Abstract: The cyberspace is an instrument through which
internet users could get new experiences. It could contribute to foster
one-s own growth, widening cognitive, creative and communicative
abilities and promoting relationships. In the cyberspace, in fact, it is
possible to create virtual learning communities where internet users
improve their interpersonal sphere, knowledge and skills. The main
element of e-learning is the establishment of online relationships, that
are often collaborative.
Abstract: A Web-based learning tool, the Learn IN Context
(LINC) system, designed and being used in some institution-s
courses in mixed-mode learning, is presented in this paper. This
mode combines face-to-face and distance approaches to education.
LINC can achieve both collaborative and competitive learning. In
order to provide both learners and tutors with a more natural way to
interact with e-learning applications, a conversational interface has
been included in LINC. Hence, the components and essential features
of LINC+, the voice enhanced version of LINC, are described. We
report evaluation experiments of LINC/LINC+ in a real use context
of a computer programming course taught at the Université de
Moncton (Canada). The findings show that when the learning
material is delivered in the form of a collaborative and voice-enabled
presentation, the majority of learners seem to be satisfied with this
new media, and confirm that it does not negatively affect their
cognitive load.
Abstract: As the majority of faults are found in a few of its modules so there is a need to investigate the modules that are affected severely as compared to other modules and proper maintenance need to be done on time especially for the critical applications. In this paper, we have explored the different predictor models to NASA-s public domain defect dataset coded in Perl programming language. Different machine learning algorithms belonging to the different learner categories of the WEKA project including Mamdani Based Fuzzy Inference System and Neuro-fuzzy based system have been evaluated for the modeling of maintenance severity or impact of fault severity. The results are recorded in terms of Accuracy, Mean Absolute Error (MAE) and Root Mean Squared Error (RMSE). The results show that Neuro-fuzzy based model provides relatively better prediction accuracy as compared to other models and hence, can be used for the maintenance severity prediction of the software.
Abstract: Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts. As educators, we need to explore these environments to determine how they can most effectively be used in our instructional practices. This paper explores the current application of virtual worlds to identify meaningful educational strategies that are being used to engage students and enhance teaching and learning.
Abstract: The current study aims at investigating the
relationship between the learners- integrative and instrumental
motivation and English proficiency among Iranian EFL learners. The
participants in this study consisted of 128 undergraduate university
students including 64 males and 64 females, majoring in English as a
foreign language, from Shiraz Azad University. Two research
instruments were used to gather the needed data for this study: 1)
Language Proficiency Test. 2) A scale on motivation which
determines the type of the EFL learners- motivation. Correlatin
coefficient and t-test were used to analyze the collected data and the
main result was found as follows: There is a significant relationship
between the integrative motivation and instrumental motivation with
English proficiency among EFL learners of Shiraz Azad University.
Abstract: Educational games (EG) seem to have lots of potential due to digital games popularity and preferences of our younger generations of learners. However, most studies focus on game design and its effectiveness while little has been known about the factors that can affect users to accept or to reject EG for their learning. User acceptance research try to understand the determinants of information systems (IS) adoption among users by investigating both systems factors and users factors. Upon the lack of knowledge on acceptance factors for educational games, we seek to understand the issue. This study proposed a model of acceptance factors based on Unified Theory of Acceptance and Use of Technology (UTAUT). We use original model (performance expectancy, effort expectancy and social influence) together with two new determinants (learning opportunities and enjoyment). We will also investigate the effect of gender and gaming experience that moderate the proposed factors.
Abstract: This paper presents a semi-supervised learning algorithm called Iterative-Cross Training (ICT) to solve the Web pages classification problems. We apply Inductive logic programming (ILP) as a strong learner in ICT. The objective of this research is to evaluate the potential of the strong learner in order to boost the performance of the weak learner of ICT. We compare the result with the supervised Naive Bayes, which is the well-known algorithm for the text classification problem. The performance of our learning algorithm is also compare with other semi-supervised learning algorithms which are Co-Training and EM. The experimental results show that ICT algorithm outperforms those algorithms and the performance of the weak learner can be enhanced by ILP system.
Abstract: The state of the art in instructional design for
computer-assisted learning has been strongly influenced by advances
in information technology, Internet and Web-based systems. The
emphasis of educational systems has shifted from training to
learning. The course delivered has also been changed from large
inflexible content to sequential small chunks of learning objects. The
concepts of learning objects together with the advanced technologies
of Web and communications support the reusability, interoperability,
and accessibility design criteria currently exploited by most learning
systems. These concepts enable just-in-time learning. We propose to
extend theses design criteria further to include the learnability
concept that will help adapting content to the needs of learners. The
learnability concept offers a better personalization leading to the
creation and delivery of course content more appropriate to
performance and interest of each learner. In this paper we present a
new framework of learning environments containing knowledge
discovery as a tool to automatically learn patterns of learning
behavior from learners' profiles and history.
