Search results for: Experience based learning
12794 Experience-based Learning Program for Electronic Circuit Design
Authors: Koyu Chinen, Haruka Mikamori
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A new multi-step comprehensive experience-based learning program was developed and carried out so that the students understood about what was the principle of the circuit function and how the designed circuit was used in actual advanced applications.Keywords: Electronic circuit education, Experience based learning, Comprehensive education,
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 135912793 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 259512792 An Experience Report on Course Teaching in Information Systems
Authors: Carlos Oliveira
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This paper is a criticism of the traditional model of teaching and presents alternative teaching methods, different from the traditional lecture. These methods are accompanied by reports of experience of their application in a class. It was concluded that in the lecture, the student has a low learning rate and that other methods should be used to make the most engaging learning environment for the student, contributing (or facilitating) his learning process. However, the teacher should not use a single method, but rather a range of different methods to ensure the learning experience does not become repetitive and fatiguing for the student.
Keywords: Educational practices, experience report, IT in education, teaching methods.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 111412791 A Study of Learning to Enhance Career Skills Consistent with Disruptive Innovation in the Creative Strategies for Advertising Course
Authors: Kornchanok Chidchaisuwan
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This project is a study of learning activities of creating experience from actual work performance to enhance career skills and technological usage abilities for uses in advertising career work performance for undergraduate students who enroll in the Creative Strategies for Advertising Course. The instructional model consisted of two learning approaches: (1) simulation-based learning, which is the learning with the use of simulations of working in various sections of creative advertisement work with their own work process and steps as well as the virtual technology learning in advertising companies; and (2) project-based learning, which is the learning that the learners engage in actual work performance based on the process of creating and producing creative advertisement works to be present on new media channels. The results of learning management showed that the effects on the students in various aspects were as follows: (1) the students had experience in the advertising process at the higher level; and (2) the students had work performance skills from the actual work performance that enabled them to possess the abilities to create and present their own work; also, they had created more efficient work outcomes and disseminated them on new media channels at a better level.
Keywords: Technical literacy, career skill, experience, simulation-based learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 40312790 Technology Enhanced Learning: Fostering Cooperative Learning Through the Integration of Online Communication as Part of Teaching and Learning Experience
Authors: R.Ramli
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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
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 152312789 An Exploratory Study of the Student’s Learning Experience by Applying Different Tools for e-Learning and e-Teaching
Authors: Angel Daniel Muñoz Guzmán
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E-learning is becoming more and more common every day. For online, hybrid or traditional face-to-face programs, there are some e-teaching platforms like Google classroom, Blackboard, Moodle and Canvas, and there are platforms for full e-learning like Coursera, edX or Udemy. These tools are changing the way students acquire knowledge at schools; however, in today’s changing world that is not enough. As students’ needs and skills change and become more complex, new tools will need to be added to keep them engaged and potentialize their learning. This is especially important in the current global situation that is changing everything: the Covid-19 pandemic. Due to Covid-19, education had to make an unexpected switch from face-to-face courses to digital courses. In this study, the students’ learning experience is analyzed by applying different e-tools and following the Tec21 Model and a flexible and digital model, both developed by the Tecnologico de Monterrey University. The evaluation of the students’ learning experience has been made by the quantitative PrEmo method of emotions. Findings suggest that the quantity of e-tools used during a course does not affect the students’ learning experience as much as how a teacher links every available tool and makes them work as one in order to keep the student engaged and motivated.Keywords: Student, experience, e-learning, e-teaching, e-tools, technology, education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 75612788 Students’ Perception of Using Dental e-Models in an Inquiry-Based Curriculum
Authors: Yanqi Yang, Chongshan Liao, Cheuk Hin Ho, Susan Bridges
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Aim: To investigate students’ perceptions of using e-models in an inquiry-based curriculum. Approach: 52 second-year dental students completed a pre- and post-test questionnaire relating to their perceptions of e-models and their use in inquiry-based learning. The pre-test occurred prior to any learning with e-models. The follow-up survey was conducted after one year's experience of using e-models. Results: There was no significant difference between the two sets of questionnaires regarding students’ perceptions of the usefulness of e-models and their willingness to use e-models in future inquiry-based learning. Most students preferred using both plaster models and e-models in tandem. Conclusion: Students did not change their attitude towards e-models and most of them agreed or were neutral that e-models are useful in inquiry-based learning. Whilst recognizing the utility of 3D models for learning, students' preference for combining these with solid models has implications for the development of haptic sensibility in an operative discipline.
Keywords: E-models, inquiry-based curriculum, education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 181812787 The Application of Action Research to Integrate the Innovation in Learning Experience in a Design Course
Authors: Walaa Mohammed Metwally
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This case study used the action research concept as a tool to integrate the innovation in a learning experience on a design course. The action research was investigated at Prince Sultan University, College of Engineering in the Interior Design and Architecture Department in January 2015, through the Higher Education Academy program. The action research was presented first with the definition of the research, leading to how it was used and how solutions were found. It concluded by showing that once the action research application in interior design and architecture were studied it was an effective tool to improve student’s learning, develop their practice in design courses, and it discussed the negative and positive issues that were encountered.Keywords: Action research, innovation, intervention, learning experience, peer review.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 158112786 Authentic Learning for Computer Network with Mobile Device-Based Hands-On Labware
Authors: Kai Qian, Ming Yang, Minzhe Guo, Prabir Bhattacharya, Lixin Tao
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Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience.
Keywords: Mobile computing, android, network, labware.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 207412785 Building a Transformative Continuing Professional Development Experience for Educators through a Principle-Based, Technological-Driven Knowledge Building Approach: A Case Study of a Professional Learning Team in Secondary Education
Authors: Melvin Chan, Chew Lee Teo
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There has been a growing emphasis in elevating the teachers’ proficiency and competencies through continuing professional development (CPD) opportunities. In this era of a Volatile, Uncertain, Complex, Ambiguous (VUCA) world, teachers are expected to be collaborative designers, critical thinkers and creative builders. However, many of the CPD structures are still revolving in the model of transmission, which stands in contradiction to the cultivation of future-ready teachers for the innovative world of emerging technologies. This article puts forward the framing of CPD through a Principle-Based, Technological-Driven Knowledge Building Approach grounded in the essence of andragogy and progressive learning theories where growth is best exemplified through an authentic immersion in a social/community experience-based setting. Putting this Knowledge Building Professional Development Model (KBPDM) in operation via a Professional Learning Team (PLT) situated in a Secondary School in Singapore, research findings reveal that the intervention has led to a fundamental change in the learning paradigm of the teachers, henceforth equipping and empowering them successfully in their pedagogical design and practices for a 21st century classroom experience. This article concludes with the possibility in leveraging the Learning Analytics to deepen the CPD experiences for educators.
Keywords: Continual professional development, knowledge building, learning paradigm, andragogy.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 101312784 Assessment on Communication Students’ Internship Performances from the Employers’ Perspective
Authors: Yesuselvi Manickam, Tan Soon Chin
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Internship is a supervised and structured learning experience related to one’s field of study or career goal. Internship allows students to obtain work experience and the opportunity to apply skills learned during university. Internship is a valuable learning experience for students; however, literature on employer assessment is scarce on Malaysian student’s internship experience. This study focuses on employer’s perspective on student’s performances during their three months of internship. The results are based on the descriptive analysis of 45 sets of question gathered from the on-site supervisors of the interns. The survey of 45 on-site supervisor’s feedback was collected through postal mail. It was found that, interns have not met their on-site supervisor’s expectations in many areas. The significance of this study is employer’s assessment on the internship shall be used as feedback to improve on ways how to prepare students for their internship and employments in future.
Keywords: Employers perspective, internship, structured learning, student’s performances.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 227212783 Skills Development: The Active Learning Model of a French Computer Science Institute
Authors: N. Paparisteidi, D. Rodamitou
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This article focuses on the skills development and path planning of students studying computer science at EPITECH: French private institute of higher education. We examine students’ points of view and experience in a blended learning model based on a skills development curriculum. The study is based on the collection of four main categories of data: semi-participant observation, distribution of questionnaires, interviews, and analysis of internal school databases. The findings seem to indicate that a skills-based program on active learning enables students to develop their learning strategies as well as their personal skills and to actively engage in the creation of their career path and contribute to providing additional information to curricula planners and decision-makers about learning design in higher education.
Keywords: Active learning, blended learning, higher education, skills development.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21912782 Individual Differences and Paired Learning in Virtual Environments
Authors: Patricia M. Boechler, Heather M. Gautreau
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In this research study, postsecondary students completed an information learning task in an avatar-based 3D virtual learning environment. Three factors were of interest in relation to learning; 1) the influence of collaborative vs. independent conditions, 2) the influence of the spatial arrangement of the virtual environment (linear, random and clustered), and 3) the relationship of individual differences such as spatial skill, general computer experience and video game experience to learning. Students completed pretest measures of prior computer experience and prior spatial skill. Following the premeasure administration, students were given instruction to move through the virtual environment and study all the material within 10 information stations. In the collaborative condition, students proceeded in randomly assigned pairs, while in the independent condition they proceeded alone. After this learning phase, all students individually completed a multiple choice test to determine information retention. The overall results indicated that students in pairs did not perform any better or worse than independent students. As far as individual differences, only spatial ability predicted the performance of students. General computer experience and video game experience did not. Taking a closer look at the pairs and spatial ability, comparisons were made on pairs high/matched spatial ability, pairs low/matched spatial ability and pairs that were mismatched on spatial ability. The results showed that both high/matched pairs and mismatched pairs outperformed low/matched pairs. That is, if a pair had even one individual with strong spatial ability they would perform better than pairs with only low spatial ability individuals. This suggests that, in virtual environments, the specific individuals that are paired together are important for performance outcomes. The paper also includes a discussion of trends within the data that have implications for virtual environment education.
Keywords: Avatar-based, virtual environment, paired learning, individual differences.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 77912781 Role-Governed Categorization and Category Learning as a Result from Structural Alignment: The RoleMap Model
Authors: Yolina A. Petrova, Georgi I. Petkov
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The paper presents a symbolic model for category learning and categorization (called RoleMap). Unlike the other models which implement learning in a separate working mode, role-governed category learning and categorization emerge in RoleMap while it does its usual reasoning. The model is based on several basic mechanisms known as reflecting the sub-processes of analogy-making. It steps on the assumption that in their everyday life people constantly compare what they experience and what they know. Various commonalities between the incoming information (current experience) and the stored one (long-term memory) emerge from those comparisons. Some of those commonalities are considered to be highly important, and they are transformed into concepts for further use. This process denotes the category learning. When there is missing knowledge in the incoming information (i.e. the perceived object is still not recognized), the model makes anticipations about what is missing, based on the similar episodes from its long-term memory. Various such anticipations may emerge for different reasons. However, with time only one of them wins and is transformed into a category member. This process denotes the act of categorization.
