Abstract: Continuous self-assessment becomes crucial in self-paced online learning environments. Students often depend on themselves to assess their progress; which is considered an essential requirement for any successful learning process. Today’s education institutions face major problems around student motivation and engagement. Thus, personalized e-learning systems aim to help and guide the students. Gamification provides an opportunity to help students for self-assessment and social comparison with other students through attempting to harness the motivational power of games and apply it to the learning environment. Furthermore, Open Social Student Modeling (OSSM) as considered as the latest user modeling technologies is believed to improve students’ self-assessment and to allow them to social comparison with other students. This research integrates OSSM approach and gamification concepts in order to provide self-assessment for English language learners at King Abdulaziz University (KAU). This is achieved through an interactive visual representation of their learning progress.
Abstract: This paper proposes an effective adaptive e-learning system that uses a coloured concept map to show the learner's knowledge level for each concept in the chosen subject area. A Fuzzy logic system is used to evaluate the learner's knowledge level for each concept in the domain, and produce a ranked concept list of learning materials to address weaknesses in the learner’s understanding. This system obtains information on the learner's understanding of concepts by an initial pre-test before the system is used for learning and a post-test after using the learning system. A Fuzzy logic system is used to produce a weighted concept map during the learning process. The aim of this research is to prove that such a proposed novel adapted e-learning system will enhance learner's performance and understanding. In addition, this research aims to increase participants' overall understanding of their learning level by providing a coloured concept map of understanding followed by a ranked concepts list of learning materials.
Abstract: E-learning is a developing area especially in education. E-learning can provide several benefits to learners. An intelligent system to collect all components satisfying user preferences is so important. This research presents an approach that it capable to personalize e-information and give the user their needs following their preferences. This proposal can make some knowledge after more evaluations made by the user. In addition, it can learn from the habit from the user. Finally, we show a walk-through to prove how intelligent process work.
Abstract: This research study examines the current state of support services for e-network practice in an Australian and an American university. It identifies information that will be of assistance to Australian and American universities to improve their existing online programs. The study investigated the two universities using a quantitative methodological approach. Participants were students, lecturers and admins of universities engaged with online courses and learning management systems. The support services for e-network practice variables, namely academic support services, administrative support and technical support, were investigated for e-practice. Evaluations of e-network support service and its sub factors were above average and excellent in both countries, although the American admins and lecturers tended to evaluate this factor higher than others did. Support practice was evaluated higher by all participants of an American university than by Australians. One explanation for the results may be that most suppliers of the Australian university e-learning system were from eastern Asian cultural backgrounds with a western networking support perspective about e-learning.
Abstract: Over the past 20 years, technology was rapidly developed and no one expected what will come next. Advancements in technology open new opportunities for immersive learning environments. There is a need to transmit education to a level that makes it more effective for the student. Augmented reality is one of the most popular technologies these days. This paper is an experience of applying Augmented Reality (AR) technology using a marker-based approach in E-learning system to transmitting virtual objects into the real-world scenes. We present a marker-based approach for transmitting virtual objects into real-world scenes to explain information in a better way after we developed a mobile phone application. The mobile phone application was then tested on students to determine the extent to which it encouraged them to learn and understand the subjects. In this paper, we talk about how the beginnings of AR, the fields using AR, how AR is effective in education, the spread of AR these days and the architecture of our work. Therefore, the aim of this paper is to prove how creating an interactive e-learning system using AR technology will encourage students to learn more.
Abstract: The way e-learning effectiveness has been notoriously measured within an academic setting is by comparing the e-learning medium to the traditional face-to-face teaching methodology. In this paper, a simple yet innovative comparison methodology is introduced, whereby the effectiveness of next generation e-learning systems are assessed in contrast not only to the face-to-face mode, but also to the classical e-learning modality. Ethical and logistical issues are also discussed, as this three-way approach to compare teaching methodologies was applied and documented in a real empirical study within a higher education institution.
Abstract: The paradigm of education is drastically changing from conventional to e-learning model. Due to ease of learning with various other benefits, several educational institutions are adopting the e-learning models. Some institutions are still willing to transform their educational system on to e-learning, but due to limited resources, they are still compromising on the old traditional system. The cloud computing could be one of the best solutions to overcome this problem by providing hardware, software, and infrastructure resources with cost efficient manner. The adoption of cloud computing in education will bring revolution in this paradigm. This paper introduces various positive features of e-learning and presents a way how cloud computing technology can be provisioned e-learning model. This paper also investigates the numerous challenges and opportunities that would be observed in cloud computing adoption in e-learning domain. The concept and knowledge present in this paper may create a new direction of research in the domain of cloud-based e-learning.