Abstract: This article discusses the concept of student ownership of knowledge and seeks to determine how to move students from knowledge acquisition to knowledge application and ultimately to knowledge generation in a virtual setting. Instructional strategies for fostering student engagement in a virtual environment are critical to the learner-s strategic ownership of the knowledge. A number of relevant theories that focus on learning, affect, needs and adult concerns are presented to provide a basis for exploring the transfer of knowledge from teacher to learner. A model under development is presented that combines the dimensions of knowledge approach, the teacher-student relationship with regards to knowledge authority and teaching approach to demonstrate the recursive and scaffolded design for creation of virtual learning environments.
Abstract: This study is designed to investigate errors emerged in written texts produced by 30 Turkish EFL learners with an explanatory, and thus, qualitative perspective. Erroneous language elements were identified by the researcher first and then their grammaticality and intelligibility were checked by five native speakers of English. The analysis of the data showed that it is difficult to claim that an error stems from only one single factor since different features of an error are triggered by different factors. Our findings revealed two different types of errors: those which stem from the interference of L1 with L2 and those which are developmental ones. The former type contains more global errors whereas the errors in latter type are more intelligible.
Abstract: The technology usages of high speed Internet leads to
establish and start new era of online education. With the
advancement of the information technology and communication
systems new opportunities have been created. This leads universities
to have various online education channels to meet the demand of
different learners- needs. One of these channels is M-learning, which
can be used to improve the online education environment. With using
such mobile technology in learning both students and instructors can
easily access educational courses anytime from anywhere. The paper
first presents literature about mobile learning and to what extent this
approach can be utilized to enhance the overall learning system. It
provides a comparison between mobile learning and traditional elearning
showing the wide array of benefits of the new generation of
technology. The possible challenges and potential advantages of Mlearning
in the online education system are also discussed.
Abstract: The current education system in India is adept in
equipping and assessing the scholastic development of children.
However, there is an immediate need to strengthen co-scholastic
areas like life-skills, values and attitudes to equip students to face real
life challenges. Audio-visual technology and their respective media
can make a significant contribution to a value based learning
curriculum. Thus, co-scholastic skills need to be effectively nurtured
by a medium that is entertaining and impactful. Films in general have
a tremendous impact in our society. Films with a positive message
make a formidable learning experience that can influence and inspire
generations of learners. Leveraging on this powerful medium,
EduMedia India Pvt. Ltd. has introduced School Cinema a well
researched film-based learning module supported by a fun and
exciting workbook, designed to introduce and reaffirm life-skills and
values to children, thereby having a positive influence on their
attitudes.
Abstract: The behavior of Radial Basis Function (RBF) Networks greatly depends on how the center points of the basis functions are selected. In this work we investigate the use of instance reduction techniques, originally developed to reduce the storage requirements of instance based learners, for this purpose. Five Instance-Based Reduction Techniques were used to determine the set of center points, and RBF networks were trained using these sets of centers. The performance of the RBF networks is studied in terms of classification accuracy and training time. The results obtained were compared with two Radial Basis Function Networks: RBF networks that use all instances of the training set as center points (RBF-ALL) and Probabilistic Neural Networks (PNN). The former achieves high classification accuracies and the latter requires smaller training time. Results showed that RBF networks trained using sets of centers located by noise-filtering techniques (ALLKNN and ENN) rather than pure reduction techniques produce the best results in terms of classification accuracy. The results show that these networks require smaller training time than that of RBF-ALL and higher classification accuracy than that of PNN. Thus, using ALLKNN and ENN to select center points gives better combination of classification accuracy and training time. Our experiments also show that using the reduced sets to train the networks is beneficial especially in the presence of noise in the original training sets.
Abstract: This research analyzes factors affecting the success of
Litecoin Value within Thailand and develops a guideline for selfreliance
for effective business implementation. Samples in this study
included 119 people through surveys. The results revealed four main
factors affecting the success as follows: 1) Future Career training
should be pursued in applied Litecoin development. 2) Didn't grasp
the concept of a digital currency or see the benefit of a digital
currency. 3) There is a great need to educate the next generation of
learners on the benefits of Litecoin within the community. 4) A great
majority didn't know what Litecoin was.
