Search results for: learning games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2144

Search results for: learning games

2024 Analysis of Education Faculty Students’ Attitudes towards E-Learning According to Different Variables

Authors: Eyup Yurt, Ahmet Kurnaz, Ismail Sahin

Abstract:

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

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

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2023 Rapid Study on Feature Extraction and Classification Models in Healthcare Applications

Authors: S. Sowmyayani

Abstract:

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

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

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2022 Technology Enhanced Learning: Fostering Cooperative Learning Through the Integration of Online Communication as Part of Teaching and Learning Experience

Authors: R.Ramli

Abstract:

This paper discusses ways to foster cooperative learning through the integration of online communication technology. While the education experts believe constructivism produces a more positive learning experience, the educators are still facing problems in getting students to participate due to numerous reasons such as shy personality, language and cultural barriers. This paper will look into the factors that lead to lack of participations among students and how technology can be implemented to overcome these issues.

Keywords: cooperative learning, encouraging class participation, education, online discussion

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2021 Augmented Reality Sandbox and Constructivist Approach for Geoscience Teaching and Learning

Authors: Muhammad Nawaz, Sandeep N. Kundu, Farha Sattar

Abstract:

Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively.

Keywords: Augmented Reality Sandbox, constructivism, deep learning, geoscience.

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2020 Measuring E-Learning Effectiveness Using a Three-Way Comparison

Authors: Matthew Montebello

Abstract:

The way e-learning effectiveness has been notoriously measured within an academic setting is by comparing the e-learning medium to the traditional face-to-face teaching methodology. In this paper, a simple yet innovative comparison methodology is introduced, whereby the effectiveness of next generation e-learning systems are assessed in contrast not only to the face-to-face mode, but also to the classical e-learning modality. Ethical and logistical issues are also discussed, as this three-way approach to compare teaching methodologies was applied and documented in a real empirical study within a higher education institution.

Keywords: E-learning effectiveness, higher education, teaching modality comparison.

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2019 Information Sharing to Transformation: Antecedents of Collaborative Networked Learning in Manufacturing

Authors: Wee Hock Quik, Nevan Wright

Abstract:

Collaborative networked learning (hereafter CNL) was first proposed by Charles Findley in his work “Collaborative networked learning: online facilitation and software support" as part of instructional learning for the future of the knowledge worker. His premise was that through electronic dialogue learners and experts could interactively communicate within a contextual framework to resolve problems, and/or to improve product or process knowledge. Collaborative learning has always been the forefront of educational technology and pedagogical research, but not in the mainstream of operations management. As a result, there is a large disparity in the study of CNL, and little is known about the antecedents of network collaboration and sharing of information among diverse employees in the manufacturing environment. This paper presents a model to bridge the gap between theory and practice. The objective is that manufacturing organizations will be able to accelerate organizational learning and sharing of information through various collaborative

Keywords: Collaborative networked learning, Collaborative technologies, Organizational learning, Synchronous and asynchronous networked learning.

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2018 Understanding Cultural Influences: Principles for Personalized E-learning Systems

Authors: R. Boondao, A. J. Hurst, J. I. Sheard

Abstract:

In the globalized e-learning environment, students coming from different cultures and countries have different characteristics and require different support designed for their approaches to study and learning styles. This paper explores the ways in which cultural background influences students- approaches to study and learning styles. Participants in the study consisted of 131 eastern students and 54 western students from an Australian university. The students were tested using the Study Process Questionnaire (SPQ) for assessing their approaches to study and the Index of Learning Styles Questionnaire (ILS) for assessing their learning styles. The results of the study led to a set of principles being proposed to guide personalization of e-learning system design on the basis of cultural differences.

Keywords: Approaches to study, Cultural influences, Learningstyles, Personalization, e-learning system.

