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: In today's world where everything is rapidly changing
and information technology is high in development, many features of culture, society, politic and economy has changed. The advent of
information technology and electronic data transmission lead to easy communication and fields like e-learning and e-commerce, are
accessible for everyone easily. One of these technologies is virtual
training. The "quality" of such kind of education systems is critical. 131 questionnaires were prepared and distributed among university
student in Toba University. So the research has followed factors that affect the quality of learning from the perspective of staff, students, professors and this type of university. It is concluded that the important factors in virtual training are the quality of professors, the
quality of staff, and the quality of the university. These mentioned factors were the most prior factors in this education system and
necessary for improving virtual training.
Abstract: A key requirement for e-learning materials is
reusability and interoperability, that is the possibility to use at least
part of the contents in different courses, and to deliver them trough
different platforms. These features make possible to limit the cost of
new packages, but require the development of material according to
proper specifications. SCORM (Sharable Content Object Reference
Model) is a set of guidelines suitable for this purpose. A specific
adaptation project has been started to make possible to reuse existing
materials. The paper describes the main characteristics of SCORM
specification, and the procedure used to modify the existing material.
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 research investigates the use of digital technology
namely interactive multimedia in effective art education provided by
museum. Several multimedia experience examples created for art
education are study case subjected to assistance audiences- learning
within the context of existing theory in the field of interactive
multimedia.
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.
Abstract: One major issue that is regularly cited as a block to
the widespread use of online assessments in eLearning, is that of the
authentication of the student and the level of confidence that an
assessor can have that the assessment was actually completed by that
student. Currently, this issue is either ignored, in which case
confidence in the assessment and any ensuing qualification is
damaged, or else assessments are conducted at central, controlled
locations at specified times, losing the benefits of the distributed
nature of the learning programme. Particularly as we move towards
constructivist models of learning, with intentions towards achieving
heutagogic learning environments, the benefits of a properly
managed online assessment system are clear. Here we discuss some
of the approaches that could be adopted to address these issues,
looking at the use of existing security and biometric techniques,
combined with some novel behavioural elements. These approaches
offer the opportunity to validate the student on accessing an
assessment, on submission, and also during the actual production of
the assessment. These techniques are currently under development in
the DECADE project, and future work will evaluate and report their
use..
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: 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 concept of e-Learning is now emerging in Sub Saharan African countries like Tanzania. Due to economic constraints and other social and cultural factors faced by these countries, the use of Information and Communication Technology (ICT) is increasing at a very low pace. The digital divide threat has propelled the Government of Tanzania to put in place the national ICT Policy in 2003 which defines the direction of all ICT activities nationally. Among the main focused areas is the use of ICT in education, since for the development of any country, there is a need of creating knowledge based society. This paper discusses the initiatives made so far to introduce the use of ICT tools to some secondary schools using open source software in e-content development to facilitate a self-learning environment
Abstract: This paper describes a platform that faces the main
research areas for e-learning educational contents. Reusability tackles
the possibility to use contents in different courses reducing costs and
exploiting available data from repositories. In our approach the
production of educational material is based on templates to reuse
learning objects. In terms of interoperability the main challenge lays
on reaching the audience through different platforms. E-learning
solution must track social consumption evolution where nowadays
lots of multimedia contents are accessed through the social networks.
Our work faces it by implementing a platform for generation of
multimedia presentations focused on the new paradigm related to
social media. The system produces videos-courses on top of web
standard SMIL (Synchronized Multimedia Integration Language)
ready to be published and shared. Regarding interfaces it is
mandatory to satisfy user needs and ease communication. To
overcome it the platform deploys virtual teachers that provide natural
interfaces while multimodal features remove barriers to pupils with
disabilities.
Abstract: An implementation of a design for a game based
virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a
power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of
freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a
MMORPG environment. The game is tested on a group of second
year electrical engineering students with good results.
Abstract: In this contribution a newly developed e-learning environment is presented, which incorporates Intelligent Agents and Computational Intelligence Techniques. The new e-learning environment is constituted by three parts, the E-learning platform Front-End, the Student Questioner Reasoning and the Student Model Agent. These parts are distributed geographically in dispersed computer servers, with main focus on the design and development of these subsystems through the use of new and emerging technologies. These parts are interconnected in an interoperable way, using web services for the integration of the subsystems, in order to enhance the user modelling procedure and achieve the goals of the learning process.
