Search results for: Learning Guidance
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2126

Search results for: Learning Guidance

2096 A Route Guidance System for Car Finding in Indoor Parking Garages

Authors: Pei-Chun Lee, Sheng-Shih Wang

Abstract:

This paper presents a route guidance system for car owners to find their cars in parking garages. The presents system comprises a positioning-assisting subsystem and a car-finding mobile app. The positioning-assisting subsystem mainly uses the iBeacon technology for indoor positioning. The car-finding mobile app guides car owners to their cars based on a non-map navigation strategy. This study also designs a virtual coordinate system to support identifying the locations of parking spaces and iBeacon devices. We use Arduino and Android as the platforms to implement the proposed positioning-assisting subsystem and car-finding mobile app, respectively. We have also deployed the system in a parking garage in our campus for testing. Experimental results verify that our system can efficiently and correctly guide car owners to the parking spaces of their cars.

Keywords: Guidance, iBeacon, mobile app, navigation.

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2095 Development of Multimedia Learning Application for Mastery Learning Style: A Graduated Difficulty Strategy

Authors: Nur Azlina Mohamed Mokmin, Mona Masood

Abstract:

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

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

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2094 An Evolutionary Statistical Learning Theory

Authors: Sung-Hae Jun, Kyung-Whan Oh

Abstract:

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

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

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2093 Creative Experience and Revisit Intention of Handmade Oriental Parasol Umbrella in Kaohsiung

Authors: Yi-Ju Lee

Abstract:

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.

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2092 Developing Problem Solving Skills through a Project-Based Course as Part of a Lifelong Learning for Engineering Students

Authors: Robin Lok-Wang

Abstract:

The purpose of this paper is to investigate how engineering students’ motivation and interests are maintained through a project-based course in their lifelong learning journeys. In recent years, different pedagogies of teaching including entrepreneurship, experiential and lifelong learnings as well as dream builder, etc., have been widely used for education purpose. University advocates hands-on practice, learning by experiencing and experimenting throughout different courses. Students are not limited to gain knowledge via traditional lectures, laboratory demonstration, tutorial and so on. The capabilities to identify both complex problems and its corresponding solutions in daily lives are one of the criteria/skill sets required for graduates to obtain their careers at professional organizations and companies. A project-based course, namely Mechatronic Design and Prototyping, was developed for students to design and build a physical prototype for solving existing problems in their daily lives, thereby encouraging them as an entrepreneur to explore further possibilities to commercialize their designed prototypes and launch it to the market. Feedbacks from students show that they are keen to propose their own ideas freely with guidance from instructor instead of using either suggested or assigned topics. Proposed ideas of the prototypes reflect that if students’ interests are maintained, they acquire the knowledges and skills they need, including essential communication, logical thinking and more importantly problem solving for their lifelong learning journey.

Keywords: Problem solving, lifelong learning, entrepreneurship, mechanical engineering.

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2091 An Ontology for Smart Learning Environments in Music Education

Authors: Konstantinos Sofianos, Michail Stefanidakis

Abstract:

Nowadays, despite the great advances in technology, most educational frameworks lack a strong educational design basis. E-learning has become prevalent, but it faces various challenges such as student isolation and lack of quality in the learning process. An intelligent learning system provides a student with educational material according to their learning background and learning preferences. It records full information about the student, such as demographic information, learning styles, and academic performance. This information allows the system to be fully adapted to the student’s needs. In this paper, we propose a framework and an ontology for music education, consisting of the learner model and all elements of the learning process (learning objects, teaching methods, learning activities, assessment). This framework can be integrated into an intelligent learning system and used for music education in schools for the development of professional skills and beyond.

Keywords: Intelligent learning systems, e-learning, music education, ontology, semantic web.

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2090 Ontology Development of e-Learning Moodle for Social Learning Network Analysis

Authors: Norazah Yusof, Andi Besse Firdausiah Mansur

Abstract:

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.

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2089 Instructional Design and Development Utilizing Technology: A Student Perspective

Authors: Lisa M. Weltzer-Ward, Abbie Brown

Abstract:

The sequence Analyze, Design, Develop, Implement, and Evaluate (ADDIE) provides a powerful methodology for designing computer-based educational materials. Helping students to understand this design process sequence may be achieved by providing them with direct, guided experience. This article examines such help and guidance and the overall learning process from a student-s personal experience.

Keywords: ADDIE, education, instructional design, web design.

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2088 Collaborative Web-Based E-learning Environment for Information Security Curriculum

Authors: Wei Hu, Tianzhou Chen, Qingsong Shi

Abstract:

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.

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2087 Development of Mobile Application Social Guidance and Counseling for Junior High School

Authors: Suyoto, Tri Prasetyaningrum

Abstract:

At this paper, we will present the development of mobile application Social Guidance and Counseling (GC) that called “m-NingBK: Social GC”. The application is used for GC services that run on mobile devices. The application is designed specifically for Junior High School student. The methods are a combination of interactive multimedia approaches and educational psychology. Therefore, the design process is carried out three processes, which are digitizing of material social GC services, visualizing wisely and making interactive. This method is intended to make students not only hear and see but also "do" the virtual. There are five components used in multimedia applications "m-NingBK: Social GC" i.e. text, images / graphics, audio / sound, animation and video. Four menus provided by this application is the potential self, social, Expert System and about. The application is built using the Java programming language. This application was tested using a Smartphone with Android Operating System. Based on the test, people give rating: 16.7% excellent, 61.1% good, 19.4% adequate, and 2.8% poor.

Keywords: Expert Systems, Guidance and Counseling, mobile application, multimedia.

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2086 How to Use E-Learning to Increase Job Satisfaction in Large Commercial Bank in Bangkok

Authors: Teerada Apibunyopas, Nithinant Thammakoranonta

Abstract:

Many organizations bring e-Learning to use as a tool in their training and human development department. It is getting more popular because it is easy to access to get knowledge all the time and also it provides a rich content, which can develop the employees’ skill efficiently. This study is focused on the factors that affect using e-Learning efficiently, so it will make job satisfaction increasing. The questionnaires were sent to employees in large commercial banks, which use e-Learning located in Bangkok, the results from multiple linear regression analysis showed that employee’s characteristics, characteristics of e-Learning, learning and growth have influence on job satisfaction.

Keywords: e-Learning, Job Satisfaction, Learning and growth.

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2085 Learners- Perceptions of Mobile Devices for Learning in Higher Education - Towards a Mobile Learning Pedagogical Framework

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

Abstract:

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

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

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2084 E-learning and m-learning: Africa-s Search for a Suitable Concept in the Era of Cloud Computing?

Authors: J. Seke Mboungou Mouyabi

Abstract:

This paper is an exploration of the conceptual confusion between E-learning and M-learning particularly in Africa. Section I provides a background to the development of E-learning and M-learning. Section II focuses on the conceptual analysis as it applies to Africa. It is with an investigative and expansive mind that this paper is elaborated to respond to a profound question of the suitability of the concepts in a particular era in Africa. The aim of this paper is therefore to shed light on which concept best suits the unique situation of Africa in the era of cloud computing.

Keywords: African Concept, Cloud computing, E-learning, Mlearning

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2083 Enhancing Learning Experiences in Outcomebased Higher Education: A Step towards Student Centered Learning

Authors: K. Kumpas

Abstract:

Bologna process has influenced enhancing studentcentered learning in Estonian higher education since 2009, but there is no information about what helps or hinders students to achieve learning outcomes and how quality of student-centered learning might be improved. The purpose of this study is to analyze two questions from outcome-based course evaluation questionnaire which is used in Estonian Entrepreneurship University of Applied Sciences. In this qualitative research, 384 students from 22 different courses described what helped and hindered them to achieve learning outcomes. The analysis showed that the aspects that hinder students to achieve learning outcomes are mostly personal: time management, family and personal matters, motivation and non-academic activities. The results indicate that students- learning is commonly supported by school, where teacher, teaching and characteristics of teaching methods help mostly to achieve learning outcomes, also learning material, practical assignments and independent study was brought up as one of the key elements.

