Search results for: Learning behaviors
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2326

Search results for: Learning behaviors

2326 The Effect of Education Level on Psychological Empowerment and Burnout-The Mediating Role of Workplace Learning Behaviors

Authors: Sarit Rashkovits, Yael Livne

Abstract:

The study investigates the relationship between education level, workplace learning behaviors, psychological empowerment and burnout in a sample of 191 teachers. We hypothesized that education level will positively affect psychological state of increased empowerment and decreased burnout, and we purposed that these effects will be mediated by workplace learning behaviors. We used multiple regression analyses to test the model that included also the 6 following control variables: The teachers' age, gender, and teaching tenure; the schools' religious level, the pupils' needs: regular/ special needs, and the class level: elementary/ high school. The results support the purposed mediating model.

Keywords: Education level, Learning behaviors, Psychological empowerment, Burnout.

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2325 Enhancement Approaches for Supporting Default Hierarchies Formation for Robot Behaviors

Authors: Saeed Mohammed Baneamoon, Rosalina Abdul Salam

Abstract:

Robotic system is an important area in artificial intelligence that aims at developing the performance techniques of the robot and making it more efficient and more effective in choosing its correct behavior. In this paper the distributed learning classifier system is used for designing a simulated control system for robot to perform complex behaviors. A set of enhanced approaches that support default hierarchies formation is suggested and compared with each other in order to make the simulated robot more effective in mapping the input to the correct output behavior.

Keywords: Learning Classifier System, Default Hierarchies, Robot Behaviors.

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2324 Using Data Mining for Learning and Clustering FCM

Authors: Somayeh Alizadeh, Mehdi Ghazanfari, Mohammad Fathian

Abstract:

Fuzzy Cognitive Maps (FCMs) have successfully been applied in numerous domains to show relations between essential components. In some FCM, there are more nodes, which related to each other and more nodes means more complex in system behaviors and analysis. In this paper, a novel learning method used to construct FCMs based on historical data and by using data mining and DEMATEL method, a new method defined to reduce nodes number. This method cluster nodes in FCM based on their cause and effect behaviors.

Keywords: Clustering, Data Mining, Fuzzy Cognitive Map(FCM), Learning.

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2323 Learning Process Enhancement for Robot Behaviors

Authors: Saeed Mohammed Baneamoon, Rosalina Abdul Salam, Abdullah Zawawi Hj. Talib

Abstract:

Designing a simulated system and training it to optimize its tasks in simulated environment helps the designers to avoid problems that may appear when designing the system directly in real world. These problems are: time consuming, high cost, high errors percentage and low efficiency and accuracy of the system. The proposed system will investigate and improve the efficiency and accuracy of a simulated robot to choose correct behavior to perform its task. In this paper, machine learning, which uses genetic algorithm, is adopted. This type of machine learning is called genetic-based machine learning in which a distributed classifier system is used to improve the efficiency and accuracy of the robot. Consequently, it helps the robot to achieve optimal action.

Keywords: Machine Learning, Genetic-Based MachineLearning, Learning Classifier System, Behaviors.

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2322 Learning Difficulties of Children with Disabilities

Authors: Chalise Kiran

Abstract:

The learning difficulties of children with disabilities are always a matter of concern when we talk about educational needs and quality education of children with disabilities. This paper is the outcome of the review of the literature focused on the educational needs and learning difficulties of children with disabilities. For the paper, different studies written on children with disabilities and their education were collected through search engines. The literature put together were analyzed from the angle of learning difficulties faced by children with disabilities and the same were used as a precursor to arrive at the findings on the learning of the children. The analysis showed that children with disabilities face learning difficulties. The reasons for these difficulties could be attributed to factors in terms of authority, structure, school environment and behaviors of teachers and parents and the society as a whole.

Keywords: Children with disabilities, learning difficulties, education of children with disabilities, disabled children.