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2017 ISME: Integrated Style Motion Editor for 3D Humanoid Character

Authors: Ismahafezi Ismail, Mohd Shahrizal Sunar

Abstract:

The motion of a realistic 3D humanoid character is very important especially for the industries developing computer animations and games. However, this type of motion is seen with a very complex dimensional data as well as body position, orientation, and joint rotation. Integrated Style Motion Editor (ISME), on the other hand, is a method used to alter the 3D humanoid motion capture data utilised in computer animation and games development. Therefore, this study was carried out with the purpose of demonstrating a method that is able to manipulate and deform different motion styles by integrating Key Pose Deformation Technique and Trajectory Control Technique. This motion editing method allows the user to generate new motions from the original motion capture data using a simple interface control. Unlike the previous method, our method produces a realistic humanoid motion style in real time.

Keywords: Computer animation, humanoid motion, motion capture, motion editing.

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2016 Learning Theories within Coaching Process

Authors: P. Fazel

Abstract:

These days we face with so many advertisements in magazines, those mentioned coaching is pragmatic specialties which help people make change in their lives. Up to know Specialty coaches are not necessarily therapists, consultants or psychologist, thus they may not know psychological theories. The International Coach Federation identifies "facilitating learning and results" as one of its four core coach competencies, without understanding learning theories coaching practice hangs in theoretical abyss. Thus the aim of this article is investigating learning theories within coaching process. Therefore, I reviewed some cognitive and behavioral learning theories and analyzed their contribution with coaching process which has been introduced in mentor coaches and ICF certified coaches' papers and books. The result demonstrated that coaching profession is strongly grounded in learning theories, and it will be strengthened by the validation of theories and evidence-based research as we move forward. Thus, it needs more research in order to applying effective theoretical frameworks.

Keywords: Coaching, Learning theories. Cognitive learning theories, behavioral learning theories.

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2015 The use of ICT for Learning Guidance for Junior High School in Indonesia

Authors: Tri Prasetyaningrum, Suyoto

Abstract:

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

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2014 An Interactive Tool for Teaching and Learning English at Upper Primary Level for Mauritius

Authors: Sameerchand Pudaruth, Avinash Mantaye

Abstract:

E-learning refers to the specific kind of learning experienced within the domain of educational technology, which can be used in or out of the classroom. In this paper, we give an overview of an e-learning platform 'An Innovative Interactive and Online English Platform for Upper Primary Students' is an interactive web-based application which will serve as an aid to the primary school students in Mauritius. The objectives of this platform are to offer quality learning resources for the English subject at our primary level of education, encourage self-learning and hence promote e-learning. The platform developed consists of several interesting features, for example, the English Verb Conjugation tool, Negative Form tool, Interrogative Form tool and Close Test Generator. Thus, this learning platform will be useful at a time where our country is looking for an alternative to private tuition and also, looking forward to increase the pass rate.

Keywords: educational technology, e-learning, Mauritius.

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2013 Survey on Strategic Games and Decision Making

Authors: S. Madhavi, K. Baala Srinivas, G. Bharath, R. K. Indhuja, M. Kowser Chandini

Abstract:

Game theory is the study of how people interact and make decisions to handle competitive situations. It has mainly been developed to study decision making in complex situations. Humans routinely alter their behaviour in response to changes in their social and physical environment. As a consequence, the outcomes of decisions that depend on the behaviour of multiple decision makers are difficult to predict and require highly adaptive decision-making strategies. In addition to the decision makers may have preferences regarding consequences to other individuals and choose their actions to improve or reduce the well-being of others. Nash equilibrium is a fundamental concept in the theory of games and the most widely used method of predicting the outcome of a strategic interaction in the social sciences. A Nash Equilibrium exists when there is no unilateral profitable deviation from any of the players involved. On the other hand, no player in the game would take a different action as long as every other player remains the same.

Keywords: Game Theory, Nash Equilibrium, Rules of Dominance.

