Search results for: learning environment.
4337 How to Use E-Learning to Increase Job Satisfaction in Large Commercial Bank in Bangkok
Authors: Teerada Apibunyopas, Nithinant Thammakoranonta
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Many organizations bring e-Learning to use as a tool in their training and human development department. It is getting more popular because it is easy to access to get knowledge all the time and also it provides a rich content, which can develop the employees’ skill efficiently. This study is focused on the factors that affect using e-Learning efficiently, so it will make job satisfaction increasing. The questionnaires were sent to employees in large commercial banks, which use e-Learning located in Bangkok, the results from multiple linear regression analysis showed that employee’s characteristics, characteristics of e-Learning, learning and growth have influence on job satisfaction.
Keywords: e-Learning, Job Satisfaction, Learning and growth.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 23864336 Acquiring Contour Following Behaviour in Robotics through Q-Learning and Image-based States
Authors: Carlos V. Regueiro, Jose E. Domenech, Roberto Iglesias, Jose L. Correa
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In this work a visual and reactive contour following behaviour is learned by reinforcement. With artificial vision the environment is perceived in 3D, and it is possible to avoid obstacles that are invisible to other sensors that are more common in mobile robotics. Reinforcement learning reduces the need for intervention in behaviour design, and simplifies its adjustment to the environment, the robot and the task. In order to facilitate its generalisation to other behaviours and to reduce the role of the designer, we propose a regular image-based codification of states. Even though this is much more difficult, our implementation converges and is robust. Results are presented with a Pioneer 2 AT on a Gazebo 3D simulator.Keywords: Image-based State Codification, Mobile Robotics, ReinforcementLearning, Visual Behaviour.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16054335 The Effect of Facial Expressions on Students in Virtual Educational Environments
Authors: G. Theonas, D. Hobbs, D. Rigas
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The scope of this research was to study the relation between the facial expressions of three lecturers in a real academic lecture theatre and the reactions of the students to those expressions. The first experiment aimed to investigate the effectiveness of a virtual lecturer-s expressions on the students- learning outcome in a virtual pedagogical environment. The second experiment studied the effectiveness of a single facial expression, i.e. the smile, on the students- performance. Both experiments involved virtual lectures, with virtual lecturers teaching real students. The results suggest that the students performed better by 86%, in the lectures where the lecturer performed facial expressions compared to the results of the lectures that did not use facial expressions. However, when simple or basic information was used, the facial expressions of the virtual lecturer had no substantial effect on the students- learning outcome. Finally, the appropriate use of smiles increased the interest of the students and consequently their performance.
Keywords: emotion, facial expression, smile, virtual educational environment, virtual learning, virtual lecturer.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19864334 Learners- Perceptions of Mobile Devices for Learning in Higher Education - Towards a Mobile Learning Pedagogical Framework
Authors: Conradie, P.W., Lombard, A., Moller, M.
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21954333 E-learning and m-learning: Africa-s Search for a Suitable Concept in the Era of Cloud Computing?
