Search results for: Problem based learning
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 14220

Search results for: Problem based learning

13860 2-DOF Observer Based Controller for First Order with Dead Time Systems

Authors: Ashu Ahuja, Shiv Narayan, Jagdish Kumar

Abstract:

This paper realized the 2-DOF controller structure for first order with time delay systems. The co-prime factorization is used to design observer based controller K(s), representing one degree of freedom. The problem is based on H∞ norm of mixed sensitivity and aims to achieve stability, robustness and disturbance rejection. Then, the other degree of freedom, prefilter F(s), is formulated as fixed structure polynomial controller to meet open loop processing of reference model. This model matching problem is solved by minimizing integral square error between reference model and proposed model. The feedback controller and prefilter designs are posed as optimization problem and solved using Particle Swarm Optimization (PSO). To show the efficiency of the designed approach different variety of processes are taken and compared for analysis.

Keywords: 2-DOF, integral square error, mixed sensitivity function, observer based controller, particle swarm optimization, prefilter.

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13859 The use of ICT for Learning Guidance for Junior High School in Indonesia

Authors: Tri Prasetyaningrum, Suyoto

Abstract:

In this paper, we will be present Guidance and Councelling (GC) class action research. The research was done because a fact that some students are still learning ways such as in elementary school. The research objective is to enhance the value of “academic performance report" grade by using ICT as GC Learning Guidance services. The research method was carried out with two cycles. First cycle is applying Learning Guidance services indirectly and not programmed. Second cycle into two implementing Learning Guidance services indirectly, programmed and using ICTs primarily mobile phones and computer media applications i.e. “m-NingBK©: Learning Guidance" and “screen saver: Learning Guidance". A research subject is a class VII student who has the lowest value of “academic performance report". The result is by using an indirect GC services with ICT there were significant changes.

Keywords: ICT, Learning Guidance, action research and Guidance and Councelling

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13858 Function Approximation with Radial Basis Function Neural Networks via FIR Filter

Authors: Kyu Chul Lee, Sung Hyun Yoo, Choon Ki Ahn, Myo Taeg Lim

Abstract:

Recent experimental evidences have shown that because of a fast convergence and a nice accuracy, neural networks training via extended kalman filter (EKF) method is widely applied. However, as to an uncertainty of the system dynamics or modeling error, the performance of the method is unreliable. In order to overcome this problem in this paper, a new finite impulse response (FIR) filter based learning algorithm is proposed to train radial basis function neural networks (RBFN) for nonlinear function approximation. Compared to the EKF training method, the proposed FIR filter training method is more robust to those environmental conditions. Furthermore , the number of centers will be considered since it affects the performance of approximation.

Keywords: Extended kalmin filter (EKF), classification problem, radial basis function networks (RBFN), finite impulse response (FIR)filter.

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13857 Model Canvas and Process for Educational Game Design in Outcome-Based Education

Authors: Ratima Damkham, Natasha Dejdumrong, Priyakorn Pusawiro

Abstract:

This paper explored the solution in game design to help game designers in the educational game designing using digital educational game model canvas (DEGMC) and digital educational game form (DEGF) based on Outcome-based Education program. DEGMC and DEGF can help designers develop an overview of the game while designing and planning their own game. The way to clearly assess players’ ability from learning outcomes and support their game learning design is by using the tools. Designers can balance educational content and entertainment in designing a game by using the strategies of the Business Model Canvas and design the gameplay and players’ ability assessment from learning outcomes they need by referring to the Constructive Alignment. Furthermore, they can use their design plan in this research to write their Game Design Document (GDD). The success of the research was evaluated by four experts’ perspectives in the education and computer field. From the experiments, the canvas and form helped the game designers model their game according to the learning outcomes and analysis of their own game elements. This method can be a path to research an educational game design in the future.

Keywords: Constructive alignment, constructivist theory, educational game, outcome-based education.