Abstract: National University of Laos (NUOL) requested Japan International Cooperation Agency (JICA) volunteers to begin a physics experiments class using multi media. However, there are issues. NUOL had no physics experiment class, no space for physics experiments, experiment materials were not used for many years and were scattered in various places, and there is no projector and laptop computer in the unit. This raised the question: How do authors begin the physics experiments class using multimedia? To solve this problem, the JICA took some steps, took stock of what was available and reviewed the syllabus. The JICA then revised the experiment materials to assess what was available and then developed textbooks for experiments using them; however, the question remained, what about the multimedia component of the course? Next, the JICA reviewed Physics teacher Pavy Souvannavong’s YouTube channel, where he and his students upload video reports of their physics classes at NUOL using their smartphones. While they use multi-media, almost all the videos recorded were of class presentations. To improve the multimedia style, authors edited the videos in the style of another YouTube channel, “Science for Lao,” which is a science education group made up of Japan Overseas Cooperation Volunteers (JOCV) in Laos. They created the channel to enhance science education in Laos, and hold regular monthly meetings in the capital, Vientiane, and at teacher training colleges in the country. They edit the video clips in three parts, which are the materials and procedures part including pictures, practice footage of the experiment part, and then the result and conclusion part. Then students perform experiments and prepare for presentation by following the videos. The revised experiment presentation reports use PowerPoint presentations, material pictures and experiment video clips. As for providing textbooks and submitting reports, the students use the e-Learning system of “Moodle” of the Information Technology Center in Dongdok campus of NUOL. The Korean International Cooperation Agency (KOICA) donated those facilities. The authors have passed the process of the revised materials, developed textbooks, the PowerPoint slides presented by students, downloaded textbooks and uploaded reports, to begin the physics experiments class using multimedia. This is the practice research report for beginning a physics experiments class using multimedia in the physics unit at the Department of Natural Science, Faculty of Education, at the NUOL.
Abstract: E-Learning enables the users to learn at anywhere at
any time. In E-Learning systems, authenticating the E-Learning user
has security issues. The usage of appropriate communication
networks for providing the internet connectivity for E-learning is
another challenge. WiMAX networks provide Broadband Wireless
Access through the Multicast Broadcast Service so these networks
can be most suitable for E-Learning applications. The authentication
of E-Learning user is vulnerable to session hijacking problems. The
repeated authentication of users can be done to overcome these
issues. In this paper, session based Profile Caching Authentication is
proposed. In this scheme, the credentials of E-Learning users can be
cached at authentication server during the initial authentication
through the appropriate subscriber station. The proposed cache based
authentication scheme performs fast authentication by using cached
user profile. Thus, the proposed authentication protocol reduces the
delay in repeated authentication to enhance the security in ELearning.
Abstract: There are real needs to integrate types of Open
Educational Resources (OER) with an intelligent system to extract
information and knowledge in the semantic searching level. The
needs came because most of current learning standard adopted web
based learning and the e-learning systems do not always serve all
educational goals. Semantic Web systems provide educators,
students, and researchers with intelligent queries based on a semantic
knowledge management learning system. An ontology-based learning
system is an advanced system, where ontology plays the core of the
semantic web in a smart learning environment. The objective of this
paper is to discuss the potentials of ontologies and mapping different
kinds of ontologies; heterogeneous or homogenous to manage and
control different types of Open Educational Resources. The important
contribution of this research is that it uses logical rules and
conceptual relations to map between ontologies of different
educational resources. We expect from this methodology to establish
an intelligent educational system supporting student tutoring, self and
lifelong learning system.
Abstract: The objective is to study the satisfaction on English with an online learning. Online learning system mainly consists of English lessons, exercises, tests, web boards, and supplementary lessons for language practice. The sample groups are 80 Thai students studying English for Business Communication, majoring in Hotel and Lodging Management. The data are analyzed by mean, standard deviation (S.D.) value from the questionnaires. The results were found that the most average of satisfaction on academic aspects are technological searching tool through E-learning system that support the students’ learning (4.51), knowledge evaluation on pre-post learning and teaching (4.45), and change for project selections according to their interest, subject contents including practice in the real situations (4.45), respectively.