Authors: J. Seke Mboungou Mouyabi
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This paper is an exploration of the conceptual confusion between E-learning and M-learning particularly in Africa. Section I provides a background to the development of E-learning and M-learning. Section II focuses on the conceptual analysis as it applies to Africa. It is with an investigative and expansive mind that this paper is elaborated to respond to a profound question of the suitability of the concepts in a particular era in Africa. The aim of this paper is therefore to shed light on which concept best suits the unique situation of Africa in the era of cloud computing.Keywords: African Concept, Cloud computing, E-learning, Mlearning
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20424332 Enhancing Learning Experiences in Outcomebased Higher Education: A Step towards Student Centered Learning
Authors: K. Kumpas
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Bologna process has influenced enhancing studentcentered learning in Estonian higher education since 2009, but there is no information about what helps or hinders students to achieve learning outcomes and how quality of student-centered learning might be improved. The purpose of this study is to analyze two questions from outcome-based course evaluation questionnaire which is used in Estonian Entrepreneurship University of Applied Sciences. In this qualitative research, 384 students from 22 different courses described what helped and hindered them to achieve learning outcomes. The analysis showed that the aspects that hinder students to achieve learning outcomes are mostly personal: time management, family and personal matters, motivation and non-academic activities. The results indicate that students- learning is commonly supported by school, where teacher, teaching and characteristics of teaching methods help mostly to achieve learning outcomes, also learning material, practical assignments and independent study was brought up as one of the key elements.Keywords: Learning outcomes, learning quality, student-centered learning
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17544331 Design and Simulation of a New Self-Learning Expert System for Mobile Robot
Authors: Rabi W. Yousif, Mohd Asri Hj Mansor
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In this paper, we present a novel technique called Self-Learning Expert System (SLES). Unlike Expert System, where there is a need for an expert to impart experiences and knowledge to create the knowledge base, this technique tries to acquire the experience and knowledge automatically. To display this technique at work, a simulation of a mobile robot navigating through an environment with obstacles is employed using visual basic. The mobile robot will move through this area without colliding with any obstacle and save the path that it took. If the mobile robot has to go through a similar environment again, then it will apply this experience to help it move through quicker without having to check for collision.
Keywords: Expert system, knowledge base, mobile robot, visual basic.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15324330 A Recommender Agent to Support Virtual Learning Activities
Authors: P. Valdiviezo, G. Riofrio, R. Reategui
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This article describes the implementation of an intelligent agent that provides recommendations for educational resources in a virtual learning environment (VLE). It aims to support pending (undeveloped) student learning activities. It begins by analyzing the proposed VLE data model entities in the recommender process. The pending student activities are then identified, which constitutes the input information for the agent. By using the attribute-based recommender technique, the information can be processed and resource recommendations can be obtained. These serve as support for pending activity development in the course. To integrate this technique, we used an ontology. This served as support for the semantic annotation of attributes and recommended files recovery.
Keywords: Learning activities, educational resource, recommender agent, recommendation technique, ontology.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16624329 Development of Mobile EEF Learning System (MEEFLS) for Mobile Learning Implementation in Kolej Poly-Tech MARA (KPTM)
Authors: M. E. Marwan, A. R. Madar, N. Fuad
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Mobile learning (m-learning) is a new method in teaching and learning process which combines technology of mobile device with learning materials. It can enhance student's engagement in learning activities and facilitate them to access the learning materials at anytime and anywhere. In Kolej Poly-Tech Mara (KPTM), this method is seen as an important effort in teaching practice and to improve student learning performance. The aim of this paper is to discuss the development of m-learning application called Mobile EEF Learning System (MEEFLS) to be implemented for Electric and Electronic Fundamentals course using Flash, XML (Extensible Markup Language) and J2ME (Java 2 micro edition). System Development Life Cycle (SDLC) was used as an application development approach. It has three modules in this application such as notes or course material, exercises and video. MEELFS development is seen as a tool or a pilot test for m-learning in KPTM.
