Search results for: virtual experience of learning
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3110

Search results for: virtual experience of learning

2810 Professional Development of Pre-Service Teachers: The Case of Practicum Experience

Authors: G. Lingam, N. Lingam, K. Raghuwaiya

Abstract:

The reported study focuses on pre-service teachers’ professional development during the teaching practice. The cohort studied comprised participants in their final year in the Bachelor of Arts and Bachelor of Science with Graduate Certificate in Education programmes of a university in Fiji. Analysis of the data obtained using a survey questionnaire indicates that overall, the pre-service teachers were satisfied with the practicum experience. This is assumed to demonstrate that the practicum experience contributed well towards their professional preparation for work expected of them in Fiji secondary schools. Participants also identified some concerns as needing attention. To conclude, the paper provides suggestions for improving the preparation of teachers by strengthening the identified areas of the practicum offered by the university. The study has implications for other teacher education providers in small developing island states and even beyond for the purpose of enhancing learning in student teachers’ for future work.

Keywords: Pre-service, teacher education, practicum, teachers’ world of work, student teachers.

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2809 Game based Learning to Enhance Cognitive and Physical Capabilities of Elderly People: Concepts and Requirements

Authors: Aurelie Aurilla Bechina Arntzen

Abstract:

The last decade has seen an early majority of people The last decade, the role of the of the information communication technologies has increased in improving the social and business life of people. Today, it is recognized that game could contribute to enhance virtual rehabilitation by better engaging patients. Our research study aims to develop a game based system enhancing cognitive and physical capabilities of elderly people. To this end, the project aims to develop a low cost hand held system based on existing game such as Wii, PSP, or Xbox. This paper discusses the concepts and requirements for developing such game for elderly people. Based on the requirement elicitation, we intend to develop a prototype related to sport and dance activities.

Keywords: Elderly people, Game based learning system, Health systems, rehabilitation

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2808 Workplace Learners- Perceptions towards a Blended Learning Approach

Authors: Denys Lupshenyuk, Jean Adams

Abstract:

The current paper presents the findings of a research study on learners- barriers and motivators engaged into blended programs in a workplace context. In this study, the participants were randomly assigned to one of four parallel e-learning courses, each of which was delivered using a different learning strategy. Data were collected through web-based and telephone surveys developed by the researchers. The results showed that vague instruction, time management, and insufficient feedback were the top-most barriers to blended learning. The major motivators for blended learning included content relevance, flexibility in time, and the ability to work at own pace.

Keywords: Adult education, barriers, blended learning, motivators, workplace learning.

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2807 On a Theoretical Framework for Language Learning Apps Evaluation

Authors: Juan Manuel Real-Espinosa

Abstract:

This paper addresses the first step to evaluate language learning apps: what theoretical framework to adopt when designing the app evaluation framework. The answer is not just one, since there are several options that could be proposed. However, the question to be clarified is to what extent the learning design of apps is based on a specific learning approach, or on the contrary, on a fusion of elements from several theoretical proposals and paradigms, such as m-learning, Mobile Assisted Language Learning and a number of theories about language acquisition. The present study suggests that the reality is closer to the second assumption. This implies that the theoretical framework against which the learning design of the apps should be evaluated, must also be a hybrid theoretical framework, which integrates evaluation criteria from the different theories involved in language learning through mobile applications.

Keywords: Action-oriented approach, apps evaluation, mobile-assisted language learning, post-method pedagogy.

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2806 Building an e-Learning System Model with Implications for Research and Instructional Use

Authors: Kuan-Chou Chen, Keh-Wen “Carin” Chuang

Abstract:

This paper demonstrates a model of an e-Learning system based on nowadays learning theory and distant education practice. The relationships in the model are designed to be simple and functional and do not necessarily represent any particular e- Learning environments. It is meant to be a generic e-Learning system model with implications for any distant education course instructional design. It allows online instructors to move away from the discrepancy between the courses and body of knowledge. The interrelationships of four primary sectors that are at the e-Learning system are presented in this paper. This integrated model includes [1] pedagogy, [2] technology, [3] teaching, and [4] learning. There are interactions within each of these sectors depicted by system loop map.

Keywords: e-Learning system, online courses instructionaldesign, integrated model, interrelationships.