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2321 A Constructivist Approach and Tool for Autonomous Agent Bottom-up Sequential Learning

Authors: Jianyong Xue, Olivier L. Georgeon, Salima Hassas

Abstract:

During the initial phase of cognitive development, infants exhibit amazing abilities to generate novel behaviors in unfamiliar situations, and explore actively to learn the best while lacking extrinsic rewards from the environment. These abilities set them apart from even the most advanced autonomous robots. This work seeks to contribute to understand and replicate some of these abilities. We propose the Bottom-up hiErarchical sequential Learning algorithm with Constructivist pAradigm (BEL-CA) to design agents capable of learning autonomously and continuously through interactions. The algorithm implements no assumption about the semantics of input and output data. It does not rely upon a model of the world given a priori in the form of a set of states and transitions as well. Besides, we propose a toolkit to analyze the learning process at run time called GAIT (Generating and Analyzing Interaction Traces). We use GAIT to report and explain the detailed learning process and the structured behaviors that the agent has learned on each decision making. We report an experiment in which the agent learned to successfully interact with its environment and to avoid unfavorable interactions using regularities discovered through interaction.

Keywords: Cognitive development, constructivist learning, hierarchical sequential learning, self-adaptation.

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2320 Driving Behaviors at Intersections (Case Study- Tehran-Zone 3-Region 3)

Authors: A. Mansour Khaki, A. E. Forouhid, S. Hemmati, M. Rahnamay-Naeini

Abstract:

In this article we research on the drivers’ behavior at intersections. Some significant behaviors are chosen and designed a questionnaire which was about 2 pages. In this questionnaire, samples were being asked to answer by checking the box. The answers have been from always to never. This questionnaire related to our selection’s behaviors. Finally it has been resulted that most of aggressive behaviors were being common in them. Also it has been suggested some solutions for each of them.

Keywords: Driver, behavior, intersection, study.

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2319 The Effects of the Impact of Instructional Immediacy on Cognition and Learning in Online Classes

Authors: Glenda A. Gunter

Abstract:

Current research has explored the impact of instructional immediacy, defined as those behaviors that help build close relationships or feelings of closeness, both on cognition and motivation in the traditional classroom and online classroom; however, online courses continue to suffer from higher dropout rates. Based on Albert Bandura-s Social Cognitive Theory, four primary relationships or interactions in an online course will be explored in light of how they can provide immediacy thereby reducing student attrition and improving cognitive learning. The four relationships are teacher-student, student-student, and student-content, and studentcomputer. Results of a study conducted with inservice teachers completing a 14-week online professional development technology course will be examined to demonstrate immediacy strategies that improve cognitive learning and reduce student attrition. Results of the study reveal that students can be motivated through various interactions and instructional immediacy behaviors which lead to higher completion rates, improved self-efficacy, and cognitive learning.

Keywords: Distance Learning, Self-Efficacy, Instructional immediacy, Student achievement.

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2318 A Modular On-line Profit Sharing Approach in Multiagent Domains

Authors: Pucheng Zhou, Bingrong Hong

Abstract:

How to coordinate the behaviors of the agents through learning is a challenging problem within multi-agent domains. Because of its complexity, recent work has focused on how coordinated strategies can be learned. Here we are interested in using reinforcement learning techniques to learn the coordinated actions of a group of agents, without requiring explicit communication among them. However, traditional reinforcement learning methods are based on the assumption that the environment can be modeled as Markov Decision Process, which usually cannot be satisfied when multiple agents coexist in the same environment. Moreover, to effectively coordinate each agent-s behavior so as to achieve the goal, it-s necessary to augment the state of each agent with the information about other existing agents. Whereas, as the number of agents in a multiagent environment increases, the state space of each agent grows exponentially, which will cause the combinational explosion problem. Profit sharing is one of the reinforcement learning methods that allow agents to learn effective behaviors from their experiences even within non-Markovian environments. In this paper, to remedy the drawback of the original profit sharing approach that needs much memory to store each state-action pair during the learning process, we firstly address a kind of on-line rational profit sharing algorithm. Then, we integrate the advantages of modular learning architecture with on-line rational profit sharing algorithm, and propose a new modular reinforcement learning model. The effectiveness of the technique is demonstrated using the pursuit problem.

Keywords: Multi-agent learning; reinforcement learning; rationalprofit sharing; modular architecture.