Keywords: Flash, mobile device, mobile learning, teaching and learning, SDLC, XML.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20244328 Grid Learning; Computer Grid Joins to e- Learning
Authors: A. Nassiry, A. Kardan
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According to development of communications and web-based technologies in recent years, e-Learning has became very important for everyone and is seen as one of most dynamic teaching methods. Grid computing is a pattern for increasing of computing power and storage capacity of a system and is based on hardware and software resources in a network with common purpose. In this article we study grid architecture and describe its different layers. In this way, we will analyze grid layered architecture. Then we will introduce a new suitable architecture for e-Learning which is based on grid network, and for this reason we call it Grid Learning Architecture. Various sections and layers of suggested architecture will be analyzed; especially grid middleware layer that has key role. This layer is heart of grid learning architecture and, in fact, regardless of this layer, e-Learning based on grid architecture will not be feasible.Keywords: Distributed learning, Grid Learning, Grid network, SCORM standard.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17274327 The Impact of Gamification on Self-Assessment for English Language Learners in Saudi Arabia
Authors: Wala A. Bagunaid, Maram Meccawy, Arwa Allinjawi, Zilal Meccawy
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Continuous self-assessment becomes crucial in self-paced online learning environments. Students often depend on themselves to assess their progress; which is considered an essential requirement for any successful learning process. Today’s education institutions face major problems around student motivation and engagement. Thus, personalized e-learning systems aim to help and guide the students. Gamification provides an opportunity to help students for self-assessment and social comparison with other students through attempting to harness the motivational power of games and apply it to the learning environment. Furthermore, Open Social Student Modeling (OSSM) as considered as the latest user modeling technologies is believed to improve students’ self-assessment and to allow them to social comparison with other students. This research integrates OSSM approach and gamification concepts in order to provide self-assessment for English language learners at King Abdulaziz University (KAU). This is achieved through an interactive visual representation of their learning progress.Keywords: E-learning system, gamification, motivation, social comparison, visualization.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15034326 Students' Perception of Virtual Learning Environment (VLE) Skills in Setting up the Simulator Welding Technology
Authors: Mohd Afif Md Nasir, Faizal Amin NurYunus, Jamaluddin Hashim, Abd Samad Hassan Basari, A. Halim Sahelan
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The aim of this study is to identify the suitability of Virtual Learning Environment (VLE) in welding simulator application towards Computer-Based Training (CBT) in developing skills upon new students at the Advanced Technology Training Center (ADTEC) Batu Pahat, Johor, Malaysia and GIATMARA, Batu Pahat, Johor, Malaysia. The significance of the study is to create a computer-based skills development approach in welding technology among new students in ADTEC and GIATMARA as well as to cultivate the elements of general skills among them. This study is also important in elevating the number of individual knowledge workers (K-workers) working in manufacturing industry in order to achieve a national vision which is to be an industrial nation in the year of 2020. The design of the study is a survey type of research which using questionnaires as the instruments and some 136 students from ADTEC and GIATMARA were interviewed. Descriptive analysis is used to identify the frequency and mean values. The findings of the study show that the welding technology has developed skills in the students because of the application of VLE simulated at a high level and the respondents agreed that the skills could be embedded through the application of the VLE simulator. In summary, the VLE simulator is suitable in welding skills development training in terms of exposing new students with the relevant characteristics of welding skills and at the same time spurring the students’ interest towards learning more about the skills.Keywords: Computer-Based Training (CBT), knowledge workers (K-workers), virtual learning environment, welding simulator, welding technology.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21044325 Migration from Commercial to in-House Developed Learning Management Systems
Authors: Lejla A. Bexheti, Visar S. Shehu, Adrian A. Besimi
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The Learning Management Systems present learning environment which offers a collection of e-learning tools in a package that allows a common interface and information sharing among the tools. South East European University initial experience in LMS was with the usage of the commercial LMS-ANGEL. After a three year experience on ANGEL usage because of expenses that were very high it was decided to develop our own software. As part of the research project team for the in-house design and development of the new LMS, we primarily had to select the features that would cover our needs and also comply with the actual trends in the area of software development, and then design and develop the system. In this paper we present the process of LMS in-house development for South East European University, its architecture, conception and strengths with a special accent on the process of migration and integration with other enterprise applications.Keywords: e-learning tools, LMS, migration, user feedback.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16404324 Promoting Mathematical Understanding Using ICT in Teaching and Learning
Authors: Kamel Hashem, Ibrahim Arman
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Information and Communication Technologies (ICT) in mathematical education is a very active field of research and innovation, where learning is understood to be meaningful and grasping multiple linked representation rather than rote memorization, a great amount of literature offering a wide range of theories, learning approaches, methodologies and interpretations, are generally stressing the potentialities for teaching and learning using ICT. Despite the utilization of new learning approaches with ICT, students experience difficulties in learning concepts relevant to understanding mathematics, much remains unclear about the relationship between the computer environment, the activities it might support, and the knowledge that might emerge from such activities. Many questions that might arise in this regard: to what extent does the use of ICT help students in the process of understanding and solving tasks or problems? Is it possible to identify what aspects or features of students' mathematical learning can be enhanced by the use of technology? This paper will highlight the interest of the integration of information and communication technologies (ICT) into the teaching and learning of mathematics (quadratic functions), it aims to investigate the effect of four instructional methods on students- mathematical understanding and problem solving. Quantitative and qualitative methods are used to report about 43 students in middle school. Results showed that mathematical thinking and problem solving evolves as students engage with ICT activities and learn cooperatively.