Abstract: The internet has become an attractive avenue for
global e-business, e-learning, knowledge sharing, etc. Due to
continuous increase in the volume of web content, it is not practically
possible for a user to extract information by browsing and integrating
data from a huge amount of web sources retrieved by the existing
search engines. The semantic web technology enables advancement
in information extraction by providing a suite of tools to integrate
data from different sources. To take full advantage of semantic web,
it is necessary to annotate existing web pages into semantic web
pages. This research develops a tool, named OWIE (Ontology-based
Web Information Extraction), for semantic web annotation using
domain specific ontologies. The tool automatically extracts
information from html pages with the help of pre-defined ontologies
and gives them semantic representation. Two case studies have been
conducted to analyze the accuracy of OWIE.
Abstract: Despite the extensive use of eLearning systems, there
is no consensus on a standard framework for evaluating this kind of
quality system. Hence, there is only a minimum set of tools that can
supervise this judgment and gives information about the course
content value. This paper presents two kinds of quality set evaluation
indicators for eLearning courses based on the computational process
of three known metrics, the Euclidian, Hamming and Levenshtein
distances. The “distance" calculus is applied to standard evaluation
templates (i.e. the European Commission Programme procedures vs.
the AFNOR Z 76-001 Standard), determining a reference point in the
evaluation of the e-learning course quality vs. the optimal concept(s).
The case study, based on the results of project(s) developed in the
framework of the European Programme “Leonardo da Vinci", with
Romanian contractors, try to put into evidence the benefits of such a
method.
Abstract: E-learning refers to the specific kind of learning
experienced within the domain of educational technology, which can
be used in or out of the classroom. In this paper, we give an
overview of an e-learning platform 'An Innovative Interactive and
Online English Platform for Upper Primary Students' is an
interactive web-based application which will serve as an aid to the
primary school students in Mauritius. The objectives of this platform
are to offer quality learning resources for the English subject at our
primary level of education, encourage self-learning and hence
promote e-learning. The platform developed consists of several
interesting features, for example, the English Verb Conjugation tool,
Negative Form tool, Interrogative Form tool and Close Test
Generator. Thus, this learning platform will be useful at a time
where our country is looking for an alternative to private tuition and
also, looking forward to increase the pass rate.
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: Group work, projects and discussions are important
components of teacher education courses whether they are face-toface,
blended or exclusively online formats. This paper examines the varieties of tasks and challenges with this learning format in a face to
face class teacher education class providing specific examples of both
failure and success from both the student and instructor perspective.
The discussion begins with a brief history of collaborative and cooperative learning, moves to an exploration of the promised
benefits and then takes a look at some of the challenges which can
arise specifically from the use of new technologies. The discussion concludes with guidelines and specific suggestions.
Abstract: Never has a revolution affected all aspects of
humanity as the communication revolution during the past two
decades. This revolution, with all its advances and utilities, swept the
world thus becoming an integral part of our lives, hence giving way
to emerging applications at the social, economic, political, and
educational levels. More specifically, such applications have changed
the delivery system through which learning is acquired by students.
Interaction with educators, accessibility to content, and creative
delivery options are but a few facets of the new learning experience
now being offered through the use of technology in the educational
field. With different success rates, third world countries have tried to
pace themselves with use of educational technology in advanced
parts of the world. One such country is the small rich-oil state of
Kuwait which has tried to adopt the e-educational model, however,
an evaluation of such trial is yet to be done. This study aimed to fill
the void of research conducted around that topic. The study explored
students' acceptance of incorporating communication technologies in
higher education in Kuwait. Students' responses to survey questions
presented an overview of the e-learning experience in this country,
and drew a framework through which implications and suggestions
for future research were discussed to better serve the advancement of
e-education in developing countries.
Abstract: This research aims to create a model for analysis of student motivation behavior on e-Learning based on association rule mining techniques in case of the Information Technology for Communication and Learning Course at Suan Sunandha Rajabhat University. The model was created under association rules, one of the data mining techniques with minimum confidence. The results showed that the student motivation behavior model by using association rule technique can indicate the important variables that influence the student motivation behavior on e-Learning.