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2317 Using Technology to Enhance the Student Assessment Experience

Authors: D. J. Smith, M. A. Qayyum

Abstract:

The use of information tools is a common activity for students of any educational stage when they encounter online learning activities. Finding the relevant information for particular learning tasks is the topic of this paper as it investigates the use of information tools for a group of student participants. The paper describes and discusses the results with particular implications for use in higher education, and the findings suggest that improvement in assessment design and subsequent student learning may be achieved by structuring the purposefulness of information tools usage and online reading behaviors of university students.

Keywords: Information tools, assessment, online learning.

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2316 The Role of Online Videos in Undergraduate Casual-Leisure Information Behaviors

Authors: Nei-Ching Yeh

Abstract:

This study describes undergraduate casual-leisure information behaviors relevant to online videos. Diaries and in-depth interviews were used to collect data. Twenty-four undergraduates participated in this study (9 men, 15 women; all were aged 18–22 years). This study presents a model of casual-leisure information behaviors and contributes new insights into user experience in casual-leisure settings, such as online video programs, with implications for other information domains.

Keywords: Casual-leisure information behaviors, information behavior, online videos, role.

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2315 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students

Authors: YuLung Wu, YuTien Wu, ShuMey Yu

Abstract:

Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.

Keywords: Game-based learning, learning motivation, teaching aid, augmented reality.

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2314 Proposing Problem-Based Learning as an Effective Pedagogical Technique for Social Work Education

Authors: Christine K. Fulmer

Abstract:

Social work education is competency based in nature. There is an expectation that graduates of social work programs throughout the world are to be prepared to practice at a level of competence, which is beneficial to both the well-being of individuals and community. Experiential learning is one way to prepare students for competent practice. The use of Problem-Based Learning (PBL) is a form experiential education that has been successful in a number of disciplines to bridge the gap between the theoretical concepts in the classroom to the real world. PBL aligns with the constructivist theoretical approach to learning, which emphasizes the integration of new knowledge with the beliefs students already hold. In addition, the basic tenants of PBL correspond well with the practice behaviors associated with social work practice including multi-disciplinary collaboration and critical thinking. This paper makes an argument for utilizing PBL in social work education.

Keywords: Constructivist theoretical approach, experiential learning, pedagogy, problem-based learning, social work education.

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2313 Oscillation Effect of the Multi-stage Learning for the Layered Neural Networks and Its Analysis

Authors: Isao Taguchi, Yasuo Sugai

Abstract:

This paper proposes an efficient learning method for the layered neural networks based on the selection of training data and input characteristics of an output layer unit. Comparing to recent neural networks; pulse neural networks, quantum neuro computation, etc, the multilayer network is widely used due to its simple structure. When learning objects are complicated, the problems, such as unsuccessful learning or a significant time required in learning, remain unsolved. Focusing on the input data during the learning stage, we undertook an experiment to identify the data that makes large errors and interferes with the learning process. Our method devides the learning process into several stages. In general, input characteristics to an output layer unit show oscillation during learning process for complicated problems. The multi-stage learning method proposes by the authors for the function approximation problems of classifying learning data in a phased manner, focusing on their learnabilities prior to learning in the multi layered neural network, and demonstrates validity of the multi-stage learning method. Specifically, this paper verifies by computer experiments that both of learning accuracy and learning time are improved of the BP method as a learning rule of the multi-stage learning method. In learning, oscillatory phenomena of a learning curve serve an important role in learning performance. The authors also discuss the occurrence mechanisms of oscillatory phenomena in learning. Furthermore, the authors discuss the reasons that errors of some data remain large value even after learning, observing behaviors during learning.

Keywords: data selection, function approximation problem, multistage leaning, neural network, voluntary oscillation.