Keywords: Dynamic Geometry Software, Information and Communication Technologies, Visualization, Mathematical Education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18534323 Enhancement of Learning Style in Kolej Poly-Tech MARA (KPTM) via Mobile EEF Learning System (MEEFLS)
Authors: M. E. Marwan, A. R. Madar, N. Fuad
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Mobile communication provides access to the outside world without borders everywhere and at any time. The learning method that related to mobile communication technology is known as mobile learning (M-learning). It is a method that communicates learning materials with mobile device technology. The purpose of this method is to increase the interest in learning among students and assist them in obtaining learning materials at Kolej Poly-Tech MARA (KPTM) in order to improve the student’s performance in their study and to encourage educators to diversify the teaching practices. This paper discusses the student’s awareness for enhancement of learning style using mobile technologies and their readiness to apply the elements of mobile learning in learning to improve performance and interest in learning among students. An application called Mobile EEF Learning System (MEEFLS) has been developed as a tool to be used as a pilot test in KPTM.
Keywords: Awareness, MEEFLS, mobile learning, readiness.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17054322 Challenges and Opportunities of Cloud-Based E-Learning Systems
Authors: Kashif Laeeq, Zubair A. Shaikh
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The paradigm of education is drastically changing from conventional to e-learning model. Due to ease of learning with various other benefits, several educational institutions are adopting the e-learning models. Some institutions are still willing to transform their educational system on to e-learning, but due to limited resources, they are still compromising on the old traditional system. The cloud computing could be one of the best solutions to overcome this problem by providing hardware, software, and infrastructure resources with cost efficient manner. The adoption of cloud computing in education will bring revolution in this paradigm. This paper introduces various positive features of e-learning and presents a way how cloud computing technology can be provisioned e-learning model. This paper also investigates the numerous challenges and opportunities that would be observed in cloud computing adoption in e-learning domain. The concept and knowledge present in this paper may create a new direction of research in the domain of cloud-based e-learning.
Keywords: Cloud-based e-learning, e-learning, cloud computing application, smart learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12324321 Learning Object Interface Adapted to the Learner's Learning Style
Authors: Zenaide Carvalho da Silva, Leandro Rodrigues Ferreira, Andrey Ricardo Pimentel
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Learning styles (LS) refer to the ways and forms that the student prefers to learn in the teaching and learning process. Each student has their own way of receiving and processing information throughout the learning process. Therefore, knowing their LS is important to better understand their individual learning preferences, and also, understand why the use of some teaching methods and techniques give better results with some students, while others it does not. We believe that knowledge of these styles enables the possibility of making propositions for teaching; thus, reorganizing teaching methods and techniques in order to allow learning that is adapted to the individual needs of the student. Adapting learning would be possible through the creation of online educational resources adapted to the style of the student. In this context, this article presents the structure of a learning object interface adaptation based on the LS. The structure created should enable the creation of the adapted learning object according to the student's LS and contributes to the increase of student’s motivation in the use of a learning object as an educational resource.