Keywords: Categorization, category learning, role-governed category, analogy-making, cognitive modeling.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 66112780 E-Learning Experiences of Hong Kong Students
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The adoption of e-learning in Hong Kong has been increasing rapidly in the past decade. To understand the e-learning experiences of the students, the School of Professional and Continuing Education of The University of Hong Kong conducted a survey. The survey aimed to collect students- experiences in using learning management system, their perceived e-learning advantages, barriers in e-learning and preferences in new e-learning development. A questionnaire with 84 questions was distributed in mid 2012 and 608 valid responds were received. The analysis results showed that the students found e-learning helpful to their study. They preferred interactive functions and mobile features. Blended learning mode, both face-to-face learning mode integrated with online learning and face-to-face learning mode supplemented with online resources, were preferred by the students. The results of experiences of Hong Kong students in e-learning provided a contemporary reference to the e-learning practitioners to understand the e-learning situation in Asia.Keywords: E-learning, blended learning, learning experience, learning management system.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 175212779 Collaborative Web-Based E-learning Environment for Information Security Curriculum
Authors: Wei Hu, Tianzhou Chen, Qingsong Shi
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In recent years, the development of e-learning is very rapid. E-learning is an attractive and efficient way for computer education. Student interaction and collaboration also plays an important role in e-learning. In this paper, a collaborative web-based e-learning environment is presented. A wide range of interactive and collaborative methods are integrated into a web-based environment. This e-learning environment is designed for information security curriculum.Keywords: E-learning, information Security, curriculum, web-based environment.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 172912778 A Design-Based Approach to Developing a Mobile Learning System
Authors: Martina Holenko Dlab, Natasa Hoic-Bozic, Ivica Boticki
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This paper presents technologically innovative and scalable mobile learning solution within the SCOLLAm project (“Opening up education through Seamless and COLLAborative mobile learning on tablet computers”). The main research method applied during the development of the SCOLLAm mobile learning system is design-based research. It assumes iterative refinement of the system guided by collaboration between researches and practitioners. Following the identification of requirements, a multiplatform mobile learning system SCOLLAm [in]Form was developed. Several experiments were designed and conducted in the first and second grade of elementary school. SCOLLAm [in]Form system was used to design learning activities for math classes during which students practice calculation. System refinements were based on experience and interaction data gathered during class observations. In addition to implemented improvements, the data were used to outline possible improvements and deficiencies of the system that should be addressed in the next phase of the SCOLLAm [in]Form development.
Keywords: Adaptation, collaborative learning, educational technology, mobile learning, tablet computers.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 122812777 Combine a Population-based Incremental Learning with Artificial Immune System for Intrusion Detection System
Authors: Jheng-Long Wu, Pei-Chann Chang, Hsuan-Ming Chen
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This research focus on the intrusion detection system (IDS) development which using artificial immune system (AIS) with population based incremental learning (PBIL). AIS have powerful distinguished capability to extirpate antigen when the antigen intrude into human body. The PBIL is based on past learning experience to adjust new learning. Therefore we propose an intrusion detection system call PBIL-AIS which combine two approaches of PBIL and AIS to evolution computing. In AIS part we design three mechanisms such as clonal selection, negative selection and antibody level to intensify AIS performance. In experimental result, our PBIL-AIS IDS can capture high accuracy when an intrusion connection attacks.
Keywords: Artificial immune system, intrusion detection, population-based incremental learning, evolution computing.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 192912776 Adaptive Educational Hypermedia System for High School Students Based on Learning Styles
Authors: Stephen Akuma, Timothy Ndera
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Information seekers get “lost in hyperspace” due to the voluminous documents updated daily on the internet. Adaptive Hypermedia Systems (AHS) are used to direct learners to their target goals. One of the most common AHS designed to help information seekers to overcome the problem of information overload is the Adaptive Education Hypermedia System (AEHS). However, this paper focuses on AEHS that adopts the learning preference of high school students and deliver learning content according to this preference throughout their learning experience. The research developed a prototype system for predicting students’ learning preference from the Visual, Aural, Read-Write and Kinesthetic (VARK) learning style model and adopting the learning content suitable to their preference. The predicting strength of several classifiers was compared and we found Support Vector Machine (SVM) to be more accurate in predicting learning style based on users’ preferences.
Keywords: Hypermedia, adaptive education, learning style, lesson content, user profile, prediction, feedback, adaptive hypermedia, learning style.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 84712775 Use of a Learner's Log for Effective Self-Directed Learning in PBL
Authors: Amudha Kadirvelu, Sivalal Sadasivan
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While the problem based learning (PBL) approach promotes unsupervised self-directed learning (SDL), many students experience difficulty juggling the role of being an information recipient and information seeker. Logbooks have been used to assess trainee doctors but not in other areas. This study aimed to determine the effectiveness of logbook for assessing SDL during PBL sessions in first year medical students. The log book included a learning checklist and knowledge and skills components. Comparisons with the baseline assessment of student performance in PBL and that at semester end after logbook intervention showed significant improvements in student performance (31.5 ± 8 vs. 17.7 ± 4.4; p<0.001) with a large effect size of 3.93. The learner-s log for PBL has played an important role in enhancing SDL in first year medical students. Learner-s log could be a good self-assessment tool for the undergraduate medical students.
Keywords: Problem based learning, self-directed learning, logbook, self-assessment.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 201412774 e/b-Learning Activities and High School Pedagogy
Authors: Rui Antunes
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This article presents the implementation of several different e/b-Learning collaborative activities, used to improve the students learning process in an high school Polytechnic Institution. A new learning model arises, based on a combination between face-toface and distance leaning. Learning is now becoming centered with the development of collaborative activities, and its actors (teachers and students) have to be re-socialized to a new e/b-Learning paradigm. Measuring approaches are proposed for this model and results are presented, showing prospective correlation between students learning success and the use of online collaborative activities.Keywords: e/b-Learning, Collaborative Learning, TeachingCommunities, Web-based Courseware
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 170512773 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 172712772 Investigating the Impact of Augmented and Virtual Reality on Learning in a Multivariable Calculus Classroom
Authors: Burcu Karabina, Lynn Long, Amanda Garcia
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Augmented reality (AR) and virtual reality (VR) applications were offered as supplemental learning experiences to a second-year multivariable calculus class. A framework of research-informed best practices was used to guide selection and application of AR and VR learning technologies. Student feedback indicated that both AR and VR enhanced learning, both would be of value to future students, and learning may be most enhanced when AR and VR are used as complementary learning tools. The simpler technology, AR, was generally preferred, but for specific topics, students felt that the more immersive VR learning experience was especially beneficial. Immersion in the virtual learning environment minimized distractions, allowed students to feel more connected to their learning, and enhanced their ability to visualize and interact with 3D objects. Resolution of identified accessibility concerns could improve students’ overall experience with VR. Future research will explore ways to optimize the complementary effects of the two technologies. Application of research-informed framework of best practices was modelled throughout the study. Results and key resources informed revision and refinement of the framework.
Keywords: Accessibility, augmented reality, best practices, pedagogy, virtual reality.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 42712771 Awareness of Reading Strategies among EFL Learners at Bangkok University
Authors: Nuttanuch Munsakorn
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This questionnaire-based study, aimed to measure and compare the awareness of English reading strategies among EFL learners at Bangkok University (BU) classified by their gender, field of study, and English learning experience. Proportional stratified random sampling was employed to formulate a sample of 380 BU students. The data were statistically analyzed in terms of the mean and standard deviation. t-Test analysis was used to find differences in awareness of reading strategies between two groups (-male and female- /-science and social-science students). In addition, one-way analysis of variance (ANOVA) was used to compare reading strategy awareness among BU students with different lengths of English learning experience. The results of this study indicated that the overall awareness of reading strategies of EFL learners at BU was at a high level (ðÑ = 3.60) and that there was no statistically significant difference between males and females, and among students who have different lengths of English learning experience at the significance level of 0.05. However, significant differences among students coming from different fields of study were found at the same level of significance.Keywords: EFL learners, higher education, reading comprehension, reading strategies
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 393812770 Creative Experience and Revisit Intention of Handmade Oriental Parasol Umbrella in Kaohsiung
Authors: Yi-Ju Lee
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This study identified the hypothesised relationship between creative experience, and revisit intention of handmade oriental parasol umbrella in Kaohsiung, Taiwan. A face-to-face questionnaire survey was administered in Meinong town, Kaohsiung. The components of creative experience were found as “sense of achievement”, “unique learning” and “interaction with instructors” in creative tourism. The result also revealed significant positive relationships between creative experience and revisit intention in handmade activities. This paper provides additional suggestions for enhancing revisit intention and guidance regarding creative tourism.Keywords: Creative tourism, Sense of achievement, Unique learning, Interaction with instructors, Folk art.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 210512769 The Use of Social Networking Sites in eLearning
Authors: Clifford De Raffaele, Luana Bugeja, Serengul Smith
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The adaptation of social networking sites within higher education has garnered significant interest in the recent years with numerous researches considering it as a possible shift from the traditional classroom based learning paradigm. Notwithstanding this increase in research and conducted studies however, the adaption of SNS based modules have failed to proliferate within Universities. This paper commences its contribution by analyzing the various models and theories proposed in literature and amalgamate together various effective aspects for the inclusion of social technology within e-Learning. A three phased framework is further proposed which details the necessary considerations for the successful adaptation of SNS in enhancing the students learning experience. This proposal outlines the theoretical foundations which will be analyzed in practical implementation across international university campuses.
Keywords: eLearning, higher education, social network sites, student learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 217712768 A GA-Based Role Assignment Approach for Web-based Cooperative Learning Environments
Authors: Yi-Chun Chang, Jian-Wei Li
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Web-based cooperative learning focuses on (1) the interaction and the collaboration of community members, and (2) the sharing and the distribution of knowledge and expertise by network technology to enhance learning performance. Numerous research literatures related to web-based cooperative learning have demonstrated that cooperative scripts have a positive impact to specify, sequence, and assign cooperative learning activities. Besides, literatures have indicated that role-play in web-based cooperative learning environments enhances two or more students to work together toward the completion of a common goal. Since students generally do not know each other and they lack the face-to-face contact that is necessary for the negotiation of assigning group roles in web-based cooperative learning environments, this paper intends to further extend the application of genetic algorithm (GA) and propose a GA-based algorithm to tackle the problem of role assignment in web-based cooperative learning environments, which not only saves communication costs but also reduces conflict between group members in negotiating role assignments.
Keywords: genetic algorithm (GA), role assignment, role-play; web-based cooperative learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 145912767 Conceptual Model for Massive Open Online Blended Courses Based on Disciplines’ Concepts Capitalization and Obstacles’ Detection
Authors: N. Hammid, F. Bouarab-Dahmani, T. Berkane
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Since its appearance, the MOOC (massive open online course) is gaining more and more intention of the educational communities over the world. Apart from the current MOOCs design and purposes, the creators of MOOC focused on the importance of the connection and knowledge exchange between individuals in learning. In this paper, we present a conceptual model for massive open online blended courses where teachers over the world can collaborate and exchange their experience to get a common efficient content designed as a MOOC opened to their students to live a better learning experience. This model is based on disciplines’ concepts capitalization and the detection of the obstacles met by their students when faced with problem situations (exercises, projects, case studies, etc.). This detection is possible by analyzing the frequently of semantic errors committed by the students. The participation of teachers in the design of the course and the attendance by their students can guarantee an efficient and extensive participation (an important number of participants) in the course, the learners’ motivation and the evaluation issues, in the way that the teachers designing the course assess their students. Thus, the teachers review, together with their knowledge, offer a better assessment and efficient connections to their students.
Keywords: MOOC, Massive Open Online Courses, Online learning, E-learning, Blended learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 94112766 The SAFRS System : A Case-Based Reasoning Training Tool for Capturing and Re-Using Knowledge
Authors: Souad Demigha
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The paper aims to specify and build a system, a learning support in radiology-senology (breast radiology) dedicated to help assist junior radiologists-senologists in their radiologysenology- related activity based on experience of expert radiologistssenologists. This system is named SAFRS (i.e. system supporting the training of radiologists-senologists). It is based on the exploitation of radiologic-senologic images (primarily mammograms but also echographic images or MRI) and their related clinical files. The aim of such a system is to help breast cancer screening in education. In order to acquire this expert radiologist-senologist knowledge, we have used the CBR (case-based reasoning) approach. The SAFRS system will promote the evolution of teaching in radiology-senology by offering the “junior radiologist" trainees an advanced pedagogical product. It will permit a strengthening of knowledge together with a very elaborate presentation of results. At last, the know-how will derive from all these factors.
Keywords: Learning support, radiology-senology, training, education, CBR, accumulated experience.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 166912765 Educational use of Interactive Multimedia based on Museum Collection
Authors: Ji-Hye Lee, Jongdeok Kim
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This research investigates the use of digital technology namely interactive multimedia in effective art education provided by museum. Several multimedia experience examples created for art education are study case subjected to assistance audiences- learning within the context of existing theory in the field of interactive multimedia.Keywords: E-learning, Fine Arts, Interactivity, Multimedia
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1552