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2805 Influence of Instructors in Engaging Online Graduate Students in Active Learning in the United States

Authors: Ehi E. Aimiuwu

Abstract:

As of 2017, many online learning professionals, institutions, and journals are still wondering how instructors can keep student engaged in the online learning environment to facilitate active learning effectively. The purpose of this qualitative single-case and narrative research is to explore whether online professors understand their role as mentors and facilitators of students’ academic success by keeping students engaged in active learning based on personalized experience in the field. Data collection tools that were used in the study included an NVivo 12 Plus qualitative software, an interview protocol, a digital audiotape, an observation sheet, and a transcription. Seven online professors in the United States from LinkedIn and residencies were interviewed for this study. Eleven online teaching techniques from previous research were used as the study framework. Data analysis process, member checking, and key themes were used to achieve saturation. About 85.7% of professors agreed on rubric as the preferred online grading technique. About 57.1% agreed on professors logging in daily, students logging in about 2-5 times weekly, knowing students to increase accountability, email as preferred communication tool, and computer access for adequate online learning. About 42.9% agreed on syllabus for clear class expectations, participation to show what has been learned, and energizing students for creativity.

Keywords: Class facilitation, class management, online teaching, online education, pedagogy.

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2804 Gamification of eHealth Business Cases to Enhance Rich Learning Experience

Authors: Kari Björn

Abstract:

Introduction of games has expanded the application area of computer-aided learning tools to wide variety of age groups of learners. Serious games engage the learners into a real-world -type of simulation and potentially enrich the learning experience. Institutional background of a Bachelor’s level engineering program in Information and Communication Technology is introduced, with detailed focus on one of its majors, Health Technology. As part of a Customer Oriented Software Application thematic semester, one particular course of “eHealth Business and Solutions” is described and reflected in a gamified framework. Learning a consistent view into vast literature of business management, strategies, marketing and finance in a very limited time enforces selection of topics relevant to the industry. Health Technology is a novel and growing industry with a growing sector in consumer wearable devices and homecare applications. The business sector is attracting new entrepreneurs and impatient investor funds. From engineering education point of view the sector is driven by miniaturizing electronics, sensors and wireless applications. However, the market is highly consumer-driven and usability, safety and data integrity requirements are extremely high. When the same technology is used in analysis or treatment of patients, very strict regulatory measures are enforced. The paper introduces a course structure using gamification as a tool to learn the most essential in a new market: customer value proposition design, followed by a market entry game. Students analyze the existing market size and pricing structure of eHealth web-service market and enter the market as a steering group of their company, competing against the legacy players and with each other. The market is growing but has its rules of demand and supply balance. New products can be developed with an R&D-investment, and targeted to market with unique quality- and price-combinations. Product cost structure can be improved by investing to enhanced production capacity. Investments can be funded optionally by foreign capital. Students make management decisions and face the dynamics of the market competition in form of income statement and balance sheet after each decision cycle. The focus of the learning outcome is to understand customer value creation to be the source of cash flow. The benefit of gamification is to enrich the learning experience on structure and meaning of financial statements. The paper describes the gamification approach and discusses outcomes after two course implementations. Along the case description of learning challenges, some unexpected misconceptions are noted. Improvements of the game or the semi-gamified teaching pedagogy are discussed. The case description serves as an additional support to new game coordinator, as well as helps to improve the method. Overall, the gamified approach has helped to engage engineering student to business studies in an energizing way.

Keywords: Engineering education, integrated curriculum, learning experience, learning outcomes.

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2803 An Evaluation Model for Semantic Enablement of Virtual Research Environments

Authors: Tristan O'Neill, Trina Myers, Jarrod Trevathan

Abstract:

The Tropical Data Hub (TDH) is a virtual research environment that provides researchers with an e-research infrastructure to congregate significant tropical data sets for data reuse, integration, searching, and correlation. However, researchers often require data and metadata synthesis across disciplines for crossdomain analyses and knowledge discovery. A triplestore offers a semantic layer to achieve a more intelligent method of search to support the synthesis requirements by automating latent linkages in the data and metadata. Presently, the benchmarks to aid the decision of which triplestore is best suited for use in an application environment like the TDH are limited to performance. This paper describes a new evaluation tool developed to analyze both features and performance. The tool comprises a weighted decision matrix to evaluate the interoperability, functionality, performance, and support availability of a range of integrated and native triplestores to rank them according to requirements of the TDH.