Keywords: Adaptation, interface, learning object, learning style.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9864320 Group Learning for the Design of Human Resource Development for Enterprise
Authors: Hao-Hsi Tseng, Hsin-Yun Lee, Yu-Cheng Kuo
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In order to understand whether there is a better than the learning function of learning methods and improve the CAD Courses for enterprise’s design human resource development, this research is applied in learning practical learning computer graphics software. In this study, Revit building information model for learning content, design of two different modes of learning curriculum to learning, learning functions, respectively, and project learning. Via a post-test, questionnaires and student interviews, etc., to study the effectiveness of a comparative analysis of two different modes of learning. Students participate in a period of three weeks after a total of nine-hour course, and finally written and hands-on test. In addition, fill in the questionnaire response by the student learning, a total of fifteen questionnaire title, problem type into the base operating software, application software and software-based concept features three directions. In addition to the questionnaire, and participants were invited to two different learning methods to conduct interviews to learn more about learning students the idea of two different modes. The study found that the ad hoc short-term courses in learning, better learning outcomes. On the other hand, functional style for the whole course students are more satisfied, and the ad hoc style student is difficult to accept the ad hoc style of learning.Keywords: Development, education, human resource, learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17334319 The Design and Analysis of Learning Effects for a Game-based Learning System
Authors: Wernhuar Tarng, Weichian Tsai
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The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".
Keywords: Game-based learning, situated learning, role playing, learning effectiveness, learning motivation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 25954318 Instructional Design Using the Virtual Ecological Pond for Science Education in Elementary Schools
Authors: Wernhuar Tarng, Wen-Shin Tsai, Yu-Si Lin, Chen-Kai Shiu
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Ecological ponds can be a good teaching tool for science teachers, but they must be built and maintained properly to provide students with a safe and suitable learning environment. Hence, many schools do not have the ability to build an ecological pond. This study used virtual reality technology to develop a webbased virtual ecological pond. Supported by situated learning theory and the instructional design of “Aquatic Life" learning unit, elementary school students can actively explore in the virtual ecological pond to observe aquatic animals and plants and learn about the concept of ecological conservation. A teaching experiment was conducted to investigate the learning effectiveness and practicability of this instructional design, and the results showed that students improved a great deal in learning about aquatic life. They found the virtual ecological pond interesting, easy to operate and helpful to understanding the aquatic ecological system. Therefore, it is useful in elementary science education.Keywords: Virtual reality, virtual ecological ponds, situated learning, instructional design, science education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20584317 An Online Mastery Learning Method Based On a Dynamic Formative Evaluation
Authors: Jeongim Kang, Moon Hee Kim, Seong Baeg Kim
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This paper proposes a novel e-learning model that is based on a dynamic formative evaluation. On evaluating the existing format of e-learning, conditions regarding repetitive learning to achieve mastery, causes issues for learners to lose tension and become neglectful of learning. The dynamic formative evaluation proposed is able to supplement limitation of the existing approaches. Since a repetitive learning method does not provide a perfect feedback, this paper puts an emphasis on the dynamic formative evaluation that is able to maximize learning achievement. Through the dynamic formative evaluation, the instructor is able to refer to the evaluation result when making an estimation about the learner. To show the flow chart of learning, based on the dynamic formative evaluation, the model proves its effectiveness and validity.
