Abstract: Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience.
Abstract: This paper discusses ways to foster cooperative learning through the integration of online communication technology. While the education experts believe constructivism produces a more positive learning experience, the educators are still facing problems in getting students to participate due to numerous reasons such as shy personality, language and cultural barriers. This paper will look into the factors that lead to lack of participations among students and how technology can be implemented to overcome these issues.
Abstract: This research focus on the intrusion detection system (IDS) development which using artificial immune system (AIS) with population based incremental learning (PBIL). AIS have powerful distinguished capability to extirpate antigen when the antigen intrude into human body. The PBIL is based on past learning experience to adjust new learning. Therefore we propose an intrusion detection system call PBIL-AIS which combine two approaches of PBIL and AIS to evolution computing. In AIS part we design three mechanisms such as clonal selection, negative selection and antibody level to intensify AIS performance. In experimental result, our PBIL-AIS IDS can capture high accuracy when an intrusion connection attacks.
Abstract: Systems Analysis and Design is a key subject in
Information Technology courses, but students do not find it easy to
cope with, since it is not “precise" like programming and not exact
like Mathematics. It is a subject working with many concepts,
modeling ideas into visual representations and then translating the
pictures into a real life system. To complicate matters users who are
not necessarily familiar with computers need to give their inputs to
ensure that they get the system the need. Systems Analysis and
Design also covers two fields, namely Analysis, focusing on the
analysis of the existing system and Design, focusing on the design of
the new system. To be able to test the analysis and design of a
system, it is necessary to develop a system or at least a prototype of
the system to test the validity of the analysis and design. The skills
necessary in each aspect differs vastly. Project Management Skills,
Database Knowledge and Object Oriented Principles are all
necessary. In the context of a developing country where students
enter tertiary education underprepared and the digital divide is alive
and well, students need to be motivated to learn the necessary skills,
get an opportunity to test it in a “live" but protected environment –
within the framework of a university. The purpose of this article is to
improve the learning experience in Systems Analysis and Design
through reviewing the underlying teaching principles used, the
teaching tools implemented, the observations made and the
reflections that will influence future developments in Systems
Analysis and Design. Action research principles allows the focus to
be on a few problematic aspects during a particular semester.
Abstract: This questionnaire-based study, aimed to measure and
compare the awareness of English reading strategies among EFL
learners at Bangkok University (BU) classified by their gender, field
of study, and English learning experience. Proportional stratified
random sampling was employed to formulate a sample of 380 BU
students. The data were statistically analyzed in terms of the mean
and standard deviation. t-Test analysis was used to find differences in
awareness of reading strategies between two groups (-male and
female- /-science and social-science students). In addition, one-way
analysis of variance (ANOVA) was used to compare reading strategy
awareness among BU students with different lengths of English
learning experience. The results of this study indicated that the
overall awareness of reading strategies of EFL learners at BU was at
a high level (ðÑ = 3.60) and that there was no statistically significant
difference between males and females, and among students who have
different lengths of English learning experience at the significance
level of 0.05. However, significant differences among students
coming from different fields of study were found at the same level of
significance.
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 paper discusses the use of explorative data
mining tools that allow the educator to explore new relationships
between reported learning experiences and actual activities,
even if there are multiple dimensions with a large number
of measured items. The underlying technology is based on
the so-called Compendium Platform for Reproducible Computing
(http://www.freestatistics.org) which was built on top the computational
R Framework (http://www.wessa.net).
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 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.