indicated that the media evaluated by experts and subject
matter quality evaluation of computer assisted instruction for welding
and brazing was in line for the good criterion. The mean of score
evaluated before the study, during the study and after the study was
34.58, 83.33 and 83.43, respectively. The efficiency of the lesson was
83.33/83.43 which was higher than the expected value, 80/80. The
study accomplishment of the learner, who utilizes computer assisted
instruction for welding and brazing as a media, was higher and equal
to the significance statistical level of 95%. The value was 1.669
which was equal to 35.36>1.669. It could be summarized that
computer assisted instruction for welding and brazing was the
efficient media to use for studying and teaching.
Abstract: This preliminary study attempts to see if a learning
environment influences instructor’s teaching strategies and learners’
in-class activities in a foreign language class at a university in Japan.
The class under study was conducted in a computer room, while the
majority of classes of the same course were offered in traditional
classrooms without computers. The study also sees if the unplanned
blended learning environment, enhanced, or worked against, in
achieving course goals, by paying close attention to in-class artefacts,
such as computers. In the macro-level analysis, the course syllabus
and weekly itinerary of the course were looked at; and in the microlevel
analysis, nonhuman actors in their environments were named
and analyzed to see how they influenced the learners’ task processes.
The result indicated that students were heavily influenced by the
presence of computers, which lead them to disregard some aspects of
intended learning objectives.
Abstract: This case study investigates the effects of reactive
focus on form through negotiation on the linguistic development of
an adult EFL learner in an exclusive private EFL classroom. The
findings revealed that in this classroom negotiated feedback occurred
significantly more often than non-negotiated feedback. However, it
was also found that in the long run the learner was significantly more
successful in correcting his own errors when he had received nonnegotiated
feedback than negotiated feedback. This study, therefore,
argues that although negotiated feedback seems to be effective for
some learners in the short run, it is non-negotiated feedback which
seems to be more effective in the long run. This long lasting effect
might be attributed to the impact of schooling system which is itself
indicative of the dominant culture, or to the absence of other
interlocutors in the course of interaction.
Abstract: As in today's semiconductor industries test costs can make up to 50 percent of the total production costs, an efficient test error detection becomes more and more important. In this paper, we present a new machine learning approach to test error detection that should provide a faster recognition of test system faults as well as an improved test error recall. The key idea is to learn a classifier ensemble, detecting typical test error patterns in wafer test results immediately after finishing these tests. Since test error detection has not yet been discussed in the machine learning community, we define central problem-relevant terms and provide an analysis of important domain properties. Finally, we present comparative studies reflecting the failure detection performance of three individual classifiers and three ensemble methods based upon them. As base classifiers we chose a decision tree learner, a support vector machine and a Bayesian network, while the compared ensemble methods were simple and weighted majority vote as well as stacking. For the evaluation, we used cross validation and a specially designed practical simulation. By implementing our approach in a semiconductor test department for the observation of two products, we proofed its practical applicability.
Abstract: This paper explains how mobile learning assures sustainable e-education for multicultural group of students. This paper reports the impact of mobile learning on distance education in multicultural environment. The emergence of learning technologies through CD, internet, and mobile is increasingly adopted by distance institutes for quick delivery and cost-effective purposes. Their sustainability is conditioned by the structure of learners as well as the teaching community. The experimental study was conducted among the distant learners of Vinayaka Missions University located at Salem in India. Students were drawn from multicultural environment based on different languages, religions, class and communities. During the mobile learning sessions, the students, who are divided on language, religion, class and community, were dominated by play impulse rather than study anxiety or cultural inhibitions. This study confirmed that mobile learning improved the performance of the students despite their division based on region, language or culture. In other words, technology was able to transcend the relative deprivation in the multicultural groups. It also confirms sustainable e-education through mobile learning and cost-effective system of instruction. Mobile learning appropriates the self-motivation and play impulse of the young learners in providing sustainable e-education to multicultural social groups of students.