Keywords: Online learning, dynamic formative evaluation, mastery learning, repetitive learning method, learning achievement.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17824316 Markov Game Controller Design Algorithms
Authors: Rajneesh Sharma, M. Gopal
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Markov games are a generalization of Markov decision process to a multi-agent setting. Two-player zero-sum Markov game framework offers an effective platform for designing robust controllers. This paper presents two novel controller design algorithms that use ideas from game-theory literature to produce reliable controllers that are able to maintain performance in presence of noise and parameter variations. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. Our approach generates an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment, and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed controller architectures attempt to improve controller reliability by a gradual mixing of algorithmic approaches drawn from the game theory literature and the Minimax-Q Markov game solution approach, in a reinforcement-learning framework. We test the proposed algorithms on a simulated Inverted Pendulum Swing-up task and compare its performance against standard Q learning.Keywords: Reinforcement learning, Markov Decision Process, Matrix Games, Markov Games, Smooth Fictitious play, Controller, Inverted Pendulum.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15214315 Students’ Perception of Their M-Learning Readiness
Authors: Sulaiman Almutairy, Trevor Davies, Yota Dimitriadi
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The following paper presents the results of a study aimed at achieving a better understanding of the psychological readiness for mobile learning (m-learning) among Saudi students, while also evaluating m-learning readiness as a whole in Saudi Arabia - a topic that has not yet received adequate attention from researchers. Data was acquired via a questionnaire administered to 131 Saudi students at UK universities, in July 2013. The study confirmed that students are confident about using mobile devices in their daily lives, and that they would welcome more opportunities for mobile learning. The findings also indicated that Saudi higher education students are very familiar with, and psychologically ready for, m-learning.Keywords: M-learning, Mobile Technologies, Psychological Readiness.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 28404314 Questions Categorization in E-Learning Environment Using Data Mining Technique
Authors: Vilas P. Mahatme, K. K. Bhoyar
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Nowadays, education cannot be imagined without digital technologies. It broadens the horizons of teaching learning processes. Several universities are offering online courses. For evaluation purpose, e-examination systems are being widely adopted in academic environments. Multiple-choice tests are extremely popular. Moving away from traditional examinations to e-examination, Moodle as Learning Management Systems (LMS) is being used. Moodle logs every click that students make for attempting and navigational purposes in e-examination. Data mining has been applied in various domains including retail sales, bioinformatics. In recent years, there has been increasing interest in the use of data mining in e-learning environment. It has been applied to discover, extract, and evaluate parameters related to student’s learning performance. The combination of data mining and e-learning is still in its babyhood. Log data generated by the students during online examination can be used to discover knowledge with the help of data mining techniques. In web based applications, number of right and wrong answers of the test result is not sufficient to assess and evaluate the student’s performance. So, assessment techniques must be intelligent enough. If student cannot answer the question asked by the instructor then some easier question can be asked. Otherwise, more difficult question can be post on similar topic. To do so, it is necessary to identify difficulty level of the questions. Proposed work concentrate on the same issue. Data mining techniques in specific clustering is used in this work. This method decide difficulty levels of the question and categories them as tough, easy or moderate and later this will be served to the desire students based on their performance. Proposed experiment categories the question set and also group the students based on their performance in examination. This will help the instructor to guide the students more specifically. In short mined knowledge helps to support, guide, facilitate and enhance learning as a whole.Keywords: Data mining, e-examination, e-learning, moodle.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20754313 Stochastic Learning Algorithms for Modeling Human Category Learning
Authors: Toshihiko Matsuka, James E. Corter
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Most neural network (NN) models of human category learning use a gradient-based learning method, which assumes that locally-optimal changes are made to model parameters on each learning trial. This method tends to under predict variability in individual-level cognitive processes. In addition many recent models of human category learning have been criticized for not being able to replicate rapid changes in categorization accuracy and attention processes observed in empirical studies. In this paper we introduce stochastic learning algorithms for NN models of human category learning and show that use of the algorithms can result in (a) rapid changes in accuracy and attention allocation, and (b) different learning trajectories and more realistic variability at the individual-level.Keywords: category learning, cognitive modeling, radial basis function, stochastic optimization.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16294312 Describing Learning Features of Reusable Resources: A Proposal
Authors: Serena Alvino, Paola Forcheri, Maria Grazia Ierardi, Luigi Sarti
