Search results for: Game based learning system
16921 Are Lecturers- Ready for Usage of Mobile Technology for Teaching?
Authors: Norazah Mohd Suki, Norbayah Mohd Suki
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Descriptive statistics was performed with the aim to achieve research objective of to investigate lecturers- usage of the mobile technology for teaching. A representative sample of 20 lecturers from the Faculty of Industrial Art & Design Technology of Universiti Industri Selangor (UNISEL), Malaysia was selected as the respondents. The result attested that lecturers fully accept the concept of mobility in learning and game play is appealing concept to support classroom learning. Subsequently, analogous experience on small size of keypad, screen resolution, and navigation could be the major problematic factors to students and affect their mobile learning process. Recommendation for future research is also presented.
Keywords: Academics, Mobile e-learning, Mobile technology, Readiness.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 165016920 An Intelligent Baby Care System Based on IoT and Deep Learning Techniques
Authors: Chinlun Lai, Lunjyh Jiang
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Due to the heavy burden and pressure of caring for infants, an integrated automatic baby watching system based on IoT smart sensing and deep learning machine vision techniques is proposed in this paper. By monitoring infant body conditions such as heartbeat, breathing, body temperature, sleeping posture, as well as the surrounding conditions such as dangerous/sharp objects, light, noise, humidity and temperature, the proposed system can analyze and predict the obvious/potential dangerous conditions according to observed data and then adopt suitable actions in real time to protect the infant from harm. Thus, reducing the burden of the caregiver and improving safety efficiency of the caring work. The experimental results show that the proposed system works successfully for the infant care work and thus can be implemented in various life fields practically.Keywords: Baby care system, internet of things, deep learning, machine vision.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 190216919 Problem Based Learning in B. P. Koirala Institute of Health Sciences
Authors: Gurung S., Yadav B. N., Budhathoki SS.
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Problem based learning is one of the highly acclaimed learning methods in medical education since its first introduction at Mc-Master University in Canada in the 1960s. It has now been adopted as a teaching learning method in many medical colleges of Nepal. B.P. Koirala Institute of Health Sciences (BPKIHS), a health science deemed university is the second institute in Nepal to establish problem-based learning academic program and need-based teaching approach hence minimizing teaching through lectures since its inception. During the first two years of MBBS course, the curriculum is divided into various organ-systems incorporated with problem-based learning exercise each of one week duration.
Keywords: PBL, medical education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 234016918 Multimedia Games for Elementary/Primary School Education and Entertainment
Authors: Andrew Laghos
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Computers are increasingly being used as educational tools in elementary/primary schools worldwide. A specific application of such computer use, is that of multimedia games, where the aim is to combine pedagogy and entertainment. This study reports on a case-study whereby an educational multimedia game has been developed for use by elementary school children. The stages of the application-s design, implementation and evaluation are presented. Strengths of the game are identified and discussed, and its weaknesses are identified, allowing for suggestions for future redesigns. The results show that the use of games can engage children in the learning process for longer periods of time with the added benefit of the entertainment factor.Keywords: Education, entertainment, games, school
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 224616917 Game-Theory-Based on Downlink Spectrum Allocation in Two-Tier Networks
Authors: Yu Zhang, Ye Tian, Fang Ye Yixuan Kang
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The capacity of conventional cellular networks has reached its upper bound and it can be well handled by introducing femtocells with low-cost and easy-to-deploy. Spectrum interference issue becomes more critical in peace with the value-added multimedia services growing up increasingly in two-tier cellular networks. Spectrum allocation is one of effective methods in interference mitigation technology. This paper proposes a game-theory-based on OFDMA downlink spectrum allocation aiming at reducing co-channel interference in two-tier femtocell networks. The framework is formulated as a non-cooperative game, wherein the femto base stations are players and frequency channels available are strategies. The scheme takes full account of competitive behavior and fairness among stations. In addition, the utility function reflects the interference from the standpoint of channels essentially. This work focuses on co-channel interference and puts forward a negative logarithm interference function on distance weight ratio aiming at suppressing co-channel interference in the same layer network. This scenario is more suitable for actual network deployment and the system possesses high robustness. According to the proposed mechanism, interference exists only when players employ the same channel for data communication. This paper focuses on implementing spectrum allocation in a distributed fashion. Numerical results show that signal to interference and noise ratio can be obviously improved through the spectrum allocation scheme and the users quality of service in downlink can be satisfied. Besides, the average spectrum efficiency in cellular network can be significantly promoted as simulations results shown.Keywords: Femtocell networks, game theory, interference mitigation, spectrum allocation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 74016916 On Dialogue Systems Based on Deep Learning
Authors: Yifan Fan, Xudong Luo, Pingping Lin
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Nowadays, dialogue systems increasingly become the way for humans to access many computer systems. So, humans can interact with computers in natural language. A dialogue system consists of three parts: understanding what humans say in natural language, managing dialogue, and generating responses in natural language. In this paper, we survey deep learning based methods for dialogue management, response generation and dialogue evaluation. Specifically, these methods are based on neural network, long short-term memory network, deep reinforcement learning, pre-training and generative adversarial network. We compare these methods and point out the further research directions.Keywords: Dialogue management, response generation, reinforcement learning, deep learning, evaluation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 78716915 Is E-learning Based On Learning Theories? A Literature Review
Authors: Apostolia Pange, Jenny Pange
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E-learning aims to build knowledge and skills in order to enhance the quality of learning. Research has shown that the majority of the e-learning solutions lack in pedagogical background and present some serious deficiencies regarding teaching strategies and content delivery, time and pace management, interface design and preservation of learners- focus. The aim of this review is to approach the design of e-learning solutions with a pedagogical perspective and to present some good practices of e-learning design grounded on the core principles of Learning Theories (LTs).Keywords: design principles, e-learning, Learning Theories
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 522916914 Understanding Cultural Influences: Principles for Personalized E-learning Systems
Authors: R. Boondao, A. J. Hurst, J. I. Sheard
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 178316913 Adaptive PID Controller based on Reinforcement Learning for Wind Turbine Control
Authors: M. Sedighizadeh, A. Rezazadeh
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A self tuning PID control strategy using reinforcement learning is proposed in this paper to deal with the control of wind energy conversion systems (WECS). Actor-Critic learning is used to tune PID parameters in an adaptive way by taking advantage of the model-free and on-line learning properties of reinforcement learning effectively. In order to reduce the demand of storage space and to improve the learning efficiency, a single RBF neural network is used to approximate the policy function of Actor and the value function of Critic simultaneously. The inputs of RBF network are the system error, as well as the first and the second-order differences of error. The Actor can realize the mapping from the system state to PID parameters, while the Critic evaluates the outputs of the Actor and produces TD error. Based on TD error performance index and gradient descent method, the updating rules of RBF kernel function and network weights were given. Simulation results show that the proposed controller is efficient for WECS and it is perfectly adaptable and strongly robust, which is better than that of a conventional PID controller.Keywords: Wind energy conversion systems, reinforcementlearning; Actor-Critic learning; adaptive PID control; RBF network.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 493716912 Apoptosis Inspired Intrusion Detection System
Authors: R. Sridevi, G. Jagajothi
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Artificial Immune Systems (AIS), inspired by the human immune system, are algorithms and mechanisms which are self-adaptive and self-learning classifiers capable of recognizing and classifying by learning, long-term memory and association. Unlike other human system inspired techniques like genetic algorithms and neural networks, AIS includes a range of algorithms modeling on different immune mechanism of the body. In this paper, a mechanism of a human immune system based on apoptosis is adopted to build an Intrusion Detection System (IDS) to protect computer networks. Features are selected from network traffic using Fisher Score. Based on the selected features, the record/connection is classified as either an attack or normal traffic by the proposed methodology. Simulation results demonstrates that the proposed AIS based on apoptosis performs better than existing AIS for intrusion detection.
Keywords: Apoptosis, Artificial Immune System (AIS), Fisher Score, KDD dataset, Network intrusion detection.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 219116911 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 178216910 A Virtual Learning Environment for Deaf Children: Design and Evaluation
Authors: Nicoletta Adamo-Villani
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The object of this research is the design and evaluation of an immersive Virtual Learning Environment (VLE) for deaf children. Recently we have developed a prototype immersive VR game to teach sign language mathematics to deaf students age K- 4 [1] [2]. In this paper we describe a significant extension of the prototype application. The extension includes: (1) user-centered design and implementation of two additional interactive environments (a clock store and a bakery), and (2) user-centered evaluation including development of user tasks, expert panel-based evaluation, and formative evaluation. This paper is one of the few to focus on the importance of user-centered, iterative design in VR application development, and to describe a structured evaluation method.Keywords: 3D Animation, Virtual Reality, Virtual Learning Environments, User-Centered Design, User-centered Evaluation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 220316909 A Teaching Learning Based Optimization for Optimal Design of a Hybrid Energy System
Authors: Ahmad Rouhani, Masoud Jabbari, Sima Honarmand
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This paper introduces a method to optimal design of a hybrid Wind/Photovoltaic/Fuel cell generation system for a typical domestic load that is not located near the electricity grid. In this configuration the combination of a battery, an electrolyser, and a hydrogen storage tank are used as the energy storage system. The aim of this design is minimization of overall cost of generation scheme over 20 years of operation. The Matlab/Simulink is applied for choosing the appropriate structure and the optimization of system sizing. A teaching learning based optimization is used to optimize the cost function. An overall power management strategy is designed for the proposed system to manage power flows among the different energy sources and the storage unit in the system. The results have been analyzed in terms of technical and economic. The simulation results indicate that the proposed hybrid system would be a feasible solution for stand-alone applications at remote locations.Keywords: Hybrid energy system, optimum sizing, power management, TLBO.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 256116908 Game-Tree Simplification by Pattern Matching and Its Acceleration Approach using an FPGA
Authors: Suguru Ochiai, Toru Yabuki, Yoshiki Yamaguchi, Yuetsu Kodama
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In this paper, we propose a Connect6 solver which adopts a hybrid approach based on a tree-search algorithm and image processing techniques. The solver must deal with the complicated computation and provide high performance in order to make real-time decisions. The proposed approach enables the solver to be implemented on a single Spartan-6 XC6SLX45 FPGA produced by XILINX without using any external devices. The compact implementation is achieved through image processing techniques to optimize a tree-search algorithm of the Connect6 game. The tree search is widely used in computer games and the optimal search brings the best move in every turn of a computer game. Thus, many tree-search algorithms such as Minimax algorithm and artificial intelligence approaches have been widely proposed in this field. However, there is one fundamental problem in this area; the computation time increases rapidly in response to the growth of the game tree. It means the larger the game tree is, the bigger the circuit size is because of their highly parallel computation characteristics. Here, this paper aims to reduce the size of a Connect6 game tree using image processing techniques and its position symmetric property. The proposed solver is composed of four computational modules: a two-dimensional checkmate strategy checker, a template matching module, a skilful-line predictor, and a next-move selector. These modules work well together in selecting next moves from some candidates and the total amount of their circuits is small. The details of the hardware design for an FPGA implementation are described and the performance of this design is also shown in this paper.Keywords: Connect6, pattern matching, game-tree reduction, hardware direct computation
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 197316907 A Study on Reducing Malicious Replies on the Internet: An Approach by Game Theory
Authors: Sanghun Lee
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Since the advent of the information era, the Internet has brought various positive effects in everyday life. Nevertheless, recently, problems and side-effects have been noted. Internet witch-trials and spread of pornography are only a few of these problems.In this study, problems and causes of malicious replies on internet boards were analyzed, using the key ideas of game theory. The study provides a mathematical model for the internet reply game to devise three possible plans that could efficiently counteract malicious replies. Furthermore, seven specific measures that comply with one of the three plans were proposed and evaluated according to the importance and utility of each measure using the orthogonal array survey and SPSS conjoint analysis.The conclusion was that the most effective measure would be forbidding unsigned user access to malicious replies. Also notable was that some analytically proposed measures, when implemented, could backfire and encourage malicious replies.Keywords: Conjoint Analysis, Game Theory, Internet, MaliciousReplies, Prisoner's Dilemma
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 184216906 Students’ Perceptions of Mobile Learning: Case Study of Kuwait
Authors: Rana AlHajri, Salah Al-Sharhan, Ahmed Al-Hunaiyyan
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Mobile learning is a new learning landscape that offers opportunity for collaborative, personal, informal, and students’ centered learning environment. In implementing any learning system such as a mobile learning environment, learners’ expectations should be taken into consideration. However, there is a lack of studies on this aspect, particularly in the context of Kuwait higher education (HE) institutions. This study focused on how students perceive the use of mobile devices in learning. Although m-learning is considered as an effective educational tool in developed countries, it is not yet fully utilized in Kuwait. The study reports on the results of a survey conducted on 623 HE students in Kuwait to a better understand students' perceptions and opinions about the effectiveness of using mobile learning systems. An analysis of quantitative survey data is presented. The findings indicated that Kuwait HE students are very familiar with mobile devices and its applications. The results also reveal that students have positive perceptions of m-learning, and believe that video-based social media applications enhance the teaching and learning process.
Keywords: Higher education, mobile learning, social media, students’ perceptions.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 343116905 The Practice of Teaching Chemistry by the Application of Online Tests
Authors: Nikolina Ribarić
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E-learning is most commonly defined as a set of applications and processes, such as Web-based learning, computer-based learning, virtual classrooms and digital collaboration, that enable access to instructional content through a variety of electronic media. The main goal of an e-learning system is learning, and the way to evaluate the impact of an e-learning system is by examining whether students learn effectively with the help of that system. Testmoz is a program for online preparation of knowledge evaluation assignments. The program provides teachers with computer support during the design of assignments and evaluating them. Students can review and solve assignments and also check the correctness of their solutions. Research into the increase of motivation by the practice of providing teaching content by applying online tests prepared in the Testmoz program, was carried out with students of the 8th grade of Ljubo Babić Primary School in Jastrebarsko. The students took the tests in their free time, from home, for an unlimited number of times. SPSS was used to process the data obtained by the research instruments. The results of the research showed that students preferred to practice teaching content, and achieved better educational results in chemistry, when they had access to online tests for repetition and practicing in relation to subject content which was checked after repetition and practicing in "the classical way" – i.e., solving assignments in a workbook or writing assignments in worksheets.
Keywords: Chemistry class, e-learning, online test, Testmoz.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 56316904 A Comprehensive Analysis for Widespread use of Electric Vehicles
Authors: Yu Zhou, Zhaoyang Dong, Xiaomei Zhao
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This paper mainly investigates the environmental and economic impacts of worldwide use of electric vehicles. It can be concluded that governments have good reason to promote the use of electric vehicles. First, the global vehicles population is evaluated with the help of grey forecasting model and the amount of oil saving is estimated through approximate calculation. After that, based on the game theory, the amount and types of electricity generation needed by electronic vehicles are established. Finally, some conclusions on the government-s attitudes are drawn.Keywords: electronic vehicles, grey prediction, game theory
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 165616903 Web Application for Evaluating Tests in Distance Learning Systems
Authors: Bogdan Walek, Vladimir Bradac, Radim Farana
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Distance learning systems offer useful methods of learning and usually contain a final course test or another form of test. The paper proposes a web application for evaluating tests using an expert system in distance learning systems. The proposed web application is appropriate for didactic tests or tests with results for subsequent studying follow-up courses. The web application works with test questions and uses an expert system and LFLC tool for test evaluation. After test evaluation, the results are visualized and shown to the student.Keywords: Distance learning, test, uncertainty, fuzzy, expert system, student.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 154716902 Online Collaborative Learning System Using Speech Technology
Authors: Sid-Ahmed. Selouani, Tang-Ho Lê, Chadia Moghrabi, Benoit Lanteigne, Jean Roy
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A Web-based learning tool, the Learn IN Context (LINC) system, designed and being used in some institution-s courses in mixed-mode learning, is presented in this paper. This mode combines face-to-face and distance approaches to education. LINC can achieve both collaborative and competitive learning. In order to provide both learners and tutors with a more natural way to interact with e-learning applications, a conversational interface has been included in LINC. Hence, the components and essential features of LINC+, the voice enhanced version of LINC, are described. We report evaluation experiments of LINC/LINC+ in a real use context of a computer programming course taught at the Université de Moncton (Canada). The findings show that when the learning material is delivered in the form of a collaborative and voice-enabled presentation, the majority of learners seem to be satisfied with this new media, and confirm that it does not negatively affect their cognitive load.Keywords: E-leaning, Knowledge Network, Speech recognition, Speech synthesis.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 171316901 Learning User Keystroke Patterns for Authentication
Authors: Ying Zhao
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Keystroke authentication is a new access control system to identify legitimate users via their typing behavior. In this paper, machine learning techniques are adapted for keystroke authentication. Seven learning methods are used to build models to differentiate user keystroke patterns. The selected classification methods are Decision Tree, Naive Bayesian, Instance Based Learning, Decision Table, One Rule, Random Tree and K-star. Among these methods, three of them are studied in more details. The results show that machine learning is a feasible alternative for keystroke authentication. Compared to the conventional Nearest Neighbour method in the recent research, learning methods especially Decision Tree can be more accurate. In addition, the experiment results reveal that 3-Grams is more accurate than 2-Grams and 4-Grams for feature extraction. Also, combination of attributes tend to result higher accuracy.Keywords: Keystroke Authentication, Pattern recognition, MachineLearning, Instance-based Learning, Bayesian, Decision Tree.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 282216900 Blended Learning through Google Classroom
Authors: Lee Bih Ni
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This paper discusses that good learning involves all academic groups in the school. Blended learning is learning outside the classroom. Google Classroom is a free service learning app for schools, non-profit organizations and anyone with a personal Google account. Facilities accessed through computers and mobile phones are very useful for school teachers and students. Blended learning classrooms using both traditional and technology-based methods for teaching have become the norm for many educators. Using Google Classroom gives students access to online learning. Even if the teacher is not in the classroom, the teacher can provide learning. This is the supervision of the form of the teacher when the student is outside the school.
Keywords: Blended learning, learning app, Google classroom, schools.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 246416899 Affective Adaptation Design for Better Gaming Experiences
Authors: Ollie Hall, Salma ElSayed
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Affective adaptation is a creative way for game designers to add an extra layer of engagement to their productions. When player’s emotions are an explicit factor in mechanics design, endless possibilities for imaginative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments in restrictive settings and rely on one or more specialist devices for measuring player’s emotional state. These conditions albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for players. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements, in an attempt for the average developer to reach the average player. A puzzle game is created with rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.
Keywords: affective games, dynamic adaptation, emotion recognition, game design
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 84516898 Electricity Consumption Prediction Model using Neuro-Fuzzy System
Authors: Rahib Abiyev, Vasif H. Abiyev, C. Ardil
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In this paper the development of neural network based fuzzy inference system for electricity consumption prediction is considered. The electricity consumption depends on number of factors, such as number of customers, seasons, type-s of customers, number of plants, etc. It is nonlinear process and can be described by chaotic time-series. The structure and algorithms of neuro-fuzzy system for predicting future values of electricity consumption is described. To determine the unknown coefficients of the system, the supervised learning algorithm is used. As a result of learning, the rules of neuro-fuzzy system are formed. The developed system is applied for predicting future values of electricity consumption of Northern Cyprus. The simulation of neuro-fuzzy system has been performed.
Keywords: Fuzzy logic, neural network, neuro-fuzzy system, neuro-fuzzy prediction.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 201116897 Ontology Development of e-Learning Moodle for Social Learning Network Analysis
Authors: Norazah Yusof, Andi Besse Firdausiah Mansur
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Social learning network analysis has drawn attention for most researcher on e-learning research domain. This is due to the fact that it has the capability to identify the behavior of student during their social interaction inside e-learning. Normally, the social network analysis (SNA) is treating the students' interaction merely as node and edge with less meaning. This paper focuses on providing an ontology structure of e-learning Moodle that can enrich the relationships among students, as well as between the students and the teacher. This ontology structure brings great benefit to the future development of e-learning system.Keywords: Ontology, e-learning, © Learning Network, Moodle.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 316216896 Active Learning Strategies to Develop Student Skills in Information Systems for Management
Authors: F. Castro Lopes, S. Fernandes
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Active learning strategies are at the center of any change process aimed to improve the development of student skills. This paper aims to analyze the impact of teaching strategies, including problem-based learning (PBL), in the curricular unit of information system for management, based on students’ perceptions of how they contribute to develop the desired learning outcomes of the curricular unit. This course is part of the 1st semester and 3rd year of the graduate degree program in management at a private higher education institution in Portugal. The methodology included an online questionnaire to students (n = 40). Findings from students reveal a positive impact of the teaching strategies used. In general, 35% considered that the strategies implemented in the course contributed to the development of courses’ learning objectives. Students considered PBL as the learning strategy that better contributed to enhance the courses’ learning outcomes. This conclusion brings forward the need for further reflection and discussion on the impact of student feedback on teaching and learning processes.
Keywords: Higher education, active learning strategies, skills development, student assessment.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5916895 Knowledge Mining in Web-based Learning Environments
Authors: Nittaya Kerdprasop, Kittisak Kerdprasop
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The state of the art in instructional design for computer-assisted learning has been strongly influenced by advances in information technology, Internet and Web-based systems. The emphasis of educational systems has shifted from training to learning. The course delivered has also been changed from large inflexible content to sequential small chunks of learning objects. The concepts of learning objects together with the advanced technologies of Web and communications support the reusability, interoperability, and accessibility design criteria currently exploited by most learning systems. These concepts enable just-in-time learning. We propose to extend theses design criteria further to include the learnability concept that will help adapting content to the needs of learners. The learnability concept offers a better personalization leading to the creation and delivery of course content more appropriate to performance and interest of each learner. In this paper we present a new framework of learning environments containing knowledge discovery as a tool to automatically learn patterns of learning behavior from learners' profiles and history.Keywords: Knowledge mining, Web-based learning, Learning environments.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 178616894 E-Learning Recommender System Based on Collaborative Filtering and Ontology
Authors: John Tarus, Zhendong Niu, Bakhti Khadidja
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In recent years, e-learning recommender systems has attracted great attention as a solution towards addressing the problem of information overload in e-learning environments and providing relevant recommendations to online learners. E-learning recommenders continue to play an increasing educational role in aiding learners to find appropriate learning materials to support the achievement of their learning goals. Although general recommender systems have recorded significant success in solving the problem of information overload in e-commerce domains and providing accurate recommendations, e-learning recommender systems on the other hand still face some issues arising from differences in learner characteristics such as learning style, skill level and study level. Conventional recommendation techniques such as collaborative filtering and content-based deal with only two types of entities namely users and items with their ratings. These conventional recommender systems do not take into account the learner characteristics in their recommendation process. Therefore, conventional recommendation techniques cannot make accurate and personalized recommendations in e-learning environment. In this paper, we propose a recommendation technique combining collaborative filtering and ontology to recommend personalized learning materials to online learners. Ontology is used to incorporate the learner characteristics into the recommendation process alongside the ratings while collaborate filtering predicts ratings and generate recommendations. Furthermore, ontological knowledge is used by the recommender system at the initial stages in the absence of ratings to alleviate the cold-start problem. Evaluation results show that our proposed recommendation technique outperforms collaborative filtering on its own in terms of personalization and recommendation accuracy.
Keywords: Collaborative filtering, e-learning, ontology, recommender system.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 311416893 A Learning-Community Recommendation Approach for Web-Based Cooperative Learning
Authors: Jian-Wei Li, Yao-Tien Wang, Yi-Chun Chang
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Cooperative learning has been defined as learners working together as a team to solve a problem to complete a task or to accomplish a common goal, which emphasizes the importance of interactions among members to promote the whole learning performance. With the popularity of society networks, cooperative learning is no longer limited to traditional classroom teaching activities. Since society networks facilitate to organize online learners, to establish common shared visions, and to advance learning interaction, the online community and online learning community have triggered the establishment of web-based societies. Numerous research literatures have indicated that the collaborative learning community is a critical issue to enhance learning performance. Hence, this paper proposes a learning community recommendation approach to facilitate that a learner joins the appropriate learning communities, which is based on k-nearest neighbor (kNN) classification. To demonstrate the viability of the proposed approach, the proposed approach is implemented for 117 students to recommend learning communities. The experimental results indicate that the proposed approach can effectively recommend appropriate learning communities for learners.
Keywords: k-nearest neighbor classification, learning community, Cooperative/Collaborative Learning and Environments.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 190516892 Development of Multimedia Learning Application for Mastery Learning Style: A Graduated Difficulty Strategy
Authors: Nur Azlina Mohamed Mokmin, Mona Masood
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2600