The guideline for self-reliance planning consisted of 4 aspects: 1)
Development planning: by arranging meet up groups to conduct
further education on Litecoin and share solutions on adoption into
every day usage. Local communities need to develop awareness of
the usefulness of Litecoin and share the value of Litecoin among
friends and family. 2) Computer Science and Business Management
staff should develop skills to expand on the benefits of Litecoin
within their departments. 3) Further research should be pursued on
how Litecoin Value can improve business and tourism within
Thailand. 4) Local communities should focus on developing Litecoin
awareness by encouraging street vendors to accept Litecoin as
another form of payment for services rendered.
Abstract: Using the animations video of teaching materials is an
effective learning method. However, we thought that more effective learning method is to produce the teaching video by learners
themselves. The learners who act as the producer must learn and understand well to produce and present video of teaching materials to
others. The purpose of this study is to propose the project based learning (PBL) technique by co-producing video of IT (information
technology) teaching materials. We used the T2V player to produce
the video based on TVML a TV program description language. By
proposed method, we have assigned the learners to produce the
animations video for “National Examination for Information
Processing Technicians (IPA examination)" in Japan, in order to get
them learns various knowledge and skill on IT field. Experimental
result showed that learning effect has occurred at the video production
process that useful for IT personnel resources development.
Abstract: Cooperative learning has been defined as learners working together as a team to solve a problem to complete a task or to accomplish a common goal, which emphasizes the importance of interactions among members to promote the whole learning performance. With the popularity of society networks, cooperative learning is no longer limited to traditional classroom teaching activities. Since society networks facilitate to organize online learners, to establish common shared visions, and to advance learning interaction, the online community and online learning community have triggered the establishment of web-based societies. Numerous research literatures have indicated that the collaborative learning community is a critical issue to enhance learning performance. Hence, this paper proposes a learning community recommendation approach to facilitate that a learner joins the appropriate learning communities, which is based on k-nearest neighbor (kNN) classification. To demonstrate the viability of the proposed approach, the proposed approach is implemented for 117 students to recommend learning communities. The experimental results indicate that the proposed approach can effectively recommend appropriate learning communities for learners.
Abstract: In this paper, we give an overview of an online elearning
tool which has been developed for kids aged from nine to
eleven years old in Mauritius for the self-study of Mathematics in
order to prepare them for the CPE examination. The software does
not intend to render obsolete the existing pedagogical approaches.
Nowadays, the teaching-learning process is mainly focused towards
the class-room model. Moreover, most of the e-learning platforms
that exist are simply static ways of delivering resources using the
internet. There is nearly no interaction between the learner and the
tool. Our application will enable students to practice exercises online
and also work out sample examination papers. Another interesting
feature is that the kid will not have to wait for someone to correct the
work as the correction will be done online and on the spot. Additional
feedback is also provided for some exercises.
Abstract: This paper discusses a qualitative simulator QRiOM
that uses Qualitative Reasoning (QR) technique, and a process-based
ontology to model, simulate and explain the behaviour of selected
organic reactions. Learning organic reactions requires the application
of domain knowledge at intuitive level, which is difficult to be
programmed using traditional approach. The main objective of
QRiOM is to help learners gain a better understanding of the
fundamental organic reaction concepts, and to improve their
conceptual comprehension on the subject by analyzing the multiple
forms of explanation generated by the software. This paper focuses
on the generation of explanation based on causal theories to explicate
various phenomena in the chemistry subject. QRiOM has been tested
with three classes problems related to organic chemistry, with
encouraging results. This paper also presents the results of
preliminary evaluation of QRiOM that reveal its explanation
capability and usefulness.
Abstract: The use of Virtual Reality (VR) in schools and higher education is proliferating. Due to its interactive and animated features, it is regarded as a promising technology to increase students- spatial ability. Spatial ability is assumed to have a prominent role in science and engineering domains. However, research concerning individual differences such as spatial ability in the context of VR is still at its infancy. Moreover, empirical studies that focus on the features of VR to improve spatial ability are to date rare. Thus, this paper explores the possible educational values of VR in relation to spatial ability to call for more research concerning spatial ability in the context of VR based on studies in computerbased learning. It is believed that the incorporation of state-of-the-art VR technology for educational purposes should be justified by the enhanced benefits for the target learners.
Abstract: With major technological advances and to reduce the
cost of training apprentices for real-time critical systems, it was
necessary the development of Intelligent Tutoring Systems for
training apprentices in these systems. These systems, in general, have
interactive features so that the learning is actually more efficient,
making the learner more familiar with the mechanism in question. In
the home stage of learning, tests are performed to obtain the student's
income, a measure on their use. The aim of this paper is to present a
framework to model an Intelligent Tutoring Systems using the UML
language. The various steps of the analysis are considered the
diagrams required to build a general model, whose purpose is to
present the different perspectives of its development.