Keywords: Virtual research environment, Semantic Web, performance analysis, tropical data hub.

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2802 Implicit Responses for Assessment of Autism Based on Natural Behaviors Obtained Inside Immersive Virtual Environment

Authors: E. Olmos-Raya, A. Cascales Martínez, N. Minto de Sousa, M. Alcañiz Raya

Abstract:

The late detection and subjectivity of the assessment of Autism Spectrum Disorder (ASD) imposed a difficulty for the children’s clinical and familiar environment. The results showed in this paper, are part of a research project about the assessment and training of social skills in children with ASD, whose overall goal is the use of virtual environments together with physiological measures in order to find a new model of objective ASD assessment based on implicit brain processes measures. In particular, this work tries to contribute by studying the differences and changes in the Skin Conductance Response (SCR) and Eye Tracking (ET) between a typical development group (TD group) and an ASD group (ASD group) after several combined stimuli using a low cost Immersive Virtual Environment (IVE). Subjects were exposed to a virtual environment that showed natural scenes that stimulated visual, auditory and olfactory perceptual system. By exposing them to the IVE, subjects showed natural behaviors while measuring SCR and ET. This study compared measures of subjects diagnosed with ASD (N = 18) with a control group of subjects with typical development (N=10) when exposed to three different conditions: only visual (V), visual and auditory (VA) and visual, auditory and olfactory (VAO) stimulation. Correlations between SCR and ET measures were also correlated with the Autism Diagnostic Observation Schedule (ADOS) test. SCR measures showed significant differences among the experimental condition between groups. The ASD group presented higher level of SCR while we did not find significant differences between groups regarding DF. We found high significant correlations among all the experimental conditions in SCR measures and the subscale of ADOS test of imagination and symbolic thinking. Regarding the correlation between ET measures and ADOS test, the results showed significant relationship between VA condition and communication scores.

Keywords: Autism, electrodermal activity, eye tracking, immersive virtual environment, virtual reality.

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2801 E-Learning Methodology Development using Modeling

Authors: Sarma Cakula, Maija Sedleniece

Abstract:

Simulation and modeling computer programs are concerned with construction of models for analyzing different perspectives and possibilities in changing conditions environment. The paper presents theoretical justification and evaluation of qualitative e-learning development model in perspective of advancing modern technologies. There have been analyzed principles of qualitative e-learning in higher education, productivity of studying process using modern technologies, different kind of methods and future perspectives of e-learning in formal education. Theoretically grounded and practically tested model of developing e-learning methods using different technologies for different type of classroom, which can be used in professor-s decision making process to choose the most effective e-learning methods has been worked out.

Keywords: E-learning, modeling, E-learning methods development, personal knowledge management

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2800 WEMax: Virtual Manned Assembly Line Generation

Authors: Won Kyung Ham, Kang Hoon Cho, Yongho Chung, Sang C. Park

Abstract:

Presented in this paper is a framework of a software ‘WEMax’. The WEMax is invented for analysis and simulation for manned assembly lines to sustain and improve performance of manufacturing systems. In a manufacturing system, performance, such as productivity, is a key of competitiveness for output products. However, the manned assembly lines are difficult to forecast performance, because human labors are not expectable factors by computer simulation models or mathematical models. Existing approaches to performance forecasting of the manned assembly lines are limited to matters of the human itself, such as ergonomic and workload design, and non-human-factor-relevant simulation. Consequently, an approach for the forecasting and improvement of manned assembly line performance is needed to research. As a solution of the current problem, this study proposes a framework that is for generation and simulation of virtual manned assembly lines, and the framework has been implemented as a software.

Keywords: Performance Forecasting, Simulation, Virtual Manned Assembly Line.