Abstract: In today's world, success of most systems depend on the use of new technologies and information technology (IT) which aimed to increase efficiency and satisfaction of users. One of the most important systems that use information technology to deliver services is the education system. But for educational services in the form of E-learning systems, hardware and software equipment should be containing high quality, which requires substantial investment. Because the vast majority of educational establishments can not invest in this area so the best way for them is reducing the costs and providing the E-learning services by using cloud computing. But according to the novelty of the cloud technology, it can create challenges and concerns that the most noted among them are security issues. Security concerns about cloud-based E-learning products are critical and security measures essential to protect valuable data of users from security vulnerabilities in products. Thus, the success of these products happened if customers meet security requirements then can overcome security threats. In this paper tried to explore cloud computing and its positive impact on E- learning and put main focus to identify security issues that related to cloud-based E-learning efforts which have been improve security and provide solutions in management challenges.
Abstract: This paper explains a novel approach to human interactive e-learning systems using head posture images. Students- face and hair information are used to identify a human presence and estimate the gaze direction. We then define the human-computer interaction level and test the definition using ten students and seventy different posture images. The experimental results show that head posture images provide adequate information for increasing human-computer interaction in e-learning systems.
Abstract: Many research works are carried out on the analysis of
traces in a digital learning environment. These studies produce large
volumes of usage tracks from the various actions performed by a
user. However, to exploit these data, compare and improve
performance, several issues are raised. To remedy this, several works
deal with this problem seen recently. This research studied a series of
questions about format and description of the data to be shared. Our
goal is to share thoughts on these issues by presenting our experience
in the analysis of trace-based log files, comparing several approaches
used in automatic classification applied to e-learning platforms.
Finally, the obtained results are discussed.
Abstract: In the globalized e-learning environment, students coming from different cultures and countries have different characteristics and require different support designed for their approaches to study and learning styles. This paper explores the ways in which cultural background influences students- approaches to study and learning styles. Participants in the study consisted of 131 eastern students and 54 western students from an Australian university. The students were tested using the Study Process Questionnaire (SPQ) for assessing their approaches to study and the Index of Learning Styles Questionnaire (ILS) for assessing their learning styles. The results of the study led to a set of principles being proposed to guide personalization of e-learning system design on the basis of cultural differences.
Abstract: This paper proposes a Web service and serviceoriented
architecture (SOA) for a computer-adaptive testing (CAT)
process on e-learning systems. The proposed architecture is
developed to solve an interoperability problem of the CAT process by
using Web service. The proposed SOA and Web service define all
services needed for the interactions between systems in order to
deliver items and essential data from Web service to the CAT Webbased
application. These services are implemented in a XML-based
architecture, platform independence and interoperability between the
Web service and CAT Web-based applications.
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: This paper describes a concept of stereotype student
model in adaptive knowledge acquisition e-learning system. Defined
knowledge stereotypes are based on student's proficiency level and
on Bloom's knowledge taxonomy. The teacher module is responsible
for the whole adaptivity process: the automatic generation of
courseware elements, their dynamic selection and sorting, as well as
their adaptive presentation using templates for statements and
questions. The adaptation of courseware is realized according to
student-s knowledge stereotype.
Abstract: This paper demonstrates a model of an e-Learning
system based on nowadays learning theory and distant education
practice. The relationships in the model are designed to be simple
and functional and do not necessarily represent any particular e-
Learning environments. It is meant to be a generic e-Learning
system model with implications for any distant education course
instructional design. It allows online instructors to move away from
the discrepancy between the courses and body of knowledge. The
interrelationships of four primary sectors that are at the e-Learning
system are presented in this paper. This integrated model includes
[1] pedagogy, [2] technology, [3] teaching, and [4] learning. There
are interactions within each of these sectors depicted by system loop
map.
Abstract: A suitable e-learning system management needs to
carry out a web-information system in order to allow integrated
fruition of data and metadata concerning the activities typical of elearning
environment. The definition of a “web information system"
for e-learning takes advantage of the potentialities of Web
technologies both as for the access to metadata present on the several
platforms, and as for the implementation of courseware which make
up the relative didactic environment. What information systems have
in common is the technological environment on which they are
generally implemented and the use of metadata in order to structure
information at all cognitive and organization levels. In this work we
are going to define a methodology for the implementation of a
specific web information system for an e-learning environment.