Abstract: The aim of this study is to point out whether personalization of mathematical word problems could affect student achievement or not. The research was applied on two-grades students at spring semester 2008-2009. Before the treatment, students personal data were taken and given to the computer. During the treatment, paper-based personalized problems and paper-based non personalized problems were prepared by computer as the same problems and then these problems were given to students. At the end of the treatment, students- opinion was taken. As a result of this research, it was found out that there were no significant differences between learners through personalized or non-personalized materials, and also there were no significant differences between gender through personalized and non-personalized problems. However, opinion of students was highly positive through the personalized problems.
Abstract: This questionnaire-based study, aimed to measure and
compare the awareness of English reading strategies among EFL
learners at Bangkok University (BU) classified by their gender, field
of study, and English learning experience. Proportional stratified
random sampling was employed to formulate a sample of 380 BU
students. The data were statistically analyzed in terms of the mean
and standard deviation. t-Test analysis was used to find differences in
awareness of reading strategies between two groups (-male and
female- /-science and social-science students). In addition, one-way
analysis of variance (ANOVA) was used to compare reading strategy
awareness among BU students with different lengths of English
learning experience. The results of this study indicated that the
overall awareness of reading strategies of EFL learners at BU was at
a high level (ðÑ = 3.60) and that there was no statistically significant
difference between males and females, and among students who have
different lengths of English learning experience at the significance
level of 0.05. However, significant differences among students
coming from different fields of study were found at the same level of
significance.
Abstract: Argument over the use of particular method in interlanguage pragmatics has increased recently. Researchers argued the advantages and disadvantages of each method either natural or elicited. Findings of different studies indicated that the use of one method may not provide enough data to answer all its questions. The current study investigated the validity of using multimethod approach in interlanguage pragmatics to understand the development of requests in Arabic as a second language (Arabic L2). To this end, the study adopted two methods belong to two types of data sources: the institutional discourse (natural data), and the role play (elicited data). Participants were 117 learners of Arabic L2 at the university level, representing four levels (beginners, low-intermediate, highintermediate, and advanced). Results showed that using two or more methods in interlanguage pragmatics affect the size and nature of data.
Abstract: The Information and Communication Technologies
(ICTs), and the Wide World Web (WWW) have fundamentally
altered the practice of teaching and learning world wide. Many
universities, organizations, colleges and schools are trying to apply
the benefits of the emerging ICT. In the early nineties the term
learning object was introduced into the instructional technology
vernacular; the idea being that educational resources could be broken
into modular components for later combination by instructors,
learners, and eventually computes into larger structures that would
support learning [1]. However in many developing countries, the use
of ICT is still in its infancy stage and the concept of learning object
is quite new. This paper outlines the learning object design
considerations for developing countries depending on learning
environment.
Abstract: Bagging and boosting are among the most popular re-sampling ensemble methods that generate and combine a diversity of regression models using the same learning algorithm as base-learner. Boosting algorithms are considered stronger than bagging on noise-free data. However, there are strong empirical indications that bagging is much more robust than boosting in noisy settings. For this reason, in this work we built an ensemble using an averaging methodology of bagging and boosting ensembles with 10 sub-learners in each one. We performed a comparison with simple bagging and boosting ensembles with 25 sub-learners on standard benchmark datasets and the proposed ensemble gave better accuracy.
Abstract: A cognitive collaborative reinforcement learning
algorithm (CCRL) that incorporates an advisor into the learning
process is developed to improve supervised learning. An autonomous
learner is enabled with a self awareness cognitive skill to decide
when to solicit instructions from the advisor. The learner can also
assess the value of advice, and accept or reject it. The method is
evaluated for robotic motion planning using simulation. Tests are
conducted for advisors with skill levels from expert to novice. The
CCRL algorithm and a combined method integrating its logic with
Clouse-s Introspection Approach, outperformed a base-line fully
autonomous learner, and demonstrated robust performance when
dealing with various advisor skill levels, learning to accept advice
received from an expert, while rejecting that of less skilled
collaborators. Although the CCRL algorithm is based on RL, it fits
other machine learning methods, since advisor-s actions are only
added to the outer layer.
Abstract: Because today-s media centric students have adopted
digital as their native form of communication, teachers are having
increasingly difficult time motivating reluctant readers to read and
write. Our research has shown these text-averse individuals can learn
to understand the importance of reading and writing if the instruction
is based on digital narratives. While these students are naturally
attracted to story, they are better at consuming them than creating
them. Therefore, any intervention that utilizes story as its basis needs
to include instruction on the elements of story making. This paper
presents a series of digitally-based tools to identify potential
weaknesses of visually impaired visual learners and to help motivate
these and other media-centric students to select and complete books
that are assigned to them
Abstract: Our research aims at helping the tutor on line to
evaluate the student-s cognitive processes. The student is a learner in
French as a Second Language who studies an on-line socio-cognitive
scenario in written communication. In our method, these cognitive
processes are defined. For that, the language abilities and learning
tasks are associated to cognitive operation. Moreover, the found
cognitive processes are named with specific terms. The result was to
create an instrumental pattern to question the learner about the
cognitive processes used to build an item of written comprehension.