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2799 Method for Auto-Calibrate Projector and Color-Depth Systems for Spatial Augmented Reality Applications

Authors: R. Estrada, A. Henriquez, R. Becerra, C. Laguna

Abstract:

Spatial Augmented Reality is a variation of Augmented Reality where the Head-Mounted Display is not required. This variation of Augmented Reality is useful in cases where the need for a Head-Mounted Display itself is a limitation. To achieve this, Spatial Augmented Reality techniques substitute the technological elements of Augmented Reality; the virtual world is projected onto a physical surface. To create an interactive spatial augmented experience, the application must be aware of the spatial relations that exist between its core elements. In this case, the core elements are referred to as a projection system and an input system, and the process to achieve this spatial awareness is called system calibration. The Spatial Augmented Reality system is considered calibrated if the projected virtual world scale is similar to the real-world scale, meaning that a virtual object will maintain its perceived dimensions when projected to the real world. Also, the input system is calibrated if the application knows the relative position of a point in the projection plane and the RGB-depth sensor origin point. Any kind of projection technology can be used, light-based projectors, close-range projectors, and screens, as long as it complies with the defined constraints; the method was tested on different configurations. The proposed procedure does not rely on a physical marker, minimizing the human intervention on the process. The tests are made using a Kinect V2 as an input sensor and several projection devices. In order to test the method, the constraints defined were applied to a variety of physical configurations; once the method was executed, some variables were obtained to measure the method performance. It was demonstrated that the method obtained can solve different arrangements, giving the user a wide range of setup possibilities.

Keywords: Color depth sensor, human computer interface, interactive surface, spatial augmented reality.

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2798 Unveiling the Mathematical Essence of Machine Learning: A Comprehensive Exploration

Authors: Randhir Singh Baghel

Abstract:

In this study, the fundamental ideas guiding the dynamic area of machine learning—where models thrive and algorithms change over time—are rooted in an innate mathematical link. This study explores the fundamental ideas that drive the development of intelligent systems, providing light on the mutually beneficial link between mathematics and machine learning.

Keywords: Machine Learning, deep learning, Neural Network, optimization.

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2797 A Study of Lurking Behavior: The Desire Perspective

Authors: Hsiu-Hua Cheng, Chi-Wei Chen

Abstract:

Lurking behavior is common in information-seeking oriented communities. Transferring users with lurking behavior to be contributors can assist virtual communities to obtain competitive advantages. Based on the ecological cognition framework, this study proposes a model to examine the antecedents of lurking behavior in information-seeking oriented virtual communities. This study argues desire for emotional support, desire for information support, desire for performance-approach, desire for performance -avoidance, desire for mastery-approach, desire for mastery-avoidance, desire for ability trust, desire for benevolence trust, and desire for integrity trust effect on lurking behavior. This study offers an approach to understanding the determinants of lurking behavior in online contexts.

Keywords: Lurking behavior, the ecological cognition framework, Information-seeking oriented virtual communities, Desire.

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2796 Impacts of E-learning in Nursing Education: In the Light of Recent Studies

Authors: A.Ö. İlkay, C.O. Zeynep

Abstract:

Information and Communication Technologies (ICT) has changed our life and learn. ICT bares doors to new innovative methods to deliver education. E-learning is a part of ICT and has been endorsed as a tool for developing “21st century skills” in higher education. The aim of this review is to establish the impacts of e-learning in undergraduate nursing education. A systematic literature review was conducted to assess the impacts of e-learning in nursing education by using Akdeniz University electronic databases. According to results, we can decelerate that the nursing faculties cannot treat e-learning methods as a single tool. E-learning should be used with a good understanding of learners’ needs.

Keywords: E-learning, nursing education, systematic literature review.

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2795 Usability and Affordances: Examinations of Object-Naming and Object-Task Performance in Haptic Interfaces

Authors: Mia Sorensen

Abstract:

The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.

Keywords: Affordances, Graphic User Interface, HapticInterfaces, Tool-Use, Object-Naming, Object-Task Performance

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2794 Students’ Perceptions of Mobile Learning: Case Study of Kuwait

Authors: Rana AlHajri, Salah Al-Sharhan, Ahmed Al-Hunaiyyan

Abstract:

Mobile learning is a new learning landscape that offers opportunity for collaborative, personal, informal, and students’ centered learning environment. In implementing any learning system such as a mobile learning environment, learners’ expectations should be taken into consideration. However, there is a lack of studies on this aspect, particularly in the context of Kuwait higher education (HE) institutions. This study focused on how students perceive the use of mobile devices in learning. Although m-learning is considered as an effective educational tool in developed countries, it is not yet fully utilized in Kuwait. The study reports on the results of a survey conducted on 623 HE students in Kuwait to a better understand students' perceptions and opinions about the effectiveness of using mobile learning systems. An analysis of quantitative survey data is presented. The findings indicated that Kuwait HE students are very familiar with mobile devices and its applications. The results also reveal that students have positive perceptions of m-learning, and believe that video-based social media applications enhance the teaching and learning process.