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2312 Evolutionary Algorithms for Learning Primitive Fuzzy Behaviors and Behavior Coordination in Multi-Objective Optimization Problems

Authors: Li Shoutao, Gordon Lee

Abstract:

Evolutionary robotics is concerned with the design of intelligent systems with life-like properties by means of simulated evolution. Approaches in evolutionary robotics can be categorized according to the control structures that represent the behavior and the parameters of the controller that undergo adaptation. The basic idea is to automatically synthesize behaviors that enable the robot to perform useful tasks in complex environments. The evolutionary algorithm searches through the space of parameterized controllers that map sensory perceptions to control actions, thus realizing a specific robotic behavior. Further, the evolutionary algorithm maintains and improves a population of candidate behaviors by means of selection, recombination and mutation. A fitness function evaluates the performance of the resulting behavior according to the robot-s task or mission. In this paper, the focus is in the use of genetic algorithms to solve a multi-objective optimization problem representing robot behaviors; in particular, the A-Compander Law is employed in selecting the weight of each objective during the optimization process. Results using an adaptive fitness function show that this approach can efficiently react to complex tasks under variable environments.

Keywords: adaptive fuzzy neural inference, evolutionary tuning

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2311 Explanatory of Relationship between Learning Motivation and Learning Performance

Authors: Chih Chin Yang

Abstract:

In this paper, the relationship between learning motivation and learning performance is explored by using exchange theory. The relationship is concluded that external performance can raise learning motivation and then increase learning performance. The internal performance should be not completely neglected and the external performance should be not attached important excessively. The parents need self-study and must be also reeducated. The existing education must be improved in raise of internal performance. The incorrect learning thinking will mislead the students, parents, and educators of next generation, when the students obtain good learning performance in the learning environment with excess stimulants. Over operation of external performance will result abnormal learning thinking and violating learning goal. Learning is not only to obtain performance. Learning quality and learning performance will be limited as without learning motivation. The best learning motivation is, the best learning performance is. The learning for reward is not good for learning performance. Strategies of promoting life-long learning are including the encouraging for learner, establishment of good interaction learning environment, and the advertisement of the merit and the importance of life-long learning, which can let the learner with the correct learning motivation.

Keywords: exchange theory, learning motivation, learning performance, learning quality

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2310 Communication Behaviors as Predictors of Long-Term Dyadic Adjustment: Personality as a Moderator

Authors: Ariane Lazaridès, Claude Bélanger, Stéphane Sabourin

Abstract:

In this longitudinal study, we examined the moderating role of personality in the relationship between communication behaviors and long-term dyadic adjustment. A sample of 82 couples completed the NEO Five-Factor Inventory and the Dyadic Adjustment Scale. These couples were also videotaped during a 15-minute problem-solving discussion. Approximately 2.5 years later, these couples completed again the Dyadic Adjustment Scale. Results show that personality of both men and women moderates the relationship between communication behaviors of the partner and long-term dyadic adjustment of the individual. Women-s openness and men-s extraversion moderate the relationship between some communication behaviors and long-term dyadic adjustment

Keywords: Communication Behavior, Couples, Dyadic Adjustment, Personality.

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2309 Impact of Shearing Date on Behaviors and Performances of Pregnant Rahmani Ewes

Authors: T. M. Mousa-Balabel, M. A. Salama

Abstract:

The effect of shearing date on behaviors and performances of 20 pregnant Rahmani ewes was evaluated in four groups (5each). Ewes were shorn at 70, 100 and 130 days of pregnancy in the first three groups respectively, while the fourth group was maintained unshorn as a control. Some behavioral and physiological data related to ewes in addition, blood cortisol level were recorded. Results revealed a significant increase in the frequencies of comfort and eating behaviors, respiratory rate, pulse rate, lamb birth weight and blood cortisol level in early and mid pregnancy shorn ewes. Also, a slight increase in pregnancy period was observed for those ewes. On the other hand, social behaviors, and core temperature were not affected by shearing. These results conclude that prenatal shearing (early and mid-pregnancy) of ewes increases the frequencies of comfort and eating behaviors, and improves the survival rates of lambs by increasing their birth weights.

Keywords: behavior, blood cortisol, pregnant rahmani ewes, shearing.