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13856 A Visual Educational Modeling Language to Help Teachers in Learning Scenario Design

Authors: A. Retbi, M. Khalidi Idrissi, S. Bennani

Abstract:

The success of an e-learning system is highly dependent on the quality of its educational content and how effective, complete, and simple the design tool can be for teachers. Educational modeling languages (EMLs) are proposed as design languages intended to teachers for modeling diverse teaching-learning experiences, independently of the pedagogical approach and in different contexts. However, most existing EMLs are criticized for being too abstract and too complex to be understood and manipulated by teachers. In this paper, we present a visual EML that simplifies the process of designing learning scenarios for teachers with no programming background. Based on the conceptual framework of the activity theory, our resulting visual EML focuses on using Domainspecific modeling techniques to provide a pedagogical level of abstraction in the design process.

Keywords: Educational modeling language, Domain Specific Modeling, authoring systems, learning scenario.

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13855 A New Heuristic Algorithm for the Classical Symmetric Traveling Salesman Problem

Authors: S. B. Liu, K. M. Ng, H. L. Ong

Abstract:

This paper presents a new heuristic algorithm for the classical symmetric traveling salesman problem (TSP). The idea of the algorithm is to cut a TSP tour into overlapped blocks and then each block is improved separately. It is conjectured that the chance of improving a good solution by moving a node to a position far away from its original one is small. By doing intensive search in each block, it is possible to further improve a TSP tour that cannot be improved by other local search methods. To test the performance of the proposed algorithm, computational experiments are carried out based on benchmark problem instances. The computational results show that algorithm proposed in this paper is efficient for solving the TSPs.

Keywords: Local search, overlapped neighborhood, travelingsalesman problem.

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13854 Deep Learning and Virtual Environment

Authors: Danielle Morin, Jennifer D.E.Thomas, Raafat G. Saade

Abstract:

While computers are known to facilitate lower levels of learning, such as rote memorization of facts, measurable through electronically administered and graded multiple-choice questions, yes/no, and true/false answers, the imparting and measurement of higher-level cognitive skills is more vexing. These require more open-ended delivery and answers, and may be more problematic in an entirely virtual environment, notwithstanding the advances in technologies such as wikis, blogs, discussion boards, etc. As with the integration of all technology, merit is based more on the instructional design of the course than on the technology employed in, and of, itself. With this in mind, this study examined the perceptions of online students in an introductory Computer Information Systems course regarding the fostering of various higher-order thinking and team-building skills as a result of the activities, resources and technologies (ART) used in the course.

Keywords: Critical thinking, deep learning, distance learning, elearning, online learning, virtual environments.

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13853 Integer Programming Model for the Network Design Problem with Facility Dependent Shortest Path Routing

Authors: Taehan Lee

Abstract:

We consider a network design problem which has shortest routing restriction based on the values determined by the installed facilities on each arc. In conventional multicommodity network design problem, a commodity can be routed through any possible path when the capacity is available. But, we consider a problem in which the commodity between two nodes must be routed on a path which has shortest metric value and the link metric value is determined by the installed facilities on the link. By this routing restriction, the problem has a distinct characteristic. We present an integer programming formulation containing the primal-dual optimality conditions to the shortest path routing. We give some computational results for the model.

Keywords: Integer programming, multicommodity network design, routing, shortest path.

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13852 The Design and Applied of Learning Management System via Social Media on Internet: Case Study of Operating System for Business Subject

Authors: Pimploi Tirastittam, Sawanath Treesathon, Amornrath Ongkawat

Abstract:

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

Keywords: Learning Management System, Social Media.

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13851 Public Key Cryptosystem based on Number Theoretic Transforms

Authors: C. Porkodi, R. Arumuganathan

Abstract:

In this paper a Public Key Cryptosystem is proposed using the number theoretic transforms (NTT) over a ring of integer modulo a composite number. The key agreement is similar to ElGamal public key algorithm. The security of the system is based on solution of multivariate linear congruence equations and discrete logarithm problem. In the proposed cryptosystem only fixed numbers of multiplications are carried out (constant complexity) and hence the encryption and decryption can be done easily. At the same time, it is very difficult to attack the cryptosystem, since the cipher text is a sequence of integers which are interrelated. The system provides authentication also. Using Mathematica version 5.0 the proposed algorithm is justified with a numerical example.

