Search results for: interactive learning applications.
4537 Instruction and Learning Design Consideration for the Development of Mobile Learning Application
Authors: M. Sarrab, M. Elbasir
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The use of information technology in education have changed not only the learners learning style but also the way they taught, where nowadays learners are connected with diversity of information sources with means of knowledge available everywhere. The advantage of network wireless technologies and mobility technologies used in the education and learning processes lead to mobile learning as a new model of learning technology. Currently, most of mobile learning applications are developed for the formal education and learning environment. Despite the long history and large amount of research on mobile learning and instruction design model still there is a need of well-defined process in designing mobile learning applications. Based on this situation, this paper emphasizes on identifying instruction design phase’s considerations and influencing factors in developing mobile learning application. This set of instruction design steps includes analysis, design, development, implementation, evaluation and continuous has been built from a literature study, with focus on standards for learning, mobile application software quality and guidelines. The effort is part of an Omani-funded research project investigating the development, adoption and dissemination of mobile learning in Oman.Keywords: Instruction design, mobile learning, mobile application.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16894536 DSLEP (Data Structure Learning Platform to Aid in Higher Education IT Courses)
Authors: Estevan B. Costa, Armando M. Toda, Marcell A. A. Mesquita, Jacques D. Brancher
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The advances in technology in the last five years allowed an improvement in the educational area, as the increasing in the development of educational software. One of the techniques that emerged in this lapse is called Gamification, which is the utilization of video game mechanics outside its bounds. Recent studies involving this technique provided positive results in the application of these concepts in many areas as marketing, health and education. In the last area there are studies that covers from elementary to higher education, with many variations to adequate to the educators methodologies. Among higher education, focusing on IT courses, data structures are an important subject taught in many of these courses, as they are base for many systems. Based on the exposed this paper exposes the development of an interactive web learning environment, called DSLEP (Data Structure Learning Platform), to aid students in higher education IT courses. The system includes basic concepts seen on this subject such as stacks, queues, lists, arrays, trees and was implemented to ease the insertion of new structures. It was also implemented with gamification concepts, such as points, levels, and leader boards, to engage students in the search for knowledge and stimulate self-learning.
Keywords: Gamification, Interactive learning environment, Data structures, e-learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 24364535 Rapid Study on Feature Extraction and Classification Models in Healthcare Applications
Authors: S. Sowmyayani
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3464534 Building Virtual Reality Environments for Distance Education on the Web: A Case Study in Medical Education
Authors: Kosmas Dimitropoulos, Athanasios Manitsaris, Ioannis Mavridis
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The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.
Keywords: Distance education, medicine, virtual reality, web.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 24894533 Virtual Reality Learning Environment in Embryology Education
Authors: Salsabeel F. M. Alfalah, Jannat F. Falah, Nadia Muhaidat, Amjad Hudaib, Diana Koshebye, Sawsan AlHourani
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Educational technology is changing the way how students engage and interact with learning materials. This improved the learning process amongst various subjects. Virtual Reality (VR) applications are considered one of the evolving methods that have contributed to enhancing medical education. This paper utilizes VR to provide a solution to improve the delivery of the subject of Embryology to medical students, and facilitate the teaching process by providing a useful aid to lecturers, whilst proving the effectiveness of this new technology in this particular area. After evaluating the current teaching methods and identifying students ‘needs, a VR system was designed that demonstrates in an interactive fashion the development of the human embryo from fertilization to week ten of intrauterine development. This system aims to overcome some of the problems faced by the students’ in the current educational methods, and to increase the efficacy of the learning process.Keywords: Virtual reality, student assessment, medical education, 3D, embryology.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8654532 Students’ Perceptions of Mobile Learning: Case Study of Kuwait
Authors: Rana AlHajri, Salah Al-Sharhan, Ahmed Al-Hunaiyyan
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 34324531 A Redesigned Pedagogy in Introductory Programming Reduces Failure and Withdrawal Rates by Half
Authors: Said C. Fares, Mary A. Fares
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It is well documented that introductory computer programming courses are difficult and that failure rates are high. The aim of this project was to reduce the high failure and withdrawal rates in learning to program. This paper presents a number of changes in module organization and instructional delivery system in teaching CS1. Daily out of class help sessions and tutoring services were applied, interactive lectures and laboratories, online resources, and timely feedback were introduced. Five years of data of 563 students in 21 sections was collected and analyzed. The primary results show that the failure and withdrawal rates were cut by more than half. Student surveys indicate a positive evaluation of the modified instructional approach, overall satisfaction with the course and consequently, higher success and retention rates.
Keywords: Failure Rate, Interactive Learning, Student engagement, CS1.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17784530 Interactive Agents with Artificial Mind
Authors: Hirohide Ushida
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This paper discusses an artificial mind model and its applications. The mind model is based on some theories which assert that emotion is an important function in human decision making. An artificial mind model with emotion is built, and the model is applied to action selection of autonomous agents. In three examples, the agents interact with humans and their environments. The examples show the proposed model effectively work in both virtual agents and real robots.Keywords: Artificial mind, emotion, interactive agent, pet robot
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12524529 Medical Imaging Fusion: A Teaching-Learning Simulation Environment
Authors: Cristina M. R. Caridade, Ana Rita F. Morais
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The use of computational tools has become essential in the context of interactive learning, especially in engineering education. In the medical industry, teaching medical image processing techniques is a crucial part of training biomedical engineers, as it has integrated applications with health care facilities and hospitals. The aim of this article is to present a teaching-learning simulation tool, developed in MATLAB using Graphical User Interface, for medical image fusion that explores different image fusion methodologies and processes in combination with image pre-processing techniques. The application uses different algorithms and medical fusion techniques in real time, allowing to view original images and fusion images, compare processed and original images, adjust parameters and save images. The tool proposed in an innovative teaching and learning environment, consists of a dynamic and motivating teaching simulation for biomedical engineering students to acquire knowledge about medical image fusion techniques, necessary skills for the training of biomedical engineers. In conclusion, the developed simulation tool provides a real-time visualization of the original and fusion images and the possibility to test, evaluate and progress the student’s knowledge about the fusion of medical images. It also facilitates the exploration of medical imaging applications, specifically image fusion, which is critical in the medical industry. Teachers and students can make adjustments and/or create new functions, making the simulation environment adaptable to new techniques and methodologies.
Keywords: Image fusion, image processing, teaching-learning simulation tool, biomedical engineering education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 344528 Analysis and Categorization of e-Learning Activities Based On Meaningful Learning Characteristics
Authors: Arda Yunianta, Norazah Yusof, Mohd Shahizan Othman, Dewi Octaviani
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Learning is the acquisition of new mental schemata, knowledge, abilities and skills which can be used to solve problems potentially more successfully. The learning process is optimum when it is assisted and personalized. Learning is not a single activity, but should involve many possible activities to make learning become meaningful. Many e-learning applications provide facilities to support teaching and learning activities. One way to identify whether the e-learning system is being used by the learners is through the number of hits that can be obtained from the e-learning system's log data. However, we cannot rely solely to the number of hits in order to determine whether learning had occurred meaningfully. This is due to the fact that meaningful learning should engage five characteristics namely active, constructive, intentional, authentic and cooperative. This paper aims to analyze the e-learning activities that is meaningful to learning. By focusing on the meaningful learning characteristics, we match it to the corresponding Moodle e-learning activities. This analysis discovers the activities that have high impact to meaningful learning, as well as activities that are less meaningful. The high impact activities is given high weights since it become important to meaningful learning, while the low impact has less weight and said to be supportive e-learning activities. The result of this analysis helps us categorize which e-learning activities that are meaningful to learning and guide us to measure the effectiveness of e-learning usage.
Keywords: e-learning system, e-learning activity, meaningful learning characteristics, Moodle
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 31504527 The Application of Specialized Memory Manager in Interactive CAD Systems
Authors: Wei Song, Lian-he Yang
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Interactive CAD systems have to allocate and deallocate memory frequently. Frequent memory allocation and deallocation can play a significant role in degrading application performance. An application may use memory in a very specific way and pay a performance penalty for functionality it does not need. We could counter that by developing specialized memory managers.Keywords: Interactive CAD systems, Specialized Memory Manager.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 13234526 Visualization of Searching and Sorting Algorithms
Authors: Bremananth R, Radhika.V, Thenmozhi.S
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Sequences of execution of algorithms in an interactive manner using multimedia tools are employed in this paper. It helps to realize the concept of fundamentals of algorithms such as searching and sorting method in a simple manner. Visualization gains more attention than theoretical study and it is an easy way of learning process. We propose methods for finding runtime sequence of each algorithm in an interactive way and aims to overcome the drawbacks of the existing character systems. System illustrates each and every step clearly using text and animation. Comparisons of its time complexity have been carried out and results show that our approach provides better perceptive of algorithms.Keywords: Algorithms, Searching, Sorting, Visualization.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21154525 Students’ Perception of Vector Representation in the Context of Electric Force and the Role of Simulation in Developing an Understanding
Authors: S. Shubha, B. N. Meera
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Physics Education Research (PER) results have shown that students do not achieve the expected level of competency in understanding the concepts of different domains of Physics learning when taught by the traditional teaching methods, the concepts of Electricity and Magnetism (E&M) being one among them. Simulation being one of the valuable instructional tools renders an opportunity to visualize varied experiences with such concepts. Considering the electric force concept which requires extensive use of vector representations, we report here the outcome of the research results pertaining to the student understanding of this concept and the role of simulation in using vector representation. The simulation platform provides a positive impact on the use of vector representation. The first stage of this study involves eliciting and analyzing student responses to questions that probe their understanding of the concept of electrostatic force and this is followed by four stages of student interviews as they use the interactive simulations of electric force in one dimension. Student responses to the questions are recorded in real time using electronic pad. A validation test interview is conducted to evaluate students' understanding of the electric force concept after using interactive simulation. Results indicate lack of procedural knowledge of the vector representation. The study emphasizes the need for the choice of appropriate simulation and mode of induction for learning.
Keywords: Electric Force, Interactive, Representation, Simulation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 22334524 Delay Specific Investigations on QoS Scheduling Schemes for Real-Time Traffic in Packet Switched Networks
Authors: P.S.Prakash, S.Selvan
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Packet switched data network like Internet, which has traditionally supported throughput sensitive applications such as email and file transfer, is increasingly supporting delay-sensitive multimedia applications such as interactive video. These delaysensitive applications would often rather sacrifice some throughput for better delay. Unfortunately, the current packet switched network does not offer choices, but instead provides monolithic best-effort service to all applications. This paper evaluates Class Based Queuing (CBQ), Coordinated Earliest Deadline First (CEDF), Weighted Switch Deficit Round Robin (WSDRR) and RED-Boston scheduling schemes that is sensitive to delay bound expectations for variety of real time applications and an enhancement of WSDRR is proposed.Keywords: QoS, Delay-sensitive, Queuing delay, Scheduling
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15264523 Design for Classroom Units: A Collaborative Multicultural Studio Development with Chinese Students
Authors: C. S. Caires, A. Barbosa, W. Hanyou
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In this paper, we present the main results achieved during a five-week international workshop on Interactive Furniture for the Classroom, with 22 Chinese design students, in Jiangmen city (Guangdong province, China), and five teachers from Portugal, France, Iran, Macao SAR, and China. The main goal was to engage design students from China with new skills and practice methodologies towards interactive design research for furniture and product design for the classroom. The final results demonstrate students' concerns on improving Chinese furniture design for the classrooms, including solutions related to collaborative learning and human-interaction design for interactive furniture products. The findings of the research led students to the fabrication of five original prototypes: two for kindergartens ('Candy' and 'Tilt-tilt'), two for primary schools ('Closer' and 'Eks(x)'), and one for art/creative schools ('Wave'). From the findings, it was also clear that collaboration, personalization, and project-based teaching are still neglected when designing furniture products for the classroom in China. Students focused on these issues and came up with creative solutions that could transform this educational field in China.