Keywords: Learning outcomes, learning quality, student-centered learning

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2082 Development of Mobile EEF Learning System (MEEFLS) for Mobile Learning Implementation in Kolej Poly-Tech MARA (KPTM)

Authors: M. E. Marwan, A. R. Madar, N. Fuad

Abstract:

Mobile learning (m-learning) is a new method in teaching and learning process which combines technology of mobile device with learning materials. It can enhance student's engagement in learning activities and facilitate them to access the learning materials at anytime and anywhere. In Kolej Poly-Tech Mara (KPTM), this method is seen as an important effort in teaching practice and to improve student learning performance. The aim of this paper is to discuss the development of m-learning application called Mobile EEF Learning System (MEEFLS) to be implemented for Electric and Electronic Fundamentals course using Flash, XML (Extensible Markup Language) and J2ME (Java 2 micro edition). System Development Life Cycle (SDLC) was used as an application development approach. It has three modules in this application such as notes or course material, exercises and video. MEELFS development is seen as a tool or a pilot test for m-learning in KPTM.

Keywords: Flash, mobile device, mobile learning, teaching and learning, SDLC, XML.

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2081 Grid Learning; Computer Grid Joins to e- Learning

Authors: A. Nassiry, A. Kardan

Abstract:

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.

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2080 Enhancement of Learning Style in Kolej Poly-Tech MARA (KPTM) via Mobile EEF Learning System (MEEFLS)

Authors: M. E. Marwan, A. R. Madar, N. Fuad

Abstract:

Mobile communication provides access to the outside world without borders everywhere and at any time. The learning method that related to mobile communication technology is known as mobile learning (M-learning). It is a method that communicates learning materials with mobile device technology. The purpose of this method is to increase the interest in learning among students and assist them in obtaining learning materials at Kolej Poly-Tech MARA (KPTM) in order to improve the student’s performance in their study and to encourage educators to diversify the teaching practices. This paper discusses the student’s awareness for enhancement of learning style using mobile technologies and their readiness to apply the elements of mobile learning in learning to improve performance and interest in learning among students. An application called Mobile EEF Learning System (MEEFLS) has been developed as a tool to be used as a pilot test in KPTM.

Keywords: Awareness, MEEFLS, mobile learning, readiness.

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2079 Challenges and Opportunities of Cloud-Based E-Learning Systems

Authors: Kashif Laeeq, Zubair A. Shaikh

Abstract:

The paradigm of education is drastically changing from conventional to e-learning model. Due to ease of learning with various other benefits, several educational institutions are adopting the e-learning models. Some institutions are still willing to transform their educational system on to e-learning, but due to limited resources, they are still compromising on the old traditional system. The cloud computing could be one of the best solutions to overcome this problem by providing hardware, software, and infrastructure resources with cost efficient manner. The adoption of cloud computing in education will bring revolution in this paradigm. This paper introduces various positive features of e-learning and presents a way how cloud computing technology can be provisioned e-learning model. This paper also investigates the numerous challenges and opportunities that would be observed in cloud computing adoption in e-learning domain. The concept and knowledge present in this paper may create a new direction of research in the domain of cloud-based e-learning.

Keywords: Cloud-based e-learning, e-learning, cloud computing application, smart learning.

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2078 Learning Object Interface Adapted to the Learner's Learning Style

Authors: Zenaide Carvalho da Silva, Leandro Rodrigues Ferreira, Andrey Ricardo Pimentel

Abstract:

Learning styles (LS) refer to the ways and forms that the student prefers to learn in the teaching and learning process. Each student has their own way of receiving and processing information throughout the learning process. Therefore, knowing their LS is important to better understand their individual learning preferences, and also, understand why the use of some teaching methods and techniques give better results with some students, while others it does not. We believe that knowledge of these styles enables the possibility of making propositions for teaching; thus, reorganizing teaching methods and techniques in order to allow learning that is adapted to the individual needs of the student. Adapting learning would be possible through the creation of online educational resources adapted to the style of the student. In this context, this article presents the structure of a learning object interface adaptation based on the LS. The structure created should enable the creation of the adapted learning object according to the student's LS and contributes to the increase of student’s motivation in the use of a learning object as an educational resource.

Keywords: Adaptation, interface, learning object, learning style.