Keywords: Cryptography, decryption, discrete logarithm problem encryption, Integer Factorization problem, Key agreement, Number Theoretic Transform.

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13850 Learning Classifier Systems Approach for Automated Discovery of Crisp and Fuzzy Hierarchical Production Rules

Authors: Suraiya Jabin, Kamal K. Bharadwaj

Abstract:

This research presents a system for post processing of data that takes mined flat rules as input and discovers crisp as well as fuzzy hierarchical structures using Learning Classifier System approach. Learning Classifier System (LCS) is basically a machine learning technique that combines evolutionary computing, reinforcement learning, supervised or unsupervised learning and heuristics to produce adaptive systems. A LCS learns by interacting with an environment from which it receives feedback in the form of numerical reward. Learning is achieved by trying to maximize the amount of reward received. Crisp description for a concept usually cannot represent human knowledge completely and practically. In the proposed Learning Classifier System initial population is constructed as a random collection of HPR–trees (related production rules) and crisp / fuzzy hierarchies are evolved. A fuzzy subsumption relation is suggested for the proposed system and based on Subsumption Matrix (SM), a suitable fitness function is proposed. Suitable genetic operators are proposed for the chosen chromosome representation method. For implementing reinforcement a suitable reward and punishment scheme is also proposed. Experimental results are presented to demonstrate the performance of the proposed system.

Keywords: Hierarchical Production Rule, Data Mining, Learning Classifier System, Fuzzy Subsumption Relation, Subsumption matrix, Reinforcement Learning.

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13849 M-Learning the Next Generation of Education in Cyberspace

Authors: Nasser Alalwan, Ahmed Alzahrani, Mohamed Sarrab

Abstract:

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

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

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13848 The Learning Impact of a 4-Dimensional Digital Construction Learning Environment

Authors: Chris Landorf, Stephen Ward

Abstract:

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

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

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13847 Stackelberg Security Game for Optimizing Security of Federated Internet of Things Platform Instances

Authors: Violeta Damjanovic-Behrendt

Abstract:

This paper presents an approach for optimal cyber security decisions to protect instances of a federated Internet of Things (IoT) platform in the cloud. The presented solution implements the repeated Stackelberg Security Game (SSG) and a model called Stochastic Human behaviour model with AttRactiveness and Probability weighting (SHARP). SHARP employs the Subjective Utility Quantal Response (SUQR) for formulating a subjective utility function, which is based on the evaluations of alternative solutions during decision-making. We augment the repeated SSG (including SHARP and SUQR) with a reinforced learning algorithm called Naïve Q-Learning. Naïve Q-Learning belongs to the category of active and model-free Machine Learning (ML) techniques in which the agent (either the defender or the attacker) attempts to find an optimal security solution. In this way, we combine GT and ML algorithms for discovering optimal cyber security policies. The proposed security optimization components will be validated in a collaborative cloud platform that is based on the Industrial Internet Reference Architecture (IIRA) and its recently published security model.

Keywords: Security, internet of things, cloud computing, Stackelberg security game, machine learning, Naïve Q-learning.

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13846 Building Virtual Reality Environments for Distance Education on the Web: A Case Study in Medical Education

Authors: Kosmas Dimitropoulos, Athanasios Manitsaris, Ioannis Mavridis

Abstract:

The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.

Keywords: Distance education, medicine, virtual reality, web.