Keywords: Higher education, mobile learning, social media, students’ perceptions.

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2793 Learning Difficulties of Children with Disabilities

Authors: Chalise Kiran

Abstract:

The learning difficulties of children with disabilities are always a matter of concern when we talk about educational needs and quality education of children with disabilities. This paper is the outcome of the review of the literature focused on the educational needs and learning difficulties of children with disabilities. For the paper, different studies written on children with disabilities and their education were collected through search engines. The literature put together were analyzed from the angle of learning difficulties faced by children with disabilities and the same were used as a precursor to arrive at the findings on the learning of the children. The analysis showed that children with disabilities face learning difficulties. The reasons for these difficulties could be attributed to factors in terms of authority, structure, school environment and behaviors of teachers and parents and the society as a whole.

Keywords: Children with disabilities, learning difficulties, education of children with disabilities, disabled children.

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2792 Knowledge Mining in Web-based Learning Environments

Authors: Nittaya Kerdprasop, Kittisak Kerdprasop

Abstract:

The state of the art in instructional design for computer-assisted learning has been strongly influenced by advances in information technology, Internet and Web-based systems. The emphasis of educational systems has shifted from training to learning. The course delivered has also been changed from large inflexible content to sequential small chunks of learning objects. The concepts of learning objects together with the advanced technologies of Web and communications support the reusability, interoperability, and accessibility design criteria currently exploited by most learning systems. These concepts enable just-in-time learning. We propose to extend theses design criteria further to include the learnability concept that will help adapting content to the needs of learners. The learnability concept offers a better personalization leading to the creation and delivery of course content more appropriate to performance and interest of each learner. In this paper we present a new framework of learning environments containing knowledge discovery as a tool to automatically learn patterns of learning behavior from learners' profiles and history.

Keywords: Knowledge mining, Web-based learning, Learning environments.

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2791 A Novel Adaptive E-Learning Model Based on Developed Learner's Styles

Authors: Hazem M. El-Bakry, Ahmed A. Saleh, Taghreed T. Asfour

Abstract:

Adaptive e-learning today gives the student a central role in his own learning process. It allows learners to try things out, participate in courses like never before, and get more out of learning than before. In this paper, an adaptive e-learning model for logic design, simplification of Boolean functions and related fields is presented. Such model presents suitable courses for each student in a dynamic and adaptive manner using existing database and workflow technologies. The main objective of this research work is to provide an adaptive e-learning model based learners' personality using explicit and implicit feedback. To recognize the learner-s, we develop dimensions to decide each individual learning style in order to accommodate different abilities of the users and to develop vital skills. Thus, the proposed model becomes more powerful, user friendly and easy to use and interpret. Finally, it suggests a learning strategy and appropriate electronic media that match the learner-s preference.

Keywords: Adaptive learning, Learning styles, Teaching strategies.

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2790 Contributions of Non-Formal Educational Spaces for the Scientific Literacy of Deaf Students

Authors: Rafael Dias Silva

Abstract:

The school is a social institution that should promote learning situations that remain throughout life. Based on this, the teaching activities promoted in museum spaces can represent an educational strategy that contributes to the learning process in a more meaningful way. This article systematizes a series of elements that guide the use of these spaces for the scientific literacy of deaf students and as experiences of this nature are favorable for the school development through the concept of the circularity. The methodology for the didactic use of these spaces of non-formal education is one of the reflections developed in this study and how such environments can contribute to the learning in the classroom. To develop in the student the idea of ​​association making him create connections with the curricular proposal and notice how the proposed activity is articulated. It is in our interest that the experience lived in the museum be shared collaborating for the construction of a scientific literacy and cultural identity through the research.

Keywords: Accessibility in museums, Brazilian sign language, deaf students, teacher training.