Our research follows the principles of the third historical generation
of studies on the cognitive activity of the text comprehension. The
strength of our instrumental pattern stands in the precision and the
logical articulation of the questions to the learner. However, the
learner-s answers can still be subjective but the precision of the
instrument restricts it.
Abstract: The dramatic effect of information technology on
society is undeniable. In education, it is evident in the use of terms
like active learning, blended learning, electronic learning and mobile
learning (ubiquitous learning). This study explores the perceptions of
54 learners in a higher education institution regarding the use of
mobile devices in a third year module. Using semi-structured
interviews, it was found that mobile devices had a positive impact on
learner motivation, engagement and enjoyment. It also improved the
consistency of learning material, and the convenience and flexibility
(anywhere, anytime) of learning. User-interfacelimitation, bandwidth
and cognitive overload, however, were of concern. The use of cloud
based resources like Youtube and Google Docs, through mobile
devices, positively influenced learner perceptions, making them
prosumers (both consumers and producers) of education content.
Abstract: Nowadays, web-based technologies influence in
people-s daily life such as in education, business and others.
Therefore, many web developers are too eager to develop their web
applications with fully animation graphics and forgetting its
accessibility to its users. Their purpose is to make their web
applications look impressive. Thus, this paper would highlight on the
usability and accessibility of a voice recognition browser as a tool to
facilitate the visually impaired and blind learners in accessing virtual
learning environment. More specifically, the objectives of the study
are (i) to explore the challenges faced by the visually impaired
learners in accessing virtual learning environment (ii) to determine
the suitable guidelines for developing a voice recognition browser
that is accessible to the visually impaired. Furthermore, this study
was prepared based on an observation conducted with the Malaysian
visually impaired learners. Finally, the result of this study would
underline on the development of an accessible voice recognition
browser for the visually impaired.
Abstract: Laboratory activities have produced benefits in
student learning. With current drives of new technology resources
and evolving era of education methods, renewal status of learning
and teaching in laboratory methods are in progress, for both learners
and the educators. To enhance learning outcomes in laboratory works
particularly in engineering practices and testing, learning via handson
by instruction may not sufficient. This paper describes and
compares techniques and implementation of traditional (expository)
with open-ended laboratory (problem-based) for two consecutive
cohorts studying environmental laboratory course in civil engineering
program. The transition of traditional to problem-based findings and
effect were investigated in terms of course assessment student
feedback survey, course outcome learning measurement and student
performance grades. It was proved that students have demonstrated
better performance in their grades and 12% increase in the course
outcome (CO) in problem-based open-ended laboratory style than
traditional method; although in perception, students has responded
less favorable in their feedback.
Abstract: Traffic Management and Information Systems, which rely on a system of sensors, aim to describe in real-time traffic in urban areas using a set of parameters and estimating them. Though the state of the art focuses on data analysis, little is done in the sense of prediction. In this paper, we describe a machine learning system for traffic flow management and control for a prediction of traffic flow problem. This new algorithm is obtained by combining Random Forests algorithm into Adaboost algorithm as a weak learner. We show that our algorithm performs relatively well on real data, and enables, according to the Traffic Flow Evaluation model, to estimate and predict whether there is congestion or not at a given time on road intersections.
Abstract: While the problem based learning (PBL) approach promotes unsupervised self-directed learning (SDL), many students experience difficulty juggling the role of being an information recipient and information seeker. Logbooks have been used to assess trainee doctors but not in other areas. This study aimed to determine the effectiveness of logbook for assessing SDL during PBL sessions in first year medical students. The log book included a learning checklist and knowledge and skills components. Comparisons with the baseline assessment of student performance in PBL and that at semester end after logbook intervention showed significant improvements in student performance (31.5 ± 8 vs. 17.7 ± 4.4; p
Abstract: We propose that Virtual Learning Environments (VLEs) should be designed by taking into account the characteristics, the special needs and the specific operating rules of the academic institutions in which they are employed. In this context, we describe a VLE module that extends the support of the organization and delivery of course material by including administration activities related to the various stages of teaching. These include the co-ordination, collaboration and monitoring of the course material development process and institution-specific course material delivery modes. Our specialized module, which enhances VLE capabilities by Helping Educators and Learners through a Laboratory Assistance System, is willing to assist the Greek tertiary technological sector, which includes Technological Educational Institutes (T.E.I.).
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: Internet computer games turn to be more and more
attractive within the context of technology enhanced learning.
Educational games as quizzes and quests have gained significant
success in appealing and motivating learners to study in a different
way and provoke steadily increasing interest in new methods of
application. Board games are specific group of games where figures
are manipulated in competitive play mode with race conditions on a
surface according predefined rules. The article represents a new,
formalized model of traditional quizzes, puzzles and quests shown as
multimedia board games which facilitates the construction process of
such games. Authors provide different examples of quizzes and their
models in order to demonstrate the model is quite general and does
support not only quizzes, mazes and quests but also any set of
teaching activities. The execution process of such models is
explained and, as well, how they can be useful for creation and
delivery of adaptive e-learning courseware.