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13845 Co-Creational Model for Blended Learning in a Flipped Classroom Environment Focusing on the Combination of Coding and Drone-Building

Authors: A. Schuchter, M. Promegger

Abstract:

The outbreak of the COVID-19 pandemic has shown us that online education is so much more than just a cool feature for teachers – it is an essential part of modern teaching. In online math teaching, it is common to use tools to share screens, compute and calculate mathematical examples, while the students can watch the process. On the other hand, flipped classroom models are on the rise, with their focus on how students can gather knowledge by watching videos and on the teacher’s use of technological tools for information transfer. This paper proposes a co-educational teaching approach for coding and engineering subjects with the help of drone-building to spark interest in technology and create a platform for knowledge transfer. The project combines aspects from mathematics (matrices, vectors, shaders, trigonometry), physics (force, pressure and rotation) and coding (computational thinking, block-based programming, JavaScript and Python) and makes use of collaborative-shared 3D Modeling with clara.io, where students create mathematics knowhow. The instructor follows a problem-based learning approach and encourages their students to find solutions in their own time and in their own way, which will help them develop new skills intuitively and boost logically structured thinking. The collaborative aspect of working in groups will help the students develop communication skills as well as structural and computational thinking. Students are not just listeners as in traditional classroom settings, but play an active part in creating content together by compiling a Handbook of Knowledge (called “open book”) with examples and solutions. Before students start calculating, they have to write down all their ideas and working steps in full sentences so other students can easily follow their train of thought. Therefore, students will learn to formulate goals, solve problems, and create a ready-to use product with the help of “reverse engineering”, cross-referencing and creative thinking. The work on drones gives the students the opportunity to create a real-life application with a practical purpose, while going through all stages of product development.

Keywords: Flipped classroom, co-creational education, coding, making, drones, co-education, ARCS-model, problem-based learning.

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13844 Transformation of Course Timetablinng Problem to RCPSP

Authors: M. Ahmad, M. Gourgand, C. Caux

Abstract:

The Resource-Constrained Project Scheduling Problem (RCPSP) is concerned with single-item or small batch production where limited resources have to be allocated to dependent activities over time. Over the past few decades, a lot of work has been made with the use of optimal solution procedures for this basic problem type and its extensions. Brucker and Knust[1] discuss, how timetabling problems can be modeled as a RCPSP. Authors discuss high school timetabling and university course timetabling problem as an example. We have formulated two mathematical formulations of course timetabling problem in a new way which are the prototype of single-mode RCPSP. Our focus is to show, how course timetabling problem can be transformed into RCPSP. We solve this transformation model with genetic algorithm.

Keywords: Course Timetabling, Integer programming, Combinatorial optimizations

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13843 Collaborative Online Learning for Lecturers

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

Abstract:

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

Keywords: Collaborative Online Learning, Lecturers’ Training.

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13842 A Hybrid Approach Using Particle Swarm Optimization and Simulated Annealing for N-queen Problem

Authors: Vahid Mohammadi Saffarzadeh, Pourya Jafarzadeh, Masoud Mazloom

Abstract:

This paper presents a hybrid approach for solving nqueen problem by combination of PSO and SA. PSO is a population based heuristic method that sometimes traps in local maximum. To solve this problem we can use SA. Although SA suffer from many iterations and long time convergence for solving some problems, By good adjusting initial parameters such as temperature and the length of temperature stages SA guarantees convergence. In this article we use discrete PSO (due to nature of n-queen problem) to achieve a good local maximum. Then we use SA to escape from local maximum. The experimental results show that our hybrid method in comparison of SA method converges to result faster, especially for high dimensions n-queen problems.

Keywords: PSO, SA, N-queen, CSP

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13841 Networked Implementation of Milling Stability Optimization with Bayesian Learning

Authors: C. Ramsauer, J. Karandikar, D. Leitner, T. Schmitz, F. Bleicher

Abstract:

Machining instability, or chatter, can impose an important limitation to discrete part machining. In this work, a networked implementation of milling stability optimization with Bayesian learning is presented. The milling process was monitored with a wireless sensory tool holder instrumented with an accelerometer at the TU Wien, Vienna, Austria. The recorded data from a milling test cut were used to classify the cut as stable or unstable based on a frequency analysis. The test cut result was used in a Bayesian stability learning algorithm at the University of Tennessee, Knoxville, Tennessee, USA. The algorithm calculated the probability of stability as a function of axial depth of cut and spindle speed based on the test result and recommended parameters for the next test cut. The iterative process between two transatlantic locations was repeated until convergence to a stable optimal process parameter set was achieved.

