Web Based Remote Access Microcontroller Laboratory

This paper presents a web based remote access microcontroller laboratory. Because of accelerated development in electronics and computer technologies, microcontroller-based devices and appliances are found in all aspects of our daily life. Before the implementation of remote access microcontroller laboratory an experiment set is developed by teaching staff for training microcontrollers. Requirement of technical teaching and industrial applications are considered when experiment set is designed. Students can make the experiments by connecting to the experiment set which is connected to the computer that set as the web server. The students can program the microcontroller, can control digital and analog inputs and can observe experiment. Laboratory experiment web page can be accessed via www.elab.aku.edu.tr address.

Teaching Students the Black Magic of Electromagnetic Compatibility

Introducing Electromagnetic Interference and Electromagnetic Compatibility, or “The Art of Black Magic", for engineering students might be a terrifying experience both for students and tutors. Removing the obstacle of large, expensive facilities like a fully fitted EMC laboratory and hours of complex theory, this paper demonstrates a design of a laboratory setup for student exercises, giving students experience in the basics of EMC/EMI problems that may challenge the functionality and stability of embedded system designs. This is done using a simple laboratory installation and basic measurement equipment such as a medium cost digital storage oscilloscope, at the cost of not knowing the exact magnitude of the noise components, but rather if the noise is significant or not, as well as the source of the noise. A group of students have performed a trial exercise with good results and feedback.

Communicative Competence in Technical Oral Presentation: That “Magic“ Perceived by ESL Educators versus Content Experts

Till date, English as a Second Language (ESL) educators involved in teaching language and communication to engineering students face an uphill task in developing graduate communicative competency. This challenge is accentuated by the apparent lack of English for Specific Purposes (ESP) materials for engineering students in the engineering curriculum. As such, most ESL educators are forced to play multiple roles. They don tasks such as curriculum designers, material writers and teachers with limited knowledge of the disciplinary content. Previous research indicates that prospective professional engineers should possess some sub-sets of competency: technical, linguistic oral immediacy, meta-cognitive and rhetorical explanatory competence. Another study revealed that engineering students need to be equipped with technical and linguistic oral immediacy competence. However, little is known whether these competency needs are in line with the educators- perceptions of communicative competence. This paper examines the best mix of communicative competence subsets that create the magic for engineering students in technical oral presentations. For the purpose of this study, two groups of educators were interviewed. These educators were language and communication lecturers involved in teaching a speaking course and content experts who assess students- technical oral presentations at tertiary level. The findings indicate that these two groups differ in their perceptions

Enhancing the Quality of Learning by Using an Innovative Approach for Teaching Energy in Secondary Schools

This paper presents the results of the authors in designing, experimenting, assessing and transferring an innovative approach to energy education in secondary schools, aimed to enhance the quality of learning in terms of didactic curricula and pedagogic methods. The training is online delivered to youngsters via e-Books and portals specially designed for this purpose or by learning by doing via interactive games. An online educational methodology is available teachers.

Promoting Reflection through Action Learning in a 3D Virtual World

An international cooperation between educators in Australia and the US has led to a reconceptualization of the teaching of a library science course at Appalachian State University. The pedagogy of Action Learning coupled with a 3D virtual learning environment immerses students in a social constructivist learning space that incorporates and supports interaction and reflection. The intent of this study was to build a bridge between theory and practice by providing students with a tool set that promoted personal and social reflection, and created and scaffolded a community of practice. Besides, action learning is an educational process whereby the fifty graduate students experienced their own actions and experience to improve performance.

Non Inmersive Virtual Reality for Improving Teaching Processes

The following paper shows an interactive tool which main purpose is to teach how to play a flute. It consists of three stages the first one is the instruction and teaching process through a software application, the second is the practice part when the user starts to play the flute (hardware specially designed for this application) this flute is capable of capturing how is being played the flute and the final stage is the one in which the data captured are sent to the software and the user is evaluated in order to give him / she a correction or an acceptance

The use of a Bespoke Computer Game For Teaching Analogue Electronics

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.

[The] Creative Art [of] Education

In our current political climate of assessment and accountability initiatives we are failing to prepare our children for a participatory role in the creative economy. The field of education is increasingly falling prey to didactic methodologies which train a nation of competent test takers, foregoing the opportunity to educate students to find problems and develop multiple solutions. No where is this more evident than in the area of art education. Due to a myriad of issues including budgetary shortfalls, time constraints and a general misconception that anyone who enjoys the arts is capable of teaching the arts, our students are not developing the skills they require to become fully literate in critical thinking and creative processing. Although art integrated curriculum is increasingly being viewed as a reform strategy for motivating students by offering alternative presentation of concepts and representation of knowledge acquisition, misinformed administrators are often excluding the art teacher from the integration equation. The paper to follow addresses the problem of the need for divergent thinking and conceptualization in our schools. Furthermore, this paper explores the role of education, and specifically, art education in the development of a creatively literate citizenry.