Abstract: Serious games have proven to be a useful instrument
to engage learners and increase motivation. Nevertheless, a broadly
accepted, practical instructional design approach to serious games
does not exist. In this paper, we introduce the use of an instructional
design model that has not been applied to serious games yet, and has
some advantages compared to other design approaches. We present
the case of mechanics mechatronics education to illustrate the close
match with timing and role of knowledge and information that the
instructional design model prescribes and how this has been
translated to a rigidly structured game design. The structured
approach answers the learning needs of applicable knowledge within
the target group. It combines advantages of simulations with
strengths of entertainment games to foster learner-s motivation in the
best possible way. A prototype of the game will be evaluated along a
well-respected evaluation method within an advanced test setting
including test and control group.
Abstract: The purpose of this study is to revisit the concept of
rape as represented by professionals in the literature as well as its
perception (beliefs and attitudes) in the population at large and to
propose methodological improvements to its measurement tool. Rape
is a serious crime threatening its victim-s physical and mental health
and integrity; and as such is legally prosecuted in all modern
societies. The problem is not in accepting or rejecting rape as a
criminal act, but rather in the vagueness of its interpretations and
“justifications" maintained in the mentality of modern societies -
known in the literature as the phenomenon of "rape-myth". The rapemyth
can be studied from different perspectives: criminology,
sociology, ethics, medicine and psychology. Its investigation requires
rigorous scientific objectivity, free of passion (victims of rape are at
risk of emotional bias), free of activism (social activists, even if wellintentioned
are also biased), free of any pre-emptive assumptions or
prejudices. To apply a rigorous scientific procedure, we need a solid,
valid and reliable measurement. Rape is a form of heterosexual or
homosexual aggression, violently forcing the victim to give-in in the
sexual activity of the aggressor against her/his will. Human beings
always try to “understand" or find a reason justifying their acts.
Psychological literature provides multiple clinical and experimental
examples of it; just to mention the famous studies by Milgram on the
level of electroshock delivered by the “teacher" towards the “learner"
if “scientifically justifiable" or the studies on the behavior of
“prisoners" and the “guards" and many other experiments and field
observations. Sigmund Freud presented the phenomenon of
unconscious justification and called it rationalization. The multiple
justifications, rationalizations and repeated opinions about sexual
behavior contribute to a myth maintained in the society. What kind of
“rationale" our societies apply to “understand" the non-consensual
sexual behavior? There are many, just to mention few:
• Sex is a ludistic activity for both participants, therefore –
even if not consented – it should bring pleasure to both.
• Everybody wants sex, but only men are allowed to manifest
it openly while women have to pretend the opposite, thus men have
to initiate sexual behavior and women would follow.
• A person who strongly needs sex is free to manifest it and
struggle to get it; the person who doesn-t want it must not reveal
her/his sexual attraction and avoid risky situations; otherwise she/he
is perceived as a promiscuous seducer.
• A person who doesn-t fight against the sexual initiator
unconsciously accepts the rape (does it explain why homosexual
rapes are reported less frequently than rapes against women?).
• Women who are raped deserve it because their wardrobe is
very revealing and seducing and they ''willingly'' go to highly risky
places (alleys, dark roads, etc.).
• Men need to ventilate their sexual energy and if they are
deprived of a partner their urge to have sex is difficult to control.
• Men are supposed to initiate and insist even by force to have
sex (their testosterone makes them both sexual and aggressive).
The paper overviews numerous cultural beliefs about masculine
versus feminine behavior and their impact on the “rape myth".
Abstract: This paper proposes a three-dimensional motion capture and feedback system of flying disc throwing action learners with use of Kinect device. Rather than conventional 3-D motion capture system, Kinect has advantages of cost merit, easy system development and operation. A novice learner of flying disc is trained to keep arm movement in steady height, to twist the waist, and to stretch the elbow according to the waist angle. The proposing system captures learners- body movement, checks their skeleton positions in pre-motion / motion / post-motion in several ways, and displays feedback messages to refine their actions.
Abstract: This paper examines the interplay of policy options
and cost-effective technology in providing sustainable distance
education. A case study has been conducted among the learners and
teachers. The emergence of learning technologies through CD,
internet, and mobile is increasingly adopted by distance institutes for
quick delivery and cost-effective factors. Their sustainability is
conditioned by the structure of learners and well as the teaching
community. The structure of learners in terms of rural and urban
background revealed similarity in adoption and utilization of mobile
learning. In other words, the technology transcended the rural-urban
dichotomy. The teaching community was divided into two groups on
policy issues. This study revealed both cost-effective as well as
sustainability impacts on different learners groups divided by rural
and urban location.