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2789 Comparative Analysis of Machine Learning Tools: A Review

Authors: S. Sarumathi, M. Vaishnavi, S. Geetha, P. Ranjetha

Abstract:

Machine learning is a new and exciting area of artificial intelligence nowadays. Machine learning is the most valuable, time, supervised, and cost-effective approach. It is not a narrow learning approach; it also includes a wide range of methods and techniques that can be applied to a wide range of complex realworld problems and time domains. Biological image classification, adaptive testing, computer vision, natural language processing, object detection, cancer detection, face recognition, handwriting recognition, speech recognition, and many other applications of machine learning are widely used in research, industry, and government. Every day, more data are generated, and conventional machine learning techniques are becoming obsolete as users move to distributed and real-time operations. By providing fundamental knowledge of machine learning tools and research opportunities in the field, the aim of this article is to serve as both a comprehensive overview and a guide. A diverse set of machine learning resources is demonstrated and contrasted with the key features in this survey.

Keywords: Artificial intelligence, machine learning, deep learning, machine learning algorithms, machine learning tools.

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2788 Evaluating Factors Affecting Audiologists’ Diagnostic Performance in Auditory Brainstem Response Reading: Training and Experience

Authors: M. Zaitoun, S. Cumming, A. Purcell

Abstract:

This study aims to determine if audiologists' experience characteristics in ABR (Auditory Brainstem Response) reading is associated with their performance in interpreting ABR results. Fifteen ABR traces with varying degrees of hearing level were presented twice, making a total of 30. Audiologists were asked to determine the hearing threshold for each of the cases after completing a brief survey regarding their experience and training in ABR administration. Sixty-one audiologists completed all tasks. Correlations between audiologists’ performance measures and experience variables suggested significant associations (p < 0.05) between training period in ABR testing and audiologists’ performance in terms of both sensitivity and accuracy. In addition, the number of years conducting ABR testing correlated with specificity. No other correlations approached significance. While there are relatively few significant correlations between ABR performance and experience, accuracy in ABR reading is associated with audiologists’ length of experience and period of training. To improve audiologists’ performance in reading ABR results, an emphasis on the importance of training should be raised and standardized levels and period for audiologists training in ABR testing should also be set.

Keywords: ABR, audiology, performance, training, experience.

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2787 Japanese Language Learning Strategies Based on Gender by Japanese Learners in North Sulawesi Indonesia

Authors: Sherly Ferro Lensun

Abstract:

Strategies influence the language abilities of both male and female learners in the learning process. Therefore, learning strategies are one of the critical factors for improving language learning and are essential as part of the initial learning effort. In general, language learning strategies differ between boys and girls. Therefore, this research aims to obtain a model that investigates the relationship between the selection of learning strategies, their frequency of use, and the learner's gender. In addition, we found differences in strategy use and their impact on language ability between males and females. 137 students participated and completed the questionnaire. There were 48 males (35%) and 90 females (65.7%). It was clear that most of the Japanese learners were women. Findings show that most Japanese learners in North Sulawesi used cognitive and social strategies and methods of involving others in learning Japanese.

Keywords: Learning strategies, Japanese Language, Gender by Japanese Learners, North sulawesi.

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2786 A Study and Implementation of On-line Learning Diagnosis and Inquiry System

Authors: YuLung Wu

Abstract:

In Knowledge Structure Graph, each course unit represents a phase of learning activities. Both learning portfolios and Knowledge Structure Graphs contain learning information of students and let teachers know which content are difficulties and fails. The study purposes "Dual Mode On-line Learning Diagnosis System" that integrates two search methods: learning portfolio and knowledge structure. Teachers can operate the proposed system and obtain the information of specific students without any computer science background. The teachers can find out failed students in advance and provide remedial learning resources.

Keywords: Knowledge Structure Graph, On-line LearningDiagnosis

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2785 Age-Based Interface Design for Children’s CAPT Systems

Authors: Saratu Yusuf Ilu, Mumtaz B. Mustafa, Siti Salwah Salim, Mehdi Malekzadeh

Abstract:

Children today use computer based application in various activities especially for learning and education. Many of these tools and application such as the Computer Aided Pronunciation Training (CAPT) systems enable children to explore and experience them with little supervision from the adults. In order for these tools and application to have maximum effect on the children’s learning and education, it must be attractive to the children to use them. This could be achieved with the proper user interface (UI) design. As children grow, so do their ability, taste and preferences. They interact differently with these applications as they grow older. This study reviews several articles on how age factors influence the UI design. The review focuses on age related abilities such as cognitive, literacy, concentration and feedback requirement. We have also evaluated few of existing CAPT systems and determine the influence of age-based factors on the interface design.

Keywords: Children, age-based interaction, learning application, age-based UI.

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2784 Handling Mobility using Virtual Grid in Static Wireless Sensor Networks

Authors: T.P. Sharma

Abstract:

Querying a data source and routing data towards sink becomes a serious challenge in static wireless sensor networks if sink and/or data source are mobile. Many a times the event to be observed either moves or spreads across wide area making maintenance of continuous path between source and sink a challenge. Also, sink can move while query is being issued or data is on its way towards sink. In this paper, we extend our already proposed Grid Based Data Dissemination (GBDD) scheme which is a virtual grid based topology management scheme restricting impact of movement of sink(s) and event(s) to some specific cells of a grid. This obviates the need for frequent path modifications and hence maintains continuous flow of data while minimizing the network energy consumptions. Simulation experiments show significant improvements in network energy savings and average packet delay for a packet to reach at sink.

Keywords: Mobility in WSNs, virtual grid, GBDD, clustering.

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2783 Analysis of Education Faculty Students’ Attitudes towards E-Learning According to Different Variables

Authors: Eyup Yurt, Ahmet Kurnaz, Ismail Sahin

Abstract:

The purpose of the study is to investigate the education faculty students’ attitudes towards e-learning according to different variables. In current study, the data were collected from 393 students of an education faculty in Turkey. In this study, theattitude towards e‐learning scale and the demographic information form were used to collect data. The collected data were analyzed by t-test, ANOVA and Pearson correlation coefficient. It was found that there is a significant difference in students’ tendency towards e-learning and avoidance from e-learning based on gender. Male students have more positive attitudes towards e-learning than female students. Also, the students who used the internet lesshave higher levels of avoidance from e-learning. Additionally, it is found that there is a positive and significant relationship between the number of personal mobile learning devices and tendency towards e-learning. On the other hand, there is a negative and significant relationship between the number of personal mobile learning devices and avoidance from e-learning. Also, suggestions were presented according to findings.

Keywords: Education faculty students, attitude towards e-learning, gender, daily Internet usage time, m-learning.

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2782 Rapid Study on Feature Extraction and Classification Models in Healthcare Applications

Authors: S. Sowmyayani

Abstract:

The advancement of computer-aided design helps the medical force and security force. Some applications include biometric recognition, elderly fall detection, face recognition, cancer recognition, tumor recognition, etc. This paper deals with different machine learning algorithms that are more generically used for any health care system. The most focused problems are classification and regression. With the rise of big data, machine learning has become particularly important for solving problems. Machine learning uses two types of techniques: supervised learning and unsupervised learning. The former trains a model on known input and output data and predicts future outputs. Classification and regression are supervised learning techniques. Unsupervised learning finds hidden patterns in input data. Clustering is one such unsupervised learning technique. The above-mentioned models are discussed briefly in this paper.

Keywords: Supervised learning, unsupervised learning, regression, neural network.

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2781 A Decision Matrix for the Evaluation of Triplestores for Use in a Virtual Research Environment

Authors: Tristan O’Neill, Trina Myers, Jarrod Trevathan

Abstract:

The Tropical Data Hub (TDH) is a virtual research environment that provides researchers with an e-research infrastructure to congregate significant tropical data sets for data reuse, integration, searching, and correlation. However, researchers often require data and metadata synthesis across disciplines for cross-domain analyses and knowledge discovery. A triplestore offers a semantic layer to achieve a more intelligent method of search to support the synthesis requirements by automating latent linkages in the data and metadata. Presently, the benchmarks to aid the decision of which triplestore is best suited for use in an application environment like the TDH are limited to performance. This paper describes a new evaluation tool developed to analyze both features and performance. The tool comprises a weighted decision matrix to evaluate the interoperability, functionality, performance, and support availability of a range of integrated and native triplestores to rank them according to requirements of the TDH.

Keywords: Virtual research environment, Semantic Web, performance analysis, tropical data hub.

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