PRO-Teaching – Sharing Ideas to Develop Capabilities

In this paper, the action research driven design of a context relevant, developmental peer review of teaching model, its implementation strategy and its impact at an Australian university is presented. PRO-Teaching realizes an innovative process that triangulates contemporaneous teaching quality data from a range of stakeholders including students, discipline academics, learning and teaching expert academics, and teacher reflection to create reliable evidence of teaching quality. Data collected over multiple classroom observations allows objective reporting on development differentials in constructive alignment, peer, and student evaluations. Further innovation is realized in the application of this highly structured developmental process to provide summative evidence of sufficient validity to support claims for professional advancement and learning and teaching awards. Design decision points and contextual triggers are described within the operating domain. Academics and developers seeking to introduce structured peer review of teaching into their organization will find this paper a useful reference.

LMS in Higher Education: Analysis of the Effect of a Critical Factor ‘Faculty Training’

The purpose of this research is the analysis of the impact of ICT-related training in the adoption of a learning management systems (LMS) for teaching practicesby faculties in a higher education institution. Based on comparative analyses the impact will be obtained by the number of LMS courses created and managed by participants in ICT for teaching workshops and those who have not attended to any workshops. Involving near 1320 LMS courses and 265 faculties, the results evidence that(i) faculties who have not attend any workshop present a larger distribution of empty courses and (ii) faculties who have attended three or more workshops managed a higher distribution of courses with a considerable level of use intensity, when compared to the others groups. These findings supportthe idea that faculty training is a crucial factor in the process of LMS integration in higher education institutions and that faculties who have been enrolled in three or more workshops develop a higher level of technical and pedagogical proficiency in LMS.

Effect of Cold, Warm or Contrast Therapy on Controlling Knee Osteoarthritis Associated Problems

Osteoarthritis (OA) is the most prevalent and far common debilitating form of arthritis which can be defined as a degenerative condition affecting synovial joint. Patients suffering from osteoarthritis often complain of dull ache pain on movement. Physical agents can fight the painful process when correctly indicated and used such as heat or cold therapy Aim. This study was carried out to: Compare the effect of cold, warm and contrast therapy on controlling knee osteoarthritis associated problems. Setting: The study was carried out in orthopedic outpatient clinics of Menoufia University and teaching Hospitals, Egypt. Sample: A convenient sample of 60 adult patients with unilateral knee osteoarthritis. Tools: three tools were utilized to collect the data. Tool I : An interviewing questionnaire. It comprised of three parts covering  sociodemographic data, medical data and adverse effects of the treatment protocol. Tool II : Knee Injury and Osteoarthritis Outcome Score (KOOS) It consists of five main parts. Tool II1 : 0-10 Numeric pain rating scale. Results: reveled that the total knee symptoms score was decreased from moderate symptoms pre intervention to mild symptoms after warm and contrast method of therapy, but the contrast therapy had significant effect in reducing the knee symptoms and pain than the other symptoms. Conclusions: all of the three methods of therapy resulted in improvement in all knee symptoms and pain but the most appropriate protocol of treatment to relive symptoms and pain was contrast therapy.

Digital Paradoxes in Learning Theories

As a learning theory tries to borrow from science a framework to found its method, it shows paradoxes and paralysing contraddictions. This results, on one hand, from adopting a learning/teaching model as it were a mere “transfer of data" (mechanical learning approach), and on the other hand from borrowing the complexity theory (an indeterministic and non-linear model), that risks to vanish every educational effort. This work is aimed at describing existing criticism, unveiling the antinomic nature of such paradoxes, focussing on a view where neither the mechanical learning perspective nor the chaotic and nonlinear model can threaten and jeopardize the educational work. Author intends to go back over the steps that led to these paradoxes and to unveil their antinomic nature. Actually this could serve the purpose to explain some current misunderstandings about the real usefulness of Ict within the youth-s learning process and growth.

Survey of Curriculum Quality of Postgraduate Studies of Insurance Management Field Case: University of Allameh Taba Tabaee

Curriculum is one of the most important inputs in higher education system and for knowing the strong and weak spots of it we need evaluation. The main purpose of this study was to survey of the curriculum quality of Insurance Management field. Case: University of Allameh Taba Tabaee(according to view point of students,alumni,employer and faculty members).Descriptive statistics (mean, tables, percentages, frequency distribution) and inferential statistics (CHI SQUARE) were used to analyze the data. Six criterions considered for the Quality of curriculum: objectives, content, teaching and learning methods, space and facilities, Time, assessment of learning. objectives, teaching and learning methods criterions was desirable level, content criteria was undesirable level, space and facilities, time and assessment of learning were rather desirable level. The quality of curriculum of insurance management field was relatively desirable level.