Abstract: E-learning is not restricted to the use of new technologies for the online content, but also induces the adoption of new approaches to improve the quality of education. This quality depends on the ability of these approaches (technical and pedagogical) to provide an adaptive learning environment. Thus, the environment should include features that convey intentions and meeting the educational needs of learners by providing a customized learning path to acquiring a competency concerned In our proposal, we believe that an individualized learning path requires knowledge of the learner. Therefore, it must pass through a personalization of diagnosis to identify precisely the competency gaps to fill, and reduce the cognitive load To personalize the diagnosis and pertinently measure the competency gap, we suggest implementing the formative assessment in the e-learning environment and we propose the introduction of a pre-regulation process in the area of formative assessment, involving its individualization and implementation in e-learning.
Abstract: Collaborative problem solving in e-learning can take
in the form of discussion among learner, creating a highly social
learning environment and characterized by participation and
interactivity. This paper, designed a collaborative learning
environment where agent act as co-learner, can play different roles
during interaction. Since different roles have been assigned to the
agent, learner will assume that multiple co-learner exists to help and
guide him all throughout the collaborative problem solving process,
but in fact, alone during the learning process. Specifically, it answers
the questions what roles of the agent should be incorporated to
contribute better learning outcomes, how agent will facilitate the
communication process to provide social learning and interactivity
and what are the specific instructional strategies that facilitate learner
participation, increased skill acquisition and develop critical thinking.
Abstract: Does open ended creative technology give positive impact in learning design? Although there are many researchers had examined on the impact of technology on design education but there are very few conclusive researches done on the impact of open ended used of software to learning design. This paper sought to investigate a group of student-s experience on relatively wider range of software application within the context of design project. A typography design project was used to create a learning environment with the aim of inculcate design skills into the learners and increase their creative problem-solving and critical thinking skills. The methods used in this study were questionnaire survey and personal observation which will be focus on the individual and group response during the completion of the task.
Abstract: A learning management system (commonly
abbreviated as LMS) is a software application for the administration,
documentation, tracking, and reporting of training programs,
classroom and online events, e-learning programs, and training
content (Ellis 2009). (Hall 2003) defines an LMS as \"software that
automates the administration of training events. All Learning
Management Systems manage the log-in of registered users, manage
course catalogs, record data from learners, and provide reports to
management\". Evidence of the worldwide spread of e-learning in
recent years is easy to obtain. In April 2003, no fewer than 66,000
fully online courses and 1,200 complete online programs were listed
on the TeleCampus portal from TeleEducation (Paulsen 2003). In the
report \" The US market in the Self-paced eLearning Products and
Services:2010-2015 Forecast and Analysis\" The number of student
taken classes exclusively online will be nearly equal (1% less) to the
number taken classes exclusively in physical campuses. Number of
student taken online course will increase from 1.37 million in 2010 to
3.86 million in 2015 in USA. In another report by The Sloan
Consortium three-quarters of institutions report that the economic
downturn has increased demand for online courses and programs.
Abstract: This paper describes the results and implications of a correlational study of learning styles and learner satisfaction. The relationship of these empirical concepts was examined in the context of traditional versus e-blended modes of course delivery in an introductory graduate research course. Significant results indicated that the visual side of the visual-verbal dimension of students- learning style(s) was positively correlated to satisfaction with themselves as learners in an e-blended course delivery mode and negatively correlated to satisfaction with the classroom environment in the context of a traditional classroom course delivery mode.
Abstract: The pedagogy project has been proven as an active
learning method, which is used to develop learner-s skills and
knowledge.The use of technology in the learning world, has filed
several gaps in the implementation of teaching methods, and online
evaluation of learners. However, the project methodology presents
challenges in the assessment of learners online.
Indeed, interoperability between E-learning platforms (LMS) is
one of the major challenges of project-based learning assessment.
Firstly, we have reviewed the characteristics of online assessment
in the context of project-based teaching. We addressed the
constraints encountered during the peer evaluation process.
Our approach is to propose a meta-model, which will describe a
language dedicated to the conception of peer assessment scenario in
project-based learning. Then we illustrate our proposal by an
instantiation of the meta-model through a business process in a
scenario of collaborative assessment on line.