Keywords: Bayesian learning, instrumented tool holder, machining stability, optimization strategy.

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13840 Posture Stabilization of Kinematic Model of Differential Drive Robots via Lyapunov-Based Control Design

Authors: Li Jie, Zhang Wei

Abstract:

In this paper, the problem of posture stabilization for a kinematic model of differential drive robots is studied. A more complex model of the kinematics of differential drive robots is used for the design of stabilizing control. This model is formulated in terms of the physical parameters of the system such as the radius of the wheels, and velocity of the wheels are the control inputs of it. In this paper, the framework of Lyapunov-based control design has been used to solve posture stabilization problem for the comprehensive model of differential drive robots. The results of the simulations show that the devised controller successfully solves the posture regulation problem. Finally, robustness and performance of the controller have been studied under system parameter uncertainty.

Keywords: Differential drive robots, nonlinear control, Lyapunov-based control design, posture regulation.

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13839 Class Outliers Mining: Distance-Based Approach

Authors: Nabil M. Hewahi, Motaz K. Saad

Abstract:

In large datasets, identifying exceptional or rare cases with respect to a group of similar cases is considered very significant problem. The traditional problem (Outlier Mining) is to find exception or rare cases in a dataset irrespective of the class label of these cases, they are considered rare events with respect to the whole dataset. In this research, we pose the problem that is Class Outliers Mining and a method to find out those outliers. The general definition of this problem is “given a set of observations with class labels, find those that arouse suspicions, taking into account the class labels". We introduce a novel definition of Outlier that is Class Outlier, and propose the Class Outlier Factor (COF) which measures the degree of being a Class Outlier for a data object. Our work includes a proposal of a new algorithm towards mining of the Class Outliers, presenting experimental results applied on various domains of real world datasets and finally a comparison study with other related methods is performed.

Keywords: Class Outliers, Distance-Based Approach, Outliers Mining.

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13838 Reentry Trajectory Optimization Based on Differential Evolution

Authors: Songtao Chang, Yongji Wang, Lei Liu, Dangjun Zhao

Abstract:

Reentry trajectory optimization is a multi-constraints optimal control problem which is hard to solve. To tackle it, we proposed a new algorithm named CDEN(Constrained Differential Evolution Newton-Raphson Algorithm) based on Differential Evolution( DE) and Newton-Raphson.We transform the infinite dimensional optimal control problem to parameter optimization which is finite dimensional by discretize control parameter. In order to simplify the problem, we figure out the control parameter-s scope by process constraints. To handle constraints, we proposed a parameterless constraints handle process. Through comprehensive analyze the problem, we use a new algorithm integrated by DE and Newton-Raphson to solve it. It is validated by a reentry vehicle X-33, simulation results indicated that the algorithm is effective and robust.

Keywords: reentry vehicle, trajectory optimization, constraint optimal, differential evolution.

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13837 Education for Sustainability Using PBL on an Engineering Course at the National University of Colombia

Authors: Hernán G. Cortés-Mora, José I. Péna-Reyes, Alfonso Herrera-Jiménez

Abstract:

This article describes the implementation experience of Project-Based Learning (PBL) in an engineering course of the Universidad Nacional de Colombia, with the aim of strengthening student skills necessary for the exercise of their profession under a sustainability framework. Firstly, we present a literature review on the education for sustainability field, emphasizing the skills and knowledge areas required for its development, as well as the commitment of the Faculty of Engineering of the Universidad Nacional de Colombia, