Search results for: project based learning
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 13040

Search results for: project based learning

12980 Development of Multimedia Learning Application for Mastery Learning Style: A Graduated Difficulty Strategy

Authors: Nur Azlina Mohamed Mokmin, Mona Masood

Abstract:

Guided by the theory of learning styles, this study is based on the development of a multimedia learning application for students with mastery learning style. The learning material was developed by applying a graduated difficulty learning strategy. Algebra was chosen as the learning topic for this application. The effectiveness of this application in helping students learn is measured by giving a pre- and post-test. The result shows that students who learn using the learning material that matches their preferred learning style perform better than the students with a non-personalized learning material.

Keywords: Algebraic Fractions, Graduated Difficulty, Mastery Learning Style, Multimedia.

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12979 Knowledge Management and e-Learning –An Agent-Based Approach

Authors: Teodora Bakardjieva, Galya Gercheva

Abstract:

In this paper an open agent-based modular framework for personalized and adaptive curriculum generation in e-learning environment is proposed. Agent-based approaches offer several potential advantages over alternative approaches. Agent-based systems exhibit high levels of flexibility and robustness in dynamic or unpredictable environments by virtue of their intrinsic autonomy. The presented framework enables integration of different types of expert agents, various kinds of learning objects and user modeling techniques. It creates possibilities for adaptive e-learning process. The KM e-learning system is in a process of implementation in Varna Free University and will be used for supporting the educational process at the University.

Keywords: agents, e-Learning, knowledge management, knowledge sharing, artificial intelligence

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12978 The Management of the Urban Project between Challenge and Need: The Case of the Modernization Project of Constantine

Authors: Nedjima Mouhoubi, Souad Sassi Boudemagh

Abstract:

In this article, and through the modernization project of metropolis of Constantine (PMMC) experience in Algeria, discussed to highlight the importance of management in an urban project at various levels: strategic and operational. The statement we attended to reach is to evaluate the modernization project of metropolis of Constantine in the light of management and prove the relation between a good urban management and the success of an urban project.

Keywords: Urban project, strategic management, operational management, the modernization project of Constantine.

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12977 Hybrid Project Management Model Based on Lean and Agile Approach

Authors: F. Z. Eddoug, J. Benhra, R. Benabbou

Abstract:

Excellence and Success are the ultimate goal for any project and in order to achieve it, every project manager looks for the convenient tools and methods. This work proposes a framework that seeks an efficient management of general project through a lean and agile approach. In order to get this objective, the article was divided in two stages, the first one was emphasized on exploring and analyzing the existing project management models and then in the second one the desired framework was created, beginning by focusing on seven existing models and then proposing for each phase of the framework the convenient lean and agile tools.

Keywords: Agility, hybrid project management, lean, scrum.

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12976 Social Semantic Web-Based Analytics Approach to Support Lifelong Learning

Authors: Khaled Halimi, Hassina Seridi-Bouchelaghem

Abstract:

The purpose of this paper is to describe how learning analytics approaches based on social semantic web techniques can be applied to enhance the lifelong learning experiences in a connectivist perspective. For this reason, a prototype of a system called SoLearn (Social Learning Environment) that supports this approach. We observed and studied literature related to lifelong learning systems, social semantic web and ontologies, connectivism theory, learning analytics approaches and reviewed implemented systems based on these fields to extract and draw conclusions about necessary features for enhancing the lifelong learning process. The semantic analytics of learning can be used for viewing, studying and analysing the massive data generated by learners, which helps them to understand through recommendations, charts and figures their learning and behaviour, and to detect where they have weaknesses or limitations. This paper emphasises that implementing a learning analytics approach based on social semantic web representations can enhance the learning process. From one hand, the analysis process leverages the meaning expressed by semantics presented in the ontology (relationships between concepts). From the other hand, the analysis process exploits the discovery of new knowledge by means of inferring mechanism of the semantic web.

Keywords: Connectivism, data visualization, informal learning, learning analytics, semantic web, social web.

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12975 An Evolutionary Statistical Learning Theory

Authors: Sung-Hae Jun, Kyung-Whan Oh

Abstract:

Statistical learning theory was developed by Vapnik. It is a learning theory based on Vapnik-Chervonenkis dimension. It also has been used in learning models as good analytical tools. In general, a learning theory has had several problems. Some of them are local optima and over-fitting problems. As well, statistical learning theory has same problems because the kernel type, kernel parameters, and regularization constant C are determined subjectively by the art of researchers. So, we propose an evolutionary statistical learning theory to settle the problems of original statistical learning theory. Combining evolutionary computing into statistical learning theory, our theory is constructed. We verify improved performances of an evolutionary statistical learning theory using data sets from KDD cup.

Keywords: Evolutionary computing, Local optima, Over-fitting, Statistical learning theory

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12974 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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12973 Project Management Success for Contractors

Authors: Hamimah Adnan, Norfashiha Hashim, Mohd Arif Marhani, Mohd Asri Yeop Johari

Abstract:

The aim of this paper is to provide a better understanding of the implementation of Project Management practices by UiTM contractors to ensure project success. A questionnaire survey was administered to 120 UiTM contractors in Malaysia. The purpose of this method was to gather information on the contractors- project background and project management skills. It was found that all of the contractors had basic knowledge and understanding of project management skills. It is suggested that a reasonable project plan and an appropriate organizational structure are influential factors for project success. It is recommended that the contractors need to have an effective program of work and up to date information system are emphasized.

Keywords: Project management, success, contractors.

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12972 Software Engineering Mobile Learning Software Solution Using Task Based Learning Approach

Authors: Bekim Fetaji, Majlinda Fetaji

Abstract:

The development and use of mobile devices as well as its integration within education systems to deliver electronic contents and to support real-time communications was the focus of this research. In order to investigate the software engineering issues in using mobile devices a research on electronic content was initiated. The Developed MP3 mobile software solution was developed as a prototype for testing and developing a strategy for designing a usable m-learning environment. The mobile software solution was evaluated using mobile device using the link: http://projects.seeu.edu.mk/mlearn. The investigation also tested the correlation between the two mobile learning indicators: electronic content and attention, based on the Task Based learning instructional method. The mobile software solution ''M-Learn“ was developed as a prototype for testing the approach and developing a strategy for designing usable m-learning environment. The proposed methodology is about what learning modeling approach is more appropriate to use when developing mobile learning software.

Keywords: M-learning, mobile software development, mobiledevices, learning instructions, task based learning.

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12971 Learner Autonomy Based On Constructivism Learning Theory

Authors: Haiyan Wang

Abstract:

Constuctivism learning theory lays emphasis on the learners' active learning, such as learning initiative, sociality and context. By analyzing the relationship between constructivism learning theory and learner autonomy, this paper explores how to cultivate learners' learner autonomy under the guidance of constructivism learning theory.

Keywords: Constructivism learning theory, learner autonomy, relationship, cultivation.

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12970 A Case Study of Al-Shifa: A Healthcare Information System in Oman

Authors: Khamis Al-Gharbi, Said M. Gattoufi, Ali H. Al-Badi, Ali Al-Hashmi

Abstract:

The case study presents the progression of a project management of Al-Shifa, a healthcare information system in Oman. The case study describes the evolution of the implementation of a healthcare information system tailored to meet the needs of the healthcare units under the supervision of the Ministry of Health (MOH) in Oman. A focus group methodology was used for collecting the relevant information from the main project's stakeholders. In addition reports about the project made available for the researchers. The case analysis is made based on the Project Management approach developed by the Project Management Institute (PMI). The main finding that there was no formal project management approach adopted by the MOH for the development and implementation of the herewith mentioned healthcare information system project. Furthermore, the project had suffered a scope creep in terms of features, cost and time-schedule. The recommendations of the authors, for the rescue of the project from its current dilemma, consist of technological, administrative and human resources development actions.

Keywords: Al-Shifa, Information system, Healthcare, Oman, Project Management.

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12969 Online Learning Activities Kit on Plants in Thai Literature in Compliance with the School Botanical Garden of Plant Genetic Conservation Project under the Royal Initiative of Her Royal Highness Princess Maha Chakri Sirindhorn

Authors: Pornpapatsorn Princhankol, Kannika Udnunkarn

Abstract:

This research was aimed to develop and determine the quality of online learning activities kit as well as to examine the learning achievement of students and their satisfaction towards the kit through authentic assessment. The tools in this research contained online learning activities kit on plant in Thai literature in compliance with the School Botanical Garden of Plant Genetic Conservation Project under the Royal Initiative of Her Royal Highness Princess Maha Chakri Sirindhorn, the assessment form, the learning achievement test, the satisfaction form and the authentic assessment form. The population consisted of 40 students in the second range of primary years (Prathomsuksa 4 to 6) at Ban Khao Rak School, Suratthani Province, Thailand. The research results showed that the content quality of the developed online learning activities kit as assessed by the experts was 4.70 on average or at very high level. The pre-test and post-test comparison was made to examine the learning achievement and it revealed that the post-test score was higher than the pre-test score with statistical significance at the .01 level. The satisfaction of the sampling group towards the online learning activities kit was 4.74 or at the highest level. The authentic assessment showed an average of 1.69 or at good level. Therefore, the online learning activities kit on plant in Thai literature in compliance with the School Botanical Garden of Plant Genetic Conservation Project under the Royal Initiative of Her Royal Highness Princess Maha Chakri Sirindhorn could be used in real classroom situations.

Keywords: Online learning activities kit, Plants in Thai literature, School Botanical garden

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12968 Project and Experiment-Based Fluid Dynamics Education

Authors: Etsuo Morishita

Abstract:

This paper presents the project and experiment-based fluid dynamics education in Meisei University, a private institution in Tokyo, Japan. We pay attention not only to the basic engineering courses but also to the practical aspect of engineering experience. So, we prepare courses called the Projects from I to VI. The Projects I and II are designed for the first year, III and IV are designated for the second year, V and VI are prepared for the third year, respectively. Each supervisor is responsible for two of these projects every year. When students take the Project V and VI at the third year, we automatically assume that these students will join the lab of the project for the graduation thesis. We would like to show our experience in the Project I in the summer term, 2016. In this project, we introduce a traction flight vehicle called Cat Flyer. This is a kind of a kite towed by a car for example. This is very similar to parasailing, but flight is possible even on the roads. Experiments in mechanical engineering education are also very important, and we would like to explain our course on centrifugal pump, venture, and orifice. Although these are described in detail in the text books of fluid dynamics, it is still crucial to have practical experiments as a student.

Keywords: Aerodynamics, experiment, fluid dynamics, project.

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12967 A Critical Social Research Perspective on Self-Directed Learning and Information Technology Practitioners

Authors: Roelien Goede

Abstract:

Information systems practitioners are frequently required to master new technology, often without the aid of formal training. They require the skill to manage their own learning and, when this skill is developed in their formal training, their adaptability to new technology may be improved. Self- directed learning is the ability of the learner to manage his or her own learning experience with some guidance from a facilitator. Self-directed learning skills are best improved when practiced. This paper reflects on a critical social research project to improve the self-directed learning skills of fourth year Information Systems students. Critical social research differs from other research paradigms in that the researcher is viewed as the agent of change to achieve the desired outcome in the problem situation.

Keywords: Action Research, Critical Social Research, Information Systems Education, Self-directed Learning.

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12966 Development of Web-based Teams Management System in Construction

Authors: Yu-Cheng Lin

Abstract:

Construction project control attempts to obtain real-time information and effectively enhance dynamic control and management via information sharing and analysis among project participants to eliminate construction conflicts and project delays. However, survey results for Taiwan indicate that construction commercial project management software is not widely accepted for subcontractors and suppliers. To solve the project communications problems among participants, this study presents a novel system called the Construction Dynamic Teams Communication Management (Con-DTCM) system for small-to-medium sized subcontractors and suppliers in Taiwanese Construction industry, and demonstrates that the Con-DTCM system responds to the most recent project information efficiently and enhances management of project teams (general contractor, suppliers and subcontractors) through web-based environment. Web-based technology effectively enhances information sharing during construction project management, and generates cost savings via the Internet. The main unique characteristic of the proposed Con-DTCM system is extremely user friendly and easily design compared with current commercial project management applications. The Con-DTCM system is applied to a case study of construction of a building project in Taiwan to confirm the proposed methodology and demonstrate the effectiveness of information sharing during the construction phase. The advantages of the Con-DTCM system are in improving project control and management efficiency for general contractors, and in providing dynamic project tracking and management, which enables subcontractors and suppliers to acquire the most recent project-related information. Furthermore, this study presents and implements a generic system architecture.

Keywords: Construction project management, Information System, Portal, Web, Small-to-medium enterprises.

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12965 Roles and Responsibilities to Success of IT Project in an Organization

Authors: Vahhab Attar Olyaee, Fouad Attar Olyaee

Abstract:

Many IT projects come to failure because of having technical approach, focusing on the final product and lack of proper attention to strategic alignment. Project management models quite often have technical management view [4], [8], [13], [14]. These models focus greatly on the finalization of the project product and the delivery of the product to the customer. However, many project problems are due to lack of attention to the needs and capabilities of the organizations or disregarding how to deploy and use the product in the organization. In this regard, in the current research we are trying to present a solution with the purpose of raising the value of the project in an organization. This way, the project outputs will be properly deployed in the organization. Therefore, a comprehensive model is presented which takes into account the whole processes from initial step of project definition to the deployment of the final outputs in the organization and then the definition of all roles and responsibilities to put the model into practice. Taking into account the opinions of experts and project managers, to prove the performance of the model, the project problems were recognized and based on the model, categorized and analyzed. And at the end it is made clear that ignoring the proper definition of the project and not having a proper understanding of the expected value on the one hand and not supervising the emerged value in the process of production and installment are among the most important factors that bring a project to failure.

Keywords: IT Governance, Project Model, Roles and Responsibilities of Project

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12964 Process-Oriented Learning Requirements for Employees and for Organizations

Authors: Richard Pircher, Lukas Zenk, Hanna Risku

Abstract:

Using activity theory, organisational theory and didactics as theoretical foundations, a comprehensive model of the organisational dimensions relevant for learning and knowledge transfer will be developed. In a second step, a Learning Assessment Guideline will be elaborated. This guideline will be designed to permit a targeted analysis of organisations to identify the status quo in those areas crucial to the implementation of learning and knowledge transfer. In addition, this self-analysis tool will enable learning managers to select adequate didactic models for e- and blended learning. As part of the European Integrated Project "Process-oriented Learning and Information Exchange" (PROLIX), this model of organisational prerequisites for learning and knowledge transfer will be empirically tested in four profit and non-profit organisations in Great Britain, Germany and France (to be finalized in autumn 2006). The findings concern not only the capability of the model of organisational dimensions, but also the predominant perceptions of and obstacles to learning in organisations.

Keywords: Activity theory, knowledge management organisational theory, "Process-oriented Learning and Information Exchange" (PROLIX).

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12963 Project Management at University: Towards an Evaluation Process around Cooperative Learning

Authors: J. L. Andrade-Pineda, J.M. León-Blanco, M. Calle, P. L. González-R

Abstract:

The enrollment in current Master's degree programs usually pursues gaining the expertise required in real-life workplaces. The experience we present here concerns the learning process of "Project Management Methodology (PMM)", around a cooperative/collaborative mechanism aimed at affording students measurable learning goals and providing the teacher with the ability of focusing on the weaknesses detected. We have designed a mixed summative/formative evaluation, which assures curriculum engage while enriches the comprehension of PMM key concepts. In this experience we converted the students into active actors in the evaluation process itself and we endowed ourselves as teachers with a flexible process in which along with qualifications (score), other attitudinal feedback arises. Despite the high level of self-affirmation on their discussion within the interactive assessment sessions, they ultimately have exhibited a great ability to review and correct the wrong reasoning when that was the case.

Keywords: Cooperative-collaborative learning, educational management, formative-summative assessment, leadership training.

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12962 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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12961 Applying the Extreme-Based Teaching Model in Post-Secondary Online Classroom Setting: A Field Experiment

Authors: Leon Pan

Abstract:

The first programming course within post-secondary education has long been recognized as a challenging endeavor for both educators and students alike. Historically, these courses have exhibited high failure rates and a notable number of dropouts. Instructors often lament students' lack of effort on their coursework, and students often express frustration that the teaching methods employed are not effective. Drawing inspiration from the successful principles of Extreme Programming, this study introduces an approach—the Extremes-based teaching model—aimed at enhancing the teaching of introductory programming courses. To empirically determine the effectiveness of the model, a comparison was made between a section taught using the extreme-based model and another utilizing traditional teaching methods. Notably, the extreme-based teaching class required students to work collaboratively on projects, while also demanding continuous assessment and performance enhancement within groups. This paper details the application of the extreme-based model within the post-secondary online classroom context and presents the compelling results that emphasize its effectiveness in advancing the teaching and learning experiences. The extreme-based model led to a significant increase of 13.46 points in the weighted total average and a commendable 10% reduction in the failure rate.

Keywords: Extreme-based teaching model, innovative pedagogical methods, project-based learning, team-based learning.

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12960 Interactive Chinese Character Learning System though Pictograph Evolution

Authors: J.H. Low, C.O. Wong, E.J. Han, K.R Kim K.C. Jung, H.K. Yang

Abstract:

This paper proposes an Interactive Chinese Character Learning System (ICCLS) based on pictorial evolution as an edutainment concept in computer-based learning of language. The advantage of the language origination itself is taken as a learning platform due to the complexity in Chinese language as compared to other types of languages. Users especially children enjoy more by utilize this learning system because they are able to memories the Chinese Character easily and understand more of the origin of the Chinese character under pleasurable learning environment, compares to traditional approach which children need to rote learning Chinese Character under un-pleasurable environment. Skeletonization is used as the representation of Chinese character and object with an animated pictograph evolution to facilitate the learning of the language. Shortest skeleton path matching technique is employed for fast and accurate matching in our implementation. User is required to either write a word or draw a simple 2D object in the input panel and the matched word and object will be displayed as well as the pictograph evolution to instill learning. The target of computer-based learning system is for pre-school children between 4 to 6 years old to learn Chinese characters in a flexible and entertaining manner besides utilizing visual and mind mapping strategy as learning methodology.

Keywords: Computer-based learning, Chinese character, pictograph evolution, skeletonization.

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12959 Classification of Construction Projects

Authors: M. Safa, A. Sabet, S. MacGillivray, M. Davidson, K. Kaczmarczyk, C. T. Haas, G. E. Gibson, D. Rayside

Abstract:

In order to address construction project requirements and specifications, scholars and practitioners need to establish taxonomy according to a scheme that best fits their need. While existing characterization methods are continuously being improved, new ones are devised to cover project properties which have not been previously addressed. One such method, the Project Definition Rating Index (PDRI), has received limited consideration strictly as a classification scheme. Developed by the Construction Industry Institute (CII) in 1996, the PDRI has been refined over the last two decades as a method for evaluating a project's scope definition completeness during front-end planning (FEP). The main contribution of this study is a review of practical project classification methods, and a discussion of how PDRI can be used to classify projects based on their readiness in the FEP phase. The proposed model has been applied to 59 construction projects in Ontario, and the results are discussed.

Keywords: Project classification, project definition rating index (PDRI), project goals alignment, risk.

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12958 Identifying Game Variables from Students’ Surveys for Prototyping Games for Learning

Authors: N. Ismail, O. Thammajinda, U. Thongpanya

Abstract:

Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team.

Keywords: Games-based learning, design, engagement, pedagogy, preferences, prototype, variables.

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12957 Goal Based Episodic Processing in Implicit Learning

Authors: Peter A. Bibby

Abstract:

Research has suggested that implicit learning tasks may rely on episodic processing to generate above chance performance on the standard classification tasks. The current research examines the invariant features task (McGeorge and Burton, 1990) and argues that such episodic processing is indeed important. The results of the experiment suggest that both rejection and similarity strategies are used by participants in this task to simultaneously reject unfamiliar items and to accept (falsely) familiar items. Primarily these decisions are based on the presence of low or high frequency goal based features of the stimuli presented in the incidental learning phase. It is proposed that a goal based analysis of the incidental learning task provides a simple step in understanding which features of the episodic processing are most important for explaining the match between incidental, implicit learning and test performance.

Keywords: Episodic processing, incidental learning, implicitlearning, invariant learning.

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12956 Scrum as the Method Supporting the Implementation of Knowledge Management in an Organization

Authors: Andrej Miklošík, Eva Hvizdová, Štefan Žák

Abstract:

Many companies have switched their processes to project-oriented in the last years. This brings new possibilities and effectiveness not only in the field of external processes connected with the product delivery but also the internal processes as well. However centralized project organization which is based on the role of project manager in the team has proved insufficient in some cases. Agile methods of project organization are trying to solve this problem by bringing new view on the project organization, roles, processes and competences. Scrum is one of these methods which builds on the principles of knowledge management to drive the project to effectiveness from all view angles. Using this method to organize internal and delivery projects helps the organization to create and share knowledge throughout the company. It also supports forming unique competences of individuals and project teams and drives innovations in the company.

Keywords: agile software development, knowledge management, knowledge dissemination, project management, SCRUM

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12955 Secured Session Based Profile Caching for E-Learning Systems Using WiMAX Networks

Authors: R. Chithra, B. Kalaavathi

Abstract:

E-Learning enables the users to learn at anywhere at any time. In E-Learning systems, authenticating the E-Learning user has security issues. The usage of appropriate communication networks for providing the internet connectivity for E-learning is another challenge. WiMAX networks provide Broadband Wireless Access through the Multicast Broadcast Service so these networks can be most suitable for E-Learning applications. The authentication of E-Learning user is vulnerable to session hijacking problems. The repeated authentication of users can be done to overcome these issues. In this paper, session based Profile Caching Authentication is proposed. In this scheme, the credentials of E-Learning users can be cached at authentication server during the initial authentication through the appropriate subscriber station. The proposed cache based authentication scheme performs fast authentication by using cached user profile. Thus, the proposed authentication protocol reduces the delay in repeated authentication to enhance the security in ELearning.

Keywords: Authentication, E-Learning, WiMAX, Security, Profile caching.

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12954 Students’ Perception of Using Dental e-Models in an Inquiry-Based Curriculum

Authors: Yanqi Yang, Chongshan Liao, Cheuk Hin Ho, Susan Bridges

Abstract:

Aim: To investigate students’ perceptions of using e-models in an inquiry-based curriculum. Approach: 52 second-year dental students completed a pre- and post-test questionnaire relating to their perceptions of e-models and their use in inquiry-based learning. The pre-test occurred prior to any learning with e-models. The follow-up survey was conducted after one year's experience of using e-models. Results: There was no significant difference between the two sets of questionnaires regarding students’ perceptions of the usefulness of e-models and their willingness to use e-models in future inquiry-based learning. Most students preferred using both plaster models and e-models in tandem. Conclusion: Students did not change their attitude towards e-models and most of them agreed or were neutral that e-models are useful in inquiry-based learning. Whilst recognizing the utility of 3D models for learning, students' preference for combining these with solid models has implications for the development of haptic sensibility in an operative discipline.

Keywords: E-models, inquiry-based curriculum, education.

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12953 Application of Artificial Neural Network to Forecast Actual Cost of a Project to Improve Earned Value Management System

Authors: Seyed Hossein Iranmanesh, Mansoureh Zarezadeh

Abstract:

This paper presents an application of Artificial Neural Network (ANN) to forecast actual cost of a project based on the earned value management system (EVMS). For this purpose, some projects randomly selected based on the standard data set , and it is produced necessary progress data such as actual cost ,actual percent complete , baseline cost and percent complete for five periods of project. Then an ANN with five inputs and five outputs and one hidden layer is trained to produce forecasted actual costs. The comparison between real and forecasted data show better performance based on the Mean Absolute Percentage Error (MAPE) criterion. This approach could be applicable to better forecasting the project cost and result in decreasing the risk of project cost overrun, and therefore it is beneficial for planning preventive actions.

Keywords: Earned Value Management System (EVMS), Artificial Neural Network (ANN), Estimate At Completion, Forecasting Methods, Project Performance Measurement.

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12952 Experience-based Learning Program for Electronic Circuit Design

Authors: Koyu Chinen, Haruka Mikamori

Abstract:

A new multi-step comprehensive experience-based learning program was developed and carried out so that the students understood about what was the principle of the circuit function and how the designed circuit was used in actual advanced applications.

Keywords: Electronic circuit education, Experience based learning, Comprehensive education,

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12951 Learners- Perceptions of Mobile Devices for Learning in Higher Education - Towards a Mobile Learning Pedagogical Framework

Authors: Conradie, P.W., Lombard, A., Moller, M.

Abstract:

The dramatic effect of information technology on society is undeniable. In education, it is evident in the use of terms like active learning, blended learning, electronic learning and mobile learning (ubiquitous learning). This study explores the perceptions of 54 learners in a higher education institution regarding the use of mobile devices in a third year module. Using semi-structured interviews, it was found that mobile devices had a positive impact on learner motivation, engagement and enjoyment. It also improved the consistency of learning material, and the convenience and flexibility (anywhere, anytime) of learning. User-interfacelimitation, bandwidth and cognitive overload, however, were of concern. The use of cloud based resources like Youtube and Google Docs, through mobile devices, positively influenced learner perceptions, making them prosumers (both consumers and producers) of education content.

Keywords: Active learning, education, mobile learning, pedagogy.

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