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2077 Learning Objects: A New Paradigm for ELearning Resource Development for Secondary Schools in Tanzania

Authors: S. K. Lujara, M. M. Kissaka, E. P. Bhalalusesa, L. Trojer

Abstract:

The Information and Communication Technologies (ICTs), and the Wide World Web (WWW) have fundamentally altered the practice of teaching and learning world wide. Many universities, organizations, colleges and schools are trying to apply the benefits of the emerging ICT. In the early nineties the term learning object was introduced into the instructional technology vernacular; the idea being that educational resources could be broken into modular components for later combination by instructors, learners, and eventually computes into larger structures that would support learning [1]. However in many developing countries, the use of ICT is still in its infancy stage and the concept of learning object is quite new. This paper outlines the learning object design considerations for developing countries depending on learning environment.

Keywords: e-Learning resources, granularity, learning objects, secondary schools.

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2076 Group Learning for the Design of Human Resource Development for Enterprise

Authors: Hao-Hsi Tseng, Hsin-Yun Lee, Yu-Cheng Kuo

Abstract:

In order to understand whether there is a better than the learning function of learning methods and improve the CAD Courses for enterprise’s design human resource development, this research is applied in learning practical learning computer graphics software. In this study, Revit building information model for learning content, design of two different modes of learning curriculum to learning, learning functions, respectively, and project learning. Via a post-test, questionnaires and student interviews, etc., to study the effectiveness of a comparative analysis of two different modes of learning. Students participate in a period of three weeks after a total of nine-hour course, and finally written and hands-on test. In addition, fill in the questionnaire response by the student learning, a total of fifteen questionnaire title, problem type into the base operating software, application software and software-based concept features three directions. In addition to the questionnaire, and participants were invited to two different learning methods to conduct interviews to learn more about learning students the idea of two different modes. The study found that the ad hoc short-term courses in learning, better learning outcomes. On the other hand, functional style for the whole course students are more satisfied, and the ad hoc style student is difficult to accept the ad hoc style of learning.

Keywords: Development, education, human resource, learning.

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2075 The Design and Analysis of Learning Effects for a Game-based Learning System

Authors: Wernhuar Tarng, Weichian Tsai

Abstract:

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.

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2074 An Online Mastery Learning Method Based On a Dynamic Formative Evaluation

Authors: Jeongim Kang, Moon Hee Kim, Seong Baeg Kim

Abstract:

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.

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2073 The Role of the Constructivist Learning Theory and Collaborative Learning Environment on Wiki Classroom and the Relationship between Them

Authors: Ibraheem Alzahrani

Abstract:

This paper seeks to discover the relationship between both the social constructivist learning theory and the collaborative learning environment. This relationship can be identified through given an example of the learning environment. Due to wiki characteristics, wiki can be used to understand the relationship between constructivist learning theory and collaborative learning environment. However, several evidences will come in this paper to support the idea of why wiki is the suitable method to explore the relationship between social constructivist theory and the collaborative learning and their role in learning. Moreover, learning activities in wiki classroom will be discussed in this paper to find out the result of the learners' interaction in the classroom groups, which will be through two types of communication; synchronous and asynchronous.

Keywords: Social constructivist, collaborative, environment, wiki, activities.

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2072 Students’ Perception of Their M-Learning Readiness

Authors: Sulaiman Almutairy, Trevor Davies, Yota Dimitriadi

Abstract:

The following paper presents the results of a study aimed at achieving a better understanding of the psychological readiness for mobile learning (m-learning) among Saudi students, while also evaluating m-learning readiness as a whole in Saudi Arabia - a topic that has not yet received adequate attention from researchers. Data was acquired via a questionnaire administered to 131 Saudi students at UK universities, in July 2013. The study confirmed that students are confident about using mobile devices in their daily lives, and that they would welcome more opportunities for mobile learning. The findings also indicated that Saudi higher education students are very familiar with, and psychologically ready for, m-learning.

Keywords: M-learning, Mobile Technologies, Psychological Readiness.

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2071 Stochastic Learning Algorithms for Modeling Human Category Learning

Authors: Toshihiko Matsuka, James E. Corter

Abstract:

Most neural network (NN) models of human category learning use a gradient-based learning method, which assumes that locally-optimal changes are made to model parameters on each learning trial. This method tends to under predict variability in individual-level cognitive processes. In addition many recent models of human category learning have been criticized for not being able to replicate rapid changes in categorization accuracy and attention processes observed in empirical studies. In this paper we introduce stochastic learning algorithms for NN models of human category learning and show that use of the algorithms can result in (a) rapid changes in accuracy and attention allocation, and (b) different learning trajectories and more realistic variability at the individual-level.

Keywords: category learning, cognitive modeling, radial basis function, stochastic optimization.

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2070 Instruction and Learning Design Consideration for the Development of Mobile Learning Application

Authors: M. Sarrab, M. Elbasir

Abstract:

The use of information technology in education have changed not only the learners learning style but also the way they taught, where nowadays learners are connected with diversity of information sources with means of knowledge available everywhere. The advantage of network wireless technologies and mobility technologies used in the education and learning processes lead to mobile learning as a new model of learning technology. Currently, most of mobile learning applications are developed for the formal education and learning environment. Despite the long history and large amount of research on mobile learning and instruction design model still there is a need of well-defined process in designing mobile learning applications. Based on this situation, this paper emphasizes on identifying instruction design phase’s considerations and influencing factors in developing mobile learning application. This set of instruction design steps includes analysis, design, development, implementation, evaluation and continuous has been built from a literature study, with focus on standards for learning, mobile application software quality and guidelines. The effort is part of an Omani-funded research project investigating the development, adoption and dissemination of mobile learning in Oman.

Keywords: Instruction design, mobile learning, mobile application.

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2069 Analyzing the Perception of Key Terms in E-Learning in Academia: Case Study of Princess Nourah Bint Abdulrahman University

Authors: M. Almohaimeed, Y. Alhaidari, H. Alhamdan, A. Alfaries, A. Ater Kranov

Abstract:

A university-wide survey to obtain baseline data regarding the perceptions of key terms related to e-learning and distance learning among students, faculty and staff was conducted to help achieve the goals of Princess Nourah bint Abdulrahman University’s and the Kingdom of Saudi Arabia’s National Center for e-learning and Distance Learning. This paper comprises a relevant literature review, the survey methodology, preliminary data analysis, discussion, and recommendations for further research. The major findings indicate a deep and wide differentiation of understanding among users of critical key terms.

Keywords: E-learning, distance learning, on-line learning, perceptions of learning environments.

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2068 M-Learning Curriculum Design for Secondary School: A Needs Analysis

Authors: Muhammad Ridhuan Tony Lim Abdullah, Saedah Siraj

Abstract:

The learning society has currently transformed from 'wired society' to become 'mobile society' which is facilitated by wireless network. To suit to this new paradigm, m-learning was given birth and rapidly building its prospect to be included in the future curriculum. Research and studies on m-learning spruced up in numerous aspects but there is still scarcity in studies on curriculum design of m-learning. This study is a part of an ongoing bigger study probing into the m-learning curriculum for secondary schools. The paper reports on the first phase of the study which aims to probe into the needs of curriculum design for m-learning at the secondary school level and the researcher adopted the needs analysis method. Data accrued from responses on survey questionnaires based on Lickert-point scale were analyzed statistically. The findings from this preliminary study serve as a basis for m-learning curriculum development for secondary schools.

Keywords: curriculum design, e-learning, future curriculum, m-learning

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2067 ‘Daily Speaking’: Designing an App for Construction of Language Learning Model Supporting ‘Seamless Flipped’ Environment

Authors: Zhou Hong, Gu Xiao-Qing, Lıu Hong-Jiao, Leng Jing

Abstract:

Seamless learning is becoming a research hotspot in recent years, and the emerging of micro-lectures, flipped classroom has strengthened the development of seamless learning. Based on the characteristics of the seamless learning across time and space and the course structure of the flipped classroom, and the theories of language learning, we put forward the language learning model which can support ‘seamless flipped’ environment (abbreviated as ‘S-F’). Meanwhile, the characteristics of the ‘S-F’ learning environment, the corresponding framework construction and the activity design of diversified corpora were introduced. Moreover, a language learning app named ‘Daily Speaking’ was developed to facilitate the practice of the language learning model in ‘S-F’ environment. In virtue of the learning case of Shanghai language, the rationality and feasibility of this framework were examined, expecting to provide a reference for the design of ‘S-F’ learning in different situations.

Keywords: Seamless learning, flipped classroom, seamless-flipped environment, language learning model.

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