MATLAB/SIMULINK Based Model of Single- Machine Infinite-Bus with TCSC for Stability Studies and Tuning Employing GA

With constraints on data availability and for study of power system stability it is adequate to model the synchronous generator with field circuit and one equivalent damper on q-axis known as the model 1.1. This paper presents a systematic procedure for modelling and simulation of a single-machine infinite-bus power system installed with a thyristor controlled series compensator (TCSC) where the synchronous generator is represented by model 1.1, so that impact of TCSC on power system stability can be more reasonably evaluated. The model of the example power system is developed using MATLAB/SIMULINK which can be can be used for teaching the power system stability phenomena, and also for research works especially to develop generator controllers using advanced technologies. Further, the parameters of the TCSC controller are optimized using genetic algorithm. The non-linear simulation results are presented to validate the effectiveness of the proposed approach.

An Interactive Tool for Teaching and Learning English at Upper Primary Level for Mauritius

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.

Effectiveness and Usability Evaluation of 'Li2D' Courseware

Multimedia courseware has been accepted as a tool that can support teaching and learning process. 'Li2D' courseware was developed to assist student-s visualization on the topic of Loci in Two Dimension. This paper describes an evaluation on the effectiveness and usability of a 'Li2D' courseware. The quasi experiment was used for the effectiveness evaluation. Usability evaluation was accomplished based on four constructs of usability, namely: efficiency, learnability, screen design and satisfaction. An evaluation on the multimedia elements was also conducted. A total of 63 students of Form Two are involved in the study. The students are divided into two groups: control and experimental. The experimental group had to interact with 'Li2D' courseware as part of the learning activities while the control group used the conventional learning methods. The results indicate that the experimental group performed better than the control group in understanding the Loci in Two Dimensions topic. In terms of usability, the results showed that the students agreed on the usability in multimedia elements in the 'Li2D' courseware.

Effect of Open-Ended Laboratory toward Learners Performance in Environmental Engineering Course: Case Study of Civil Engineering at Universiti Malaysia Sabah

Laboratory activities have produced benefits in student learning. With current drives of new technology resources and evolving era of education methods, renewal status of learning and teaching in laboratory methods are in progress, for both learners and the educators. To enhance learning outcomes in laboratory works particularly in engineering practices and testing, learning via handson by instruction may not sufficient. This paper describes and compares techniques and implementation of traditional (expository) with open-ended laboratory (problem-based) for two consecutive cohorts studying environmental laboratory course in civil engineering program. The transition of traditional to problem-based findings and effect were investigated in terms of course assessment student feedback survey, course outcome learning measurement and student performance grades. It was proved that students have demonstrated better performance in their grades and 12% increase in the course outcome (CO) in problem-based open-ended laboratory style than traditional method; although in perception, students has responded less favorable in their feedback.

A Laboratory Assistance Module

We propose that Virtual Learning Environments (VLEs) should be designed by taking into account the characteristics, the special needs and the specific operating rules of the academic institutions in which they are employed. In this context, we describe a VLE module that extends the support of the organization and delivery of course material by including administration activities related to the various stages of teaching. These include the co-ordination, collaboration and monitoring of the course material development process and institution-specific course material delivery modes. Our specialized module, which enhances VLE capabilities by Helping Educators and Learners through a Laboratory Assistance System, is willing to assist the Greek tertiary technological sector, which includes Technological Educational Institutes (T.E.I.).

The Development of a Teachers- Self-Efficacy Instrument for High School Physical Education Teacher

The purpose of this study was to develop a “teachers’ self-efficacy scale for high school physical education teachers (TSES-HSPET)” in Taiwan. This scale is based on the self-efficacy theory of Bandura [1], [2]. This study used exploratory and confirmatory factor analyses to test the reliability and validity. The participants were high school physical education teachers in Taiwan. Both stratified random sampling and cluster sampling were used to sample participants for the study. 350 teachers were sampled in the first stage and 234 valid scales (male 133, female 101) returned. During the second stage, 350 teachers were sampled and 257 valid scales (male 143, female 110, 4 did not indicate gender) returned. The exploratory factor analysis was used in the first stage, and it got 60.77% of total variance for construct validity. The Cronbach’s alpha coefficient of internal consistency was 0.91 for sumscale, and subscales were 0.84 and 0.90. In the second stage, confirmatory factor analysis was used to test construct validity. The result showed that the fit index could be accepted (χ2 (75) =167.94, p

Educational Quiz Board Games for Adaptive E-Learning

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.