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2012 Laboratory Experimentation for Supporting Collaborative Working in Engineering Education over the Internet

Authors: S. Odeh, E. Abdelghani

Abstract:

Collaborative working environments for distance education can be considered as a more generic form of contemporary remote labs. At present, the majority of existing real laboratories are not constructed to allow the involved participants to collaborate in real time. To make this revolutionary learning environment possible we must allow the different users to carry out an experiment simultaneously. In recent times, multi-user environments are successfully applied in many applications such as air traffic control systems, team-oriented military systems, chat-text tools, multi-player games etc. Thus, understanding the ideas and techniques behind these systems could be of great importance in the contribution of ideas to our e-learning environment for collaborative working. In this investigation, collaborative working environments from theoretical and practical perspectives are considered in order to build an effective collaborative real laboratory, which allows two students or more to conduct remote experiments at the same time as a team. In order to achieve this goal, we have implemented distributed system architecture, enabling students to obtain an automated help by either a human tutor or a rule-based e-tutor.

Keywords: Collaboration environment, e-tutor, multi-user environments, socio-technical system.

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2011 The Impact of e-Learning and e-Teaching

Authors: Mohammad Mohammad

Abstract:

With the exponential progress of technological development comes a strong sense that events are moving too quickly for our schools and that teachers may be losing control of them in the process. This paper examines the impact of e-learning and e-teaching in universities, from both the student and teacher perspective. In particular, it is shown that e-teachers should focus not only on the technical capacities and functions of IT materials and activities, but must attempt to more fully understand how their e-learners perceive the learning environment. From the e-learner perspective, this paper indicates that simply having IT tools available does not automatically translate into all students becoming effective learners. More evidence-based evaluative research is needed to allow e-learning and e-teaching to reach full potential.

Keywords: e-learning, e-teaching, distance learning, education

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2010 The Design and Applied of Learning Management System via Social Media on Internet: Case Study of Operating System for Business Subject

Authors: Pimploi Tirastittam, Sawanath Treesathon, Amornrath Ongkawat

Abstract:

Learning Management System (LMS) is the system which uses to manage the learning in order to grouping the content and learning activity between the lecturer and learner including online examination and evaluation. Nowadays, it is the borderless learning era so the learning activities can be accessed from everywhere in the world and also anytime via the information technology and media. The learner can easily access to the knowledge so the different in time and distance is not a constraint for learning anymore. The learning pattern which was used in this research is the integration of the in-class learning and online learning via internet and will be able to monitor the progress by the Learning management system which will create the fast response and accessible learning process via the social media. In order to increase the capability and freedom of the learner, the system can show the current and history of the learning document, video conference and also has the chat room for the learner and lecturer to interact to each other. So the objectives of the “The Design and Applied of Learning Management System via Social Media on Internet: Case Study of Operating System for Business Subject” are to expand the opportunity of learning and to increase the efficiency of learning as well as increase the communication channel between lecturer and student. The data of this research was collect from 30 users of the system which are students who enroll in the subject. And the result of the research is in the “Very Good” which is conformed to the hypothesis.

Keywords: Learning Management System, Social Media.

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2009 M-Learning the Next Generation of Education in Cyberspace

Authors: Nasser Alalwan, Ahmed Alzahrani, Mohamed Sarrab

Abstract:

The technology usages of high speed Internet leads to establish and start new era of online education. With the advancement of the information technology and communication systems new opportunities have been created. This leads universities to have various online education channels to meet the demand of different learners- needs. One of these channels is M-learning, which can be used to improve the online education environment. With using such mobile technology in learning both students and instructors can easily access educational courses anytime from anywhere. The paper first presents literature about mobile learning and to what extent this approach can be utilized to enhance the overall learning system. It provides a comparison between mobile learning and traditional elearning showing the wide array of benefits of the new generation of technology. The possible challenges and potential advantages of Mlearning in the online education system are also discussed.

Keywords: Mobile learning, M-learning, eLearning, Educational system.

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2008 The Learning Impact of a 4-Dimensional Digital Construction Learning Environment

Authors: Chris Landorf, Stephen Ward

Abstract:

This paper addresses a virtual environment approach to work integrated learning for students in construction-related disciplines. The virtual approach provides a safe and pedagogically rigorous environment where students can apply theoretical knowledge in a simulated real-world context. The paper describes the development of a 4-dimensional digital construction environment and associated learning activities funded by the Australian Office for Learning and Teaching. The environment was trialled with over 1,300 students and evaluated through questionnaires, observational studies and coursework analysis. Results demonstrate a positive impact on students’ technical learning and collaboration skills, but there is need for further research in relation to critical thinking skills and work-readiness.

Keywords: Architectural education, construction industry, digital learning environments, immersive learning.

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2007 Movies and Dynamic Mathematical Objects on Trigonometry for Mobile Phones

Authors: Kazuhisa Takagi

Abstract:

This paper is about movies and dynamic objects for mobile phones. Dynamic objects are the software programmed by JavaScript. They consist of geometric figures and work on HTML5-compliant browsers. Mobile phones are very popular among teenagers. They like watching movies and playing games on them. So, mathematics movies and dynamic objects would enhance teaching and learning processes. In the movies, manga characters speak with artificially synchronized voices. They teach trigonometry together with dynamic mathematical objects. Many movies are created. They are Windows Media files or MP4 movies. These movies and dynamic objects are not only used in the classroom but also distributed to students. By watching movies, students can study trigonometry before or after class.

Keywords: Dynamic mathematical object, JavaScript, Google drive, transfer jet.

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2006 Collaborative Online Learning for Lecturers

Authors: Lee Bih Ni, Emily Doreen Lee, Wee Hui Yean

Abstract:

This paper was prepared to see the perceptions of online lectures regarding collaborative learning, in terms of how lecturers view online collaborative learning in the higher learning institution. The purpose of this study was conducted to determine the perceptions of online lectures about collaborative learning, especially how lecturers see online collaborative learning in the university. Adult learning education enhance collaborative learning culture with the target of involving learners in the learning process to make teaching and learning more effective and open at the university. This will finally make students learning that will assist each other. It is also to cut down the pressure of loneliness and isolation might felt among adult learners. Their ways in collaborative online was also determined. In this paper, researchers collect data using questionnaires instruments. The collected data were analyzed and interpreted. By analyzing the data, researchers report the results according the proof taken from the respondents. Results from the study, it is not only dependent on the lecturer but also a student to shape a good collaborative learning practice. Rational concepts and pattern to achieve these targets be clear right from the beginning and may be good seen by a number of proposals submitted and include how the higher learning institution has trained with ongoing lectures online. Advantages of online collaborative learning show that lecturers should be trained effectively. Studies have seen that the lecturer aware of online collaborative learning. This positive attitude will encourage the higher learning institution to continue to give the knowledge and skills required.

Keywords: Collaborative Online Learning, Lecturers’ Training.

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2005 Identity Politics of Former Soviet Koreans: One of the Most Prominent Heritages of the 1988 Seoul Olympics

Authors: Soon-ok Myong, B.G. Nurzhanov

Abstract:

This paper applies an anthropological approach to illuminate the dynamic cultural geography of Kazakhstani Korean ethnicity focusing on its turning point, the historic “Seoul Olympic Games in 1988." The Korean ethnic group was easily considered as a harmonious and homogeneous community by outsiders, but there existed deep-seated conflicts and hostilities within the ethnic group. The majority-s oppositional dichotomy of superiority and inferiority toward the minority was continuously reorganized and reinforced by difference in experience, memory and sentiment. However, such a chronic exclusive boundary was collapsed following the patriotism ignited by the Olympics held in their mother country. This paper explores the fluidity of subject by formation of the boundary in which constructed cultural differences are continuously essentialized and reproduced, and by dissolution of cultural barrier in certain contexts.

Keywords: Former Soviet Korean's Russianization, inferior/superior dichotomy, Seoul Olympic Games, subject's fluidity.

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2004 A Learning Agent for Knowledge Extraction from an Active Semantic Network

Authors: Simon Thiel, Stavros Dalakakis, Dieter Roller

Abstract:

This paper outlines the development of a learning retrieval agent. Task of this agent is to extract knowledge of the Active Semantic Network in respect to user-requests. Based on a reinforcement learning approach, the agent learns to interpret the user-s intention. Especially, the learning algorithm focuses on the retrieval of complex long distant relations. Increasing its learnt knowledge with every request-result-evaluation sequence, the agent enhances his capability in finding the intended information.

Keywords: Reinforcement learning, learning retrieval agent, search in semantic networks.

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2003 Learning Styles of University Students in Bangkok: The Characteristics and the Relevant Instructional Context

Authors: Chaiwat Tantarangsee

Abstract:

The purposes of this study are 1) to identify learning styles of university students in Bangkok, and 2) to study the frequency of the relevant instructional context of the identified learning styles. Learning Styles employed in this study are those of Honey and Mumford, which include 1) Reflectors, 2) Theorists, 3) Pragmatists, and 4) Activists. The population comprises 1383 students and 5 lecturers. Research tools are 2 questionnaires – one used for identifying students- learning styles, and the other used for identifying the frequency of the relevant instructional context of the identified learning styles. The research findings reveal that 32.30 percent - are Activists, while 28.10 percent are Theorists, 20.10 are Reflectors, and 19.50 are Pragmatists. In terms of the relevant instructional context of the identified 4 learning styles, it is found that the frequency level of the instructional context is totally in high level. Moreover, 2 lists of the context being conducted most frequently are 'Lead'in activity to review background knowledge,- and 'Information retrieval report.' And these two activities serve the learning styles of theorists and activists. It is, therefore, suggested that more instructional context supporting the activists, the majority of the population, learning best by doing, as well as emotional learning situation should be added.

Keywords: Instructional Context, Learning Styles, Learning Style Preference, and Learning Style Questionnaire.

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2002 Virtual Learning Process Environment: Cohort Analytics for Learning and Learning Processes

Authors: Ayodeji Adesina, Derek Molloy

Abstract:

Traditional higher-education classrooms allow lecturers to observe students- behaviours and responses to a particular pedagogy during learning in a way that can influence changes to the pedagogical approach. Within current e-learning systems it is difficult to perform continuous analysis of the cohort-s behavioural tendency, making real-time pedagogical decisions difficult. This paper presents a Virtual Learning Process Environment (VLPE) based on the Business Process Management (BPM) conceptual framework. Within the VLPE, course designers can model various education pedagogies in the form of learning process workflows using an intuitive flow diagram interface. These diagrams are used to visually track the learning progresses of a cohort of students. This helps assess the effectiveness of the chosen pedagogy, providing the information required to improve course design. A case scenario of a cohort of students is presented and quantitative statistical analysis of their learning process performance is gathered and displayed in realtime using dashboards.

Keywords: Business process management, cohort analytics, learning processes, virtual learning environment.

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2001 Integration of Inter-Organisational Learning with Supply Chain Management: A Literature Review

Authors: Masimuddin Mohd Khaled

Abstract:

This paper subsidises to the discussion of inter-organisational learning. This study has a main aim which is to examine the inter-organisational learning from a supply chain perspective. The integration and importance of supply chain with inter-organisational learning till date is discussed. The steps that are involved in the consideration of inter-organisational learning are looked throughout with emphasis done to supply chain management. The paper studies the impact of absorptive capacity, the supply chain orientation and design as well as discusses on fostering the inter-organisational learning.

Keywords: Absorptive Capacity, Inter-organisational Learning, Supply Chain Management, supply chain orientation.

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2000 Understanding E-Learning Satisfaction in the Context of University Teachers

Authors: Anne M. Sørebø, Øystein Sørebø

Abstract:

The present study was designed to test the influence of confirmed expectations, perceived usefulness and perceived competence on e-learning satisfaction among university teachers. A questionnaire was completed by 125 university teachers from 12 different universities in Norway. We found that 51% of the variance in university teachers- satisfaction with e-learning could be explained by the three proposed antecedents. Perceived usefulness seems to be the most important predictor of teachers- satisfaction with e-learning.

Keywords: E-learning, User satisfaction, Teachers, IS success.

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1999 Satisfaction on English Language Learning with Online System

Authors: Suwaree Yordchim, Toby J. Gibbs

Abstract:

The objective is to study the satisfaction on English with an online learning. Online learning system mainly consists of English lessons, exercises, tests, web boards, and supplementary lessons for language practice. The sample groups are 80 Thai students studying English for Business Communication, majoring in Hotel and Lodging Management. The data are analyzed by mean, standard deviation (S.D.) value from the questionnaires. The results were found that the most average of satisfaction on academic aspects are technological searching tool through E-learning system that support the students’ learning (4.51), knowledge evaluation on pre-post learning and teaching (4.45), and change for project selections according to their interest, subject contents including practice in the real situations (4.45), respectively.

Keywords: English Learning, Online System, Satisfaction.

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1998 Developing Learning in Organizations with Innovation Pedagogy Methods

Authors: T. Konst

Abstract:

Most jobs include training and communication tasks, but often the people in these jobs lack pedagogical competences to plan, implement and assess learning. This paper aims to discuss how a learning approach called innovation pedagogy developed in higher education can be utilized for learning development in various organizations. The methods presented how to implement innovation pedagogy such as process consultation and train the trainer model can provide added value to develop pedagogical knowhow in organizations and thus support their internal learning and development.

Keywords: Innovation pedagogy, learning, organizational development, process consultation.

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1997 Constructivism Learning Management in Mathematical Analysis Courses

Authors: K. Paisal

Abstract:

The purposes of this research were (1) to create a learning activity for constructivism, (2) study the Mathematical Analysis courses learning achievement, and (3) study students’ attitude toward the learning activity for constructivism. The samples in this study were divided into 2 parts including 3 Mathematical Analysis courses instructors of Suan Sunandha Rajabhat University who provided basic information and attended the seminar and 17 Mathematical Analysis courses students who were studying in the academic and engaging in the learning activity for constructivism. The research instruments were lesson plans constructivism, subjective Mathematical Analysis courses achievement test with reliability index of 0.8119, and an attitude test concerning the students’ attitude toward the Mathematical Analysis courses learning activity for constructivism. The result of the research show that the efficiency of the Mathematical Analysis courses learning activity for constructivism is 73.05/72.16, which is more than expected criteria of 70/70. The research additionally find that the average score of learning achievement of students who engaged in the learning activities for constructivism are equal to 70% and the students’ attitude toward the learning activity for constructivism are at the medium level.

Keywords: Constructivism, learning management, Mathematical Analysis courses.

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1996 Acceptance of Mobile Learning: a Respecification and Validation of Information System Success

Authors: Chin-Cheh Yi, Pei-Wen Liao, Chin-Feng Huang, I-Hui Hwang

Abstract:

With the proliferation of mobile computing technology, mobile learning (m-learning) will play a vital role in the rapidly growing electronic learning market. However, the acceptance of m-learning by individuals is critical to the successful implementation of m-learning systems. Thus, there is a need to research the factors that affect users- intention to use m-learning. Based on an updated information system (IS) success model, data collected from 350 respondents in Taiwan were tested against the research model using the structural equation modeling approach. The data collected by questionnaire were analyzed to check the validity of constructs. Then hypotheses describing the relationships between the identified constructs and users- satisfaction were formulated and tested.

Keywords: m-learning, information system success, users' satisfaction, perceived value.

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1995 Collaborative E-Learning with Multiple Imaginary Co-Learner: Design, Issues and Implementation

Authors: Melvin Ballera, Mosbah Mohamed Elssaedi, Ahmed Khalil Zohdy

Abstract:

Collaborative problem solving in e-learning can take in the form of discussion among learner, creating a highly social learning environment and characterized by participation and interactivity. This paper, designed a collaborative learning environment where agent act as co-learner, can play different roles during interaction. Since different roles have been assigned to the agent, learner will assume that multiple co-learner exists to help and guide him all throughout the collaborative problem solving process, but in fact, alone during the learning process. Specifically, it answers the questions what roles of the agent should be incorporated to contribute better learning outcomes, how agent will facilitate the communication process to provide social learning and interactivity and what are the specific instructional strategies that facilitate learner participation, increased skill acquisition and develop critical thinking.

Keywords: Collaborative e-learning, collaborative problem solving, , imaginary co-learner, social learning.

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