Keywords: Product design, interface design, interactive design, collaborative education and design research, design prototyping.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9264522 Applications of Big Data in Education
Authors: Faisal Kalota
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Big Data and analytics have gained a huge momentum in recent years. Big Data feeds into the field of Learning Analytics (LA) that may allow academic institutions to better understand the learners’ needs and proactively address them. Hence, it is important to have an understanding of Big Data and its applications. The purpose of this descriptive paper is to provide an overview of Big Data, the technologies used in Big Data, and some of the applications of Big Data in education. Additionally, it discusses some of the concerns related to Big Data and current research trends. While Big Data can provide big benefits, it is important that institutions understand their own needs, infrastructure, resources, and limitation before jumping on the Big Data bandwagon.Keywords: Analytics, Big Data in Education, Hadoop, Learning Analytics.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 48774521 Computer Aided Language Learning System for Arabic for Second Language Learners
Authors: Osama Abufanas
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This paper aims to build an Arabic learning language tool using Flash CS4 professional software with action script 3.0 programming language, based on the Computer Aided Language Learning (CALL) material. An extra intention is to provide a primary tool and focus on learning Arabic as a second language to adults. It contains letters, words and sentences at the first stage. This includes interactive practices, which evaluates learners’ comprehension of the Arabic language. The system was examined and it was found that the language structure was correct and learners were satisfied regarding the system tools. The learners found the system tools efficient and simple to use. The paper's main conclusion illustrates that CALL can be applied without any hesitation to second language learners
Keywords: Arabic Language, Computer Aided Language Learning (CALL), Learner, Material.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27294520 A Support System Applicable to Multiple APIs for Haptic VR Application Designers
Authors: Masaharu Isshiki, Kenji Murakami, Shun Ido
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This paper describes a proposed support system which enables applications designers to effectively create VR applications using multiple haptic APIs. When the VR designers create applications, it is often difficult to handle and understand many parameters and functions that have to be set in the application program using documentation manuals only. This complication may disrupt creative imagination and result in inefficient coding. So, we proposed the support application which improved the efficiency of VR applications development and provided the interactive components of confirmation of operations with haptic sense previously. In this paper, we describe improvements of our former proposed support application, which was applicable to multiple APIs and haptic devices, and evaluate the new application by having participants complete VR program. Results from a preliminary experiment suggest that our application facilitates creation of VR applications.Keywords: VR application, Support system, Haptic devices, Haptic APIs.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 13464519 On a Theoretical Framework for Language Learning Apps Evaluation
Authors: Juan Manuel Real-Espinosa
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5884518 Non Inmersive Virtual Reality for Improving Teaching Processes
Authors: Galeano R. Katherine, Rincon L. David, Luengas. Lely, Guevara. Juan Carlos
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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 acceptanceKeywords: acoustoelectric devices, computer applications, learning systems, music, technological innovation, virtual reality
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16154517 Performance Evaluation of Distributed Deep Learning Frameworks in Cloud Environment
Authors: Shuen-Tai Wang, Fang-An Kuo, Chau-Yi Chou, Yu-Bin Fang
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2016 has become the year of the Artificial Intelligence explosion. AI technologies are getting more and more matured that most world well-known tech giants are making large investment to increase the capabilities in AI. Machine learning is the science of getting computers to act without being explicitly programmed, and deep learning is a subset of machine learning that uses deep neural network to train a machine to learn features directly from data. Deep learning realizes many machine learning applications which expand the field of AI. At the present time, deep learning frameworks have been widely deployed on servers for deep learning applications in both academia and industry. In training deep neural networks, there are many standard processes or algorithms, but the performance of different frameworks might be different. In this paper we evaluate the running performance of two state-of-the-art distributed deep learning frameworks that are running training calculation in parallel over multi GPU and multi nodes in our cloud environment. We evaluate the training performance of the frameworks with ResNet-50 convolutional neural network, and we analyze what factors that result in the performance among both distributed frameworks as well. Through the experimental analysis, we identify the overheads which could be further optimized. The main contribution is that the evaluation results provide further optimization directions in both performance tuning and algorithmic design.
Keywords: Artificial Intelligence, machine learning, deep learning, convolutional neural networks.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12584516 A Real-Time Tracking System Developed for an Interactive Stage Performance
Authors: S. Hu, J. Mortensen, Bernard F. Buxton
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A real-time tracking system was built to track performers on an interactive stage. Using an ordinary, up to date, desktop workstation, the performers- silhouette was segmented from the background and parameterized by calculating the normalized central image moments. In the stage system, the silhouette moments were then sent to a parallel workstation, which used them to generate corresponding 3D virtual geometry and projected the generated graphic back onto the stage.
