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: 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: The number of framework conceived for e-learning
constantly increase, unfortunately the creators of learning materials
and educational institutions engaged in e-formation adopt a
“proprietor" approach, where the developed products (courses,
activities, exercises, etc.) can be exploited only in the framework
where they were conceived, their uses in the other learning
environments requires a greedy adaptation in terms of time and
effort. Each one proposes courses whose organization, contents,
modes of interaction and presentations are unique for all learners,
unfortunately the latter are heterogeneous and are not interested by
the same information, but only by services or documents adapted to
their needs. Currently the new tendency for the framework
conceived for e-learning, is the interoperability of learning materials,
several standards exist (DCMI (Dublin Core Metadata Initiative)[2],
LOM (Learning Objects Meta data)[1], SCORM (Shareable Content
Object Reference Model)[6][7][8], ARIADNE (Alliance of Remote
Instructional Authoring and Distribution Networks for Europe)[9],
CANCORE (Canadian Core Learning Resource Metadata
Application Profiles)[3]), they converge all to the idea of learning
objects. They are also interested in the adaptation of the learning
materials according to the learners- profile. This article proposes an
approach for the composition of courses adapted to the various
profiles (knowledge, preferences, objectives) of learners, based on
two ontologies (domain to teach and educational) and the learning
objects.
Abstract: With the exponential progress of technological
development comes a strong sense that events are moving too quickly
for our schools and that teachers may be losing control of them in the
process. This paper examines the impact of e-learning and e-teaching
in universities, from both the student and teacher perspective. In
particular, it is shown that e-teachers should focus not only on the
technical capacities and functions of IT materials and activities, but
must attempt to more fully understand how their e-learners perceive
the learning environment. From the e-learner perspective, this paper
indicates that simply having IT tools available does not automatically
translate into all students becoming effective learners. More
evidence-based evaluative research is needed to allow e-learning and
e-teaching to reach full potential.