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: Avoiding learning failures in mathematics e-learning environments caused by emotional problems in students with autism has become an important topic for combining of special education with information and communications technology. This study presents an adaptive emotional adjustment model in mathematics e-learning for students with autism, emphasizing the lack of emotional perception in mathematics e-learning systems. In addition, an emotion classification for students with autism was developed by inducing emotions in mathematical learning environments to record changes in the physiological signals and facial expressions of students. Using these methods, 58 emotional features were obtained. These features were then processed using one-way ANOVA and information gain (IG). After reducing the feature dimension, methods of support vector machines (SVM), k-nearest neighbors (KNN), and classification and regression trees (CART) were used to classify four emotional categories: baseline, happy, angry, and anxious. After testing and comparisons, in a situation without feature selection, the accuracy rate of the SVM classification can reach as high as 79.3-%. After using IG to reduce the feature dimension, with only 28 features remaining, SVM still has a classification accuracy of 78.2-%. The results of this research could enhance the effectiveness of eLearning in special education.
Abstract: We have developed a distributed asynchronous Web
based training system. In order to improve the scalability and robustness
of this system, all contents and functions are realized on mobile
agents. These agents are distributed to computers, and they can use
a Peer to Peer network that modified Content-Addressable Network.
In the proposed system, only text data can be included in a exercise.
To make our proposed system more useful, the mechanism that it not
only adapts to multimedia data but also it doesn-t influence the user-s
learning even if the size of exercise becomes large is necessary.
Abstract: The success of an e-learning system is highly
dependent on the quality of its educational content and how effective,
complete, and simple the design tool can be for teachers. Educational
modeling languages (EMLs) are proposed as design languages
intended to teachers for modeling diverse teaching-learning
experiences, independently of the pedagogical approach and in
different contexts. However, most existing EMLs are criticized for
being too abstract and too complex to be understood and manipulated
by teachers. In this paper, we present a visual EML that simplifies the
process of designing learning scenarios for teachers with no
programming background. Based on the conceptual framework of the
activity theory, our resulting visual EML focuses on using Domainspecific
modeling techniques to provide a pedagogical level of
abstraction in the design process.
Abstract: Traditional higher-education classrooms allow lecturers to observe students- behaviours and responses to a particular pedagogy during learning in a way that can influence changes to the pedagogical approach. Within current e-learning systems it is difficult to perform continuous analysis of the cohort-s behavioural tendency, making real-time pedagogical decisions difficult. This paper presents a Virtual Learning Process Environment (VLPE) based on the Business Process Management (BPM) conceptual framework. Within the VLPE, course designers can model various education pedagogies in the form of learning process workflows using an intuitive flow diagram interface. These diagrams are used to visually track the learning progresses of a cohort of students. This helps assess the effectiveness of the chosen pedagogy, providing the information required to improve course design. A case scenario of a cohort of students is presented and quantitative statistical analysis of their learning process performance is gathered and displayed in realtime using dashboards.
Abstract: The recent development in learning technologies leads
to emerge many learning management systems (LMS). In this study,
we concentrate on the specifications and characteristics of LMSs.
Furthermore, this paper emphasizes on the feature of e-learning
management systems. The features take on the account main
indicators to assist and evaluate the quality of e-learning systems.
The proposed indicators based of ten dimensions.
Abstract: Social learning network analysis has drawn attention
for most researcher on e-learning research domain. This is due to the
fact that it has the capability to identify the behavior of student
during their social interaction inside e-learning. Normally, the social
network analysis (SNA) is treating the students' interaction merely as
node and edge with less meaning. This paper focuses on providing an
ontology structure of e-learning Moodle that can enrich the
relationships among students, as well as between the students and the
teacher. This ontology structure brings great benefit to the future
development of e-learning system.
Abstract: In this paper, backup and recovery technique for Peer
to Peer applications, such as a distributed asynchronous Web-Based
Training system that we have previously proposed. In order to
improve the scalability and robustness of this system, all contents and
function are realized on mobile agents. These agents are distributed
to computers, and they can obtain using a Peer to Peer network
that modified Content-Addressable Network. In the proposed system,
although entire services do not become impossible even if some
computers break down, the problem that contents disappear occurs
with an agent-s disappearance. As a solution for this issue, backups
of agents are distributed to computers. If a failure of a computer is
detected, other computers will continue service using backups of the
agents belonged to the computer.
Abstract: In this paper an open agent-based modular framework
for personalized and adaptive curriculum generation in e-learning
environment is proposed. Agent-based approaches offer several
potential advantages over alternative approaches. Agent-based
systems exhibit high levels of flexibility and robustness in dynamic
or unpredictable environments by virtue of their intrinsic autonomy.
The presented framework enables integration of different types of
expert agents, various kinds of learning objects and user modeling
techniques. It creates possibilities for adaptive e-learning process.
The KM e-learning system is in a process of implementation in
Varna Free University and will be used for supporting the
educational process at the University.
Abstract: The massive proliferation of affordable computers, Internet broadband connectivity and rich education content has created a global phenomenon in which information and communication technology (ICT) is being used to transform education. Therefore, there is a need to redesign the educational system to meet the needs better. The advent of computers with sophisticated software has made it possible to solve many complex problems very fast and at a lower cost. This paper introduces the characteristics of the current E-Learning and then analyses the concept of cloud computing and describes the architecture of cloud computing platform by combining the features of E-Learning. The authors have tried to introduce cloud computing to e-learning, build an e-learning cloud, and make an active research and exploration for it from the following aspects: architecture, construction method and external interface with the model.
Abstract: We have developed a distributed asynchronous Web
based training system. In order to improve the scalability and robustness
of this system, all contents and a function are realized on
mobile agents. These agents are distributed to computers, and they
can use a Peer to Peer network that modified Content-Addressable
Network. In this system, all computers offer the function and exercise
by themselves. However, the system that all computers do the same
behavior is not realistic. In this paper, as a solution of this issue,
we present an e-Learning system that is composed of computers
of different participation types. Enabling the computer of different
participation types will improve the convenience of the system.