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One of the main advantages of the LO paradigm is to allow the availability of good quality, shareable learning material through the Web. The effectiveness of the retrieval process requires a formal description of the resources (metadata) that closely fits the user-s search criteria; in spite of the huge international efforts in this field, educational metadata schemata often fail to fulfil this requirement. This work aims to improve the situation, by the definition of a metadata model capturing specific didactic features of shareable learning resources. It classifies LOs into “teacher-oriented" and “student-oriented" categories, in order to describe the role a LO is to play when it is integrated into the educational process. This article describes the model and a first experimental validation process that has been carried out in a controlled environment.Keywords: Learning object, pedagogical metadata, experimental validation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15454311 Analyzing the Perception of Key Terms in E-Learning in Academia: Case Study of Princess Nourah Bint Abdulrahman University
Authors: M. Almohaimeed, Y. Alhaidari, H. Alhamdan, A. Alfaries, A. Ater Kranov
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A university-wide survey to obtain baseline data regarding the perceptions of key terms related to e-learning and distance learning among students, faculty and staff was conducted to help achieve the goals of Princess Nourah bint Abdulrahman University’s and the Kingdom of Saudi Arabia’s National Center for e-learning and Distance Learning. This paper comprises a relevant literature review, the survey methodology, preliminary data analysis, discussion, and recommendations for further research. The major findings indicate a deep and wide differentiation of understanding among users of critical key terms.Keywords: E-learning, distance learning, on-line learning, perceptions of learning environments.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18324310 Decision Support Framework in Managerial Learning Environment for Organization
Authors: M. Mazhar Manzoor, Nasar.A, A. Sattar
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In the open space of decision support system the mental impression of a manager-s decision has been the subject of large importance than the ordinary famous one, when helped by decision support system. Much of this study is an attempt to realize the relation of decision support system usage and decision outcomes that governs the system. For example, several researchers have proposed so many different models to analyze the linkage between decision support system processes and results of decision making. This study draws the important relation of manager-s mental approach with the use of decision support system. The findings of this paper are theoretical attempts to provide Decision Support System (DSS) in a way to exhibit and promote the learning in semi structured area. The proposed model shows the points of one-s learning improvements and maintains a theoretical approach in order to explore the DSS contribution in enhancing the decision forming and governing the system.Keywords: Decision Support System , Learning Organization,
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14624309 Senior Citizens- Satisfaction on Continuing Education
Authors: Cheng Fang Hsu, Shinn-Jong Lin
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This research is to explore the satisfaction for senior citizens on continuing education in Taiwan. The purpose of this research aims at the difference on teacher-s teaching, personal relationship, learning result, materials and environment. Through different sexual and living area as the background variables, a questionnaire is adopted as the methodology in this research. Three results are found in this research. In overall, senior citizens taking continuing education put the most important attention on personal relationship but materials and leaning environment put the least. There is a significant difference on personal relationship, teacher-s teaching and research result between different sexes. Female senior citizens attach more importance to teacher-s teaching and learning results but male senior citizens value on personal relationship. Another significant difference is shown on teacher-s teaching and personal relationship because of senior citizens living area. Urban senior citizens put importance on personal relationship and rural senior citizens respect teacher-s teaching more.Keywords: Learning satisfaction, continuing education, seniorcitizens.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14124308 Deep Learning Application for Object Image Recognition and Robot Automatic Grasping
Authors: Shiuh-Jer Huang, Chen-Zon Yan, C. K. Huang, Chun-Chien Ting
Abstract:
Since the vision system application in industrial environment for autonomous purposes is required intensely, the image recognition technique becomes an important research topic. Here, deep learning algorithm is employed in image system to recognize the industrial object and integrate with a 7A6 Series Manipulator for object automatic gripping task. PC and Graphic Processing Unit (GPU) are chosen to construct the 3D Vision Recognition System. Depth Camera (Intel RealSense SR300) is employed to extract the image for object recognition and coordinate derivation. The YOLOv2 scheme is adopted in Convolution neural network (CNN) structure for object classification and center point prediction. Additionally, image processing strategy is used to find the object contour for calculating the object orientation angle. Then, the specified object location and orientation information are sent to robotic controller. Finally, a six-axis manipulator can grasp the specific object in a random environment based on the user command and the extracted image information. The experimental results show that YOLOv2 has been successfully employed to detect the object location and category with confidence near 0.9 and 3D position error less than 0.4 mm. It is useful for future intelligent robotic application in industrial 4.0 environment.
Keywords: Deep learning, image processing, convolution neural network, YOLOv2, 7A6 series manipulator.
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