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2308 Analysis and Categorization of e-Learning Activities Based On Meaningful Learning Characteristics

Authors: Arda Yunianta, Norazah Yusof, Mohd Shahizan Othman, Dewi Octaviani

Abstract:

Learning is the acquisition of new mental schemata, knowledge, abilities and skills which can be used to solve problems potentially more successfully. The learning process is optimum when it is assisted and personalized. Learning is not a single activity, but should involve many possible activities to make learning become meaningful. Many e-learning applications provide facilities to support teaching and learning activities. One way to identify whether the e-learning system is being used by the learners is through the number of hits that can be obtained from the e-learning system's log data. However, we cannot rely solely to the number of hits in order to determine whether learning had occurred meaningfully. This is due to the fact that meaningful learning should engage five characteristics namely active, constructive, intentional, authentic and cooperative. This paper aims to analyze the e-learning activities that is meaningful to learning. By focusing on the meaningful learning characteristics, we match it to the corresponding Moodle e-learning activities. This analysis discovers the activities that have high impact to meaningful learning, as well as activities that are less meaningful. The high impact activities is given high weights since it become important to meaningful learning, while the low impact has less weight and said to be supportive e-learning activities. The result of this analysis helps us categorize which e-learning activities that are meaningful to learning and guide us to measure the effectiveness of e-learning usage.

Keywords: e-learning system, e-learning activity, meaningful learning characteristics, Moodle

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2307 Is E-learning Based On Learning Theories? A Literature Review

Authors: Apostolia Pange, Jenny Pange

Abstract:

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

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2306 E-Learning Experiences of Hong Kong Students

Authors: J. Lam, R. Chan

Abstract:

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.

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2305 University Students Awareness on M-Learning

Authors: Sahilu Wendeson, Wan Fatimah Bt. Wan Ahmad, Nazleeni Samiha Bt. Haron

Abstract:

Mobile learning (M-learning) is the current technology that is becoming more popular. It uses the current mobile and wireless computing technology to complement the effectiveness of traditional learning process. The objective of this paper is presents a survey from 90 undergraduate students of Universiti Teknologi PETRONAS (UTP), to identify the students- perception on Mlearning. From the results, the students are willing to use M-learning. The acceptance level of the students is high, and the results obtained revealed that the respondents almost accept M-learning as one method of teaching and learning process and also able to improve the educational efficiency by complementing traditional learning in UTP.

Keywords: M-learning, Traditional learning, WirelessTechnology.

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2304 Emotions and Message Sharing on the Chinese Microblog

Authors: Yungeng Xie, Cong Liu, Yi Liu, Xuanao Wan

Abstract:

The study aims to explore microblog users’ emotion expression and sharing behaviors on the Chinese microblog (Weibo). The first theme of study analyzed whether microblog emotions impact readers’ message sharing behaviors, specifically, how the strength of emotion (positive and negative) in microblog messages facilitate/inhibit readers’ sharing behaviors. The second theme compared the differences among the three types of microblog users (i.e., verified enterprise users, verified individual users and unverified users) in terms of their profiles and microblog behaviors. A total of 7114 microblog messages about 24 hot public events in China were sampled from Sina Weibo. The first study results show that strength of negative emotions that microblog messages carry significantly increase the possibility of the message being shared. The second study results indicate that there are significant differences across the three types of users in terms of their emotion expression and its influence on microblog behaviors.

Keywords: Microblog, emotion expression, information diffusion.

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2303 Automatic Detection of Suicidal Behaviors Using an RGB-D Camera: Azure Kinect

Authors: Maha Jazouli

Abstract:

Suicide is one of the leading causes of death among prisoners, both in Canada and internationally. In recent years, rates of attempts of suicide and self-harm suicide have increased, with hangings being the most frequently used method. The objective of this article is to propose a method to automatically detect suicidal behaviors in real time. We present a gesture recognition system that consists of three modules: model-based movement tracking, feature extraction, and gesture recognition using machine learning algorithms (MLA). Tests show that the proposed system gives satisfactory results. This smart video surveillance system can help assist staff responsible for the safety and health of inmates by alerting them when suicidal behavior is detected, which helps reduce mortality rates and save lives.

Keywords: Suicide detection, Kinect Azure, RGB-D camera, SVM, gesture recognition.