Keywords: Image moment, interactive stage, real-time, silhouette.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12184515 The use of ICT for Learning Guidance for Junior High School in Indonesia
Authors: Tri Prasetyaningrum, Suyoto
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In this paper, we will be present Guidance and Councelling (GC) class action research. The research was done because a fact that some students are still learning ways such as in elementary school. The research objective is to enhance the value of “academic performance report" grade by using ICT as GC Learning Guidance services. The research method was carried out with two cycles. First cycle is applying Learning Guidance services indirectly and not programmed. Second cycle into two implementing Learning Guidance services indirectly, programmed and using ICTs primarily mobile phones and computer media applications i.e. “m-NingBK©: Learning Guidance" and “screen saver: Learning Guidance". A research subject is a class VII student who has the lowest value of “academic performance report". The result is by using an indirect GC services with ICT there were significant changes.Keywords: ICT, Learning Guidance, action research and Guidance and Councelling
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16914514 Electronic Tool that Helps in Learning How to Play a Flute
Authors: Galeano R. Katherine, Rincon L. David, Luengas C. Lely
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This paper describes the development of an electronic instrument that looks like a flute, which is able to sense the basic musical notes being executed by a specific user. The principal function of the instrument is to teach how to play a flute. This device will generate a significant academic impact, in a field of virtual reality interactive that combine art and technology. With this example is expected to contribute in research and implementation of teaching devices around the world.Keywords: Flute, Hardware, Learning, Virtual Reality.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16644513 An Interactive e-Learning Management System (e-LMS): A Solution to Tanzanian Secondary Schools' Education
Authors: A. Ellen Kalinga, R. B. Burchard Bagile, Lena Trojer
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Information and Communications Technologies (ICT) has been integrated in education in many developing and developed countries alike, but the use of ICT in Tanzanian schools is dismal. Many Tanzanian secondary schools have no computers. The few schools with computers use them primarily for secretarial services and computer literacy training. The Tanzanian education system at other levels like secondary school level has to undergo substantial transformation, underscored by the growing application of new information and communication technology. This paper presents the e-readiness survey result from secondary schools in Tanzania. The paper also suggests how Tanzania can make use of the few present ICT resources to support and improve teaching and learning functions to improve performance and acquisition of knowledge by using e-Learning Management System (e-LMS).Keywords: e-Learning, ICT, Object-Oriented, Participatorydesign.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27724512 Meditation Based Brain Painting Promoting Foreign Language Memory through Establishing a Brain-Computer Interface
Authors: Zhepeng Rui, Zhenyu Gu, Caitilin de Bérigny
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In the current study, we designed an interactive meditation and brain painting application to cultivate users’ creativity, promote meditation, reduce stress, and improve cognition while attempting to learn a foreign language. User tests and data analyses were conducted on 42 male and 42 female participants to better understand sex-associated psychological and aesthetic differences. Our method utilized brain-computer interfaces to import meditation and attention data to create artwork in meditation-based applications. Female participants showed statistically significantly different language learning outcomes following three meditation paradigms. The art style of brain painting helped females with language memory. Our results suggest that the most ideal methods for promoting memory attention were meditation methods and brain painting exercises contributing to language learning, memory concentration promotion, and foreign word memorization. We conclude that a short period of meditation practice can help in learning a foreign language. These findings provide insights into meditation, creative language education, brain-computer interface, and human-computer interactions.
Keywords: Brain-computer interface, creative thinking, meditation, mental health.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5904511 Implementation of Interactive Computer Aided Instruction in Learning of Javanese Traditional Classic Dance
Authors: Petrus Sutyasadi, Theresia Suharti
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Traditional Javanese classic dance is a valuable inheritance in Java Indonesia. Nowadays, this treasure of culture is no longer belonging to Javanese people only. Many art departments from universities around the world already put this as a subject in their curriculum. Nonetheless, dance is a practical skill. It needs to be practices so often while accompanied by an instructor to get the right technique. An interactive Computer Aided Instruction (iCAI) that can interactively assist the student to practice is developed. By using this software students can conduct a self practice in studio and get some feedbacks from the software. This CAI is not intended to replace the instructor, but to assist them in increasing the student fly-time in practice.Keywords: Computer Aided Instruction, Javanese classic dance, Accelerometer.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15234510 Enhancing the Quality of Learning by Using an Innovative Approach for Teaching Energy in Secondary Schools
Authors: Adriana Alexandru, Ovidiu Bica, Eleonora Tudora, Cristina Simona Alecu, Cristina-Adriana Alexandru, Ioan Covalcic
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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.
Keywords: Education, eLearning, Energy Efficiency, InternetMethodology, Renewable Energy Sources.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16654509 The Path to Web Intelligence Maturity
Authors: Zeljko Panian
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Web intelligence, if made personal, can fuel the process of building communications around the interests and preferences of each individual customer or prospect, by providing specific behavioral insights about each individual. To become fully efficient, Web intelligence must reach a stage of a high-level maturity, passing throughout a process that involves five steps: (1) Web site analysis; (2) Web site and advertising optimization; (3) Segment targeting; (4) Interactive marketing (online only); and (5) Interactive marketing (online and offline). Discussing these steps in detail, the paper uncovers the real gold mine that is personal-level Web intelligence.
Keywords: Web intelligence, web analytics, informationtechnology (IT), interactive marketing.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16374508 The Multimedia Interactive Theatre by Virtual Means Regarding Computational Intelligence in Space Design as HCI and Samples from Turkey
Authors: Pelin Yildiz
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The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.
Keywords: Computational intelligence, interactive space, multimedia theatre, virtual reality.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2690