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2302 Mobile Learning Implementation: Students- Perceptions in UTP

Authors: Ahmad Sobri bin Hashim, Wan Fatimah Bt. Wan Ahmad, Rohiza Bt. Ahmad

Abstract:

Mobile Learning (M-Learning) is a new technology which is to enhance current learning practices and activities for all people especially students and academic practitioners UTP is currently, implemented two types of learning styles which are conventional and electronic learning. In order to improve current learning approaches, it is necessary for UTP to implement m-learning in UTP. This paper presents a study on the students- perceptions on mobile utilization in the learning practices in UTP. Besides, this paper also presents a survey that was conducted among 82 students from System Analysis and Design (SAD) course in UTP. The survey includes basic information of mobile devices that have been used by the students, opinions on current learning practices and also the opinions regarding the m-learning implementation in the current learning practices especially in SAD course. Based on the results of the survey, majority of the students are using the mobile devices that can support m-learning environment. Other than that, students also agreed that current learning practices are ineffective and they believe that m-learning utilization can improve the effectiveness of current learning practices.

Keywords: m-learning, conventional learning, electronic learning, mobile devices.

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2301 Interactive Effects in Blended Learning Mode: Exploring Hybrid Data Sources and Iterative Linkages

Authors: Hock Chuan, Lim

Abstract:

This paper presents an approach for identifying interactive effects using Network Science (NS) supported by Social Network Analysis (SNA) techniques. Based on general observations that learning processes and behaviors are shaped by the social relationships and influenced by learning environment, the central idea was to understand both the human and non-human interactive effects for a blended learning mode of delivery of computer science modules. Important findings include (a) the importance of non-human nodes to influence the centrality and transfer; (b) the degree of non-human and human connectivity impacts learning. This project reveals that the NS pattern and connectivity as measured by node relationships offer alternative approach for hypothesis generation and design of qualitative data collection. An iterative process further reinforces the analysis, whereas the experimental simulation option itself is an interesting alternative option, a hybrid combination of both experimental simulation and qualitative data collection presents itself as a promising and viable means to study complex scenario such as blended learning delivery mode. The primary value of this paper lies in the design of the approach for studying interactive effects of human (social nodes) and non-human (learning/study environment, Information and Communication Technologies (ICT) infrastructures nodes) components. In conclusion, this project adds to the understanding and the use of SNA to model and study interactive effects in blended social learning.

Keywords: Blended learning, network science, social learning, social network analysis, study environment.

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2300 e/b-Learning Activities and High School Pedagogy

Authors: Rui Antunes

Abstract:

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

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2299 Blended Learning through Google Classroom

Authors: Lee Bih Ni

Abstract:

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.

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2298 The Future of Blended Learning

Authors: Reem A. Alebaikan

Abstract:

The emergence of blended learning has been influenced by the rapid changes in Higher Education within the last few years. However, there is a lack of studies that look into the future of blended learning in the Saudi context. The most likely explanation is that blended learning is relatively new and, with respect to learning in general, under-researched. This study addresses this gap and explores the views of lecturers and students towards the future of blended learning in Saudi Arabia. This study was informed by the interpretive paradigm that appears to be most appropriate to understand and interpret the perceptions of students and instructors towards a new learning environment. While globally there has been considerable research on the perceptions of e-learning and blended learning with its different models, there is plenty of space for further research specifically in the Arab region, and in Saudi Arabia where blended learning is now being introduced.

Keywords: blended learning, higher education.

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2297 The Design of the Blended Learning System via E-Media and Online Learning for the Asynchronous Learning: Case Study of Process Management Subject

Authors: Pimploi Tirastittam, Suppara Charoenpoom

Abstract:

Nowadays the asynchronous learning has granted the permission to the anywhere and anything learning via the technology and E-media which give the learner more convenient. This research is about the design of the blended and online learning for the asynchronous learning of the process management subject in order to create the prototype of this subject asynchronous learning which will create the easiness and increase capability in the learning. The pattern of learning is the integration between the in-class learning and online learning via the internet. This research is mainly focused on the online learning and the online learning can be divided into 5 parts which are virtual classroom, online content, collaboration, assessment and reference material. After the system design was finished, it was evaluated and tested by 5 experts in blended learning design and 10 students which the user’s satisfaction level is good. The result is as good as the assumption so the system can be used in the process management subject for a real usage.

Keywords: Blended Learning, Asynchronous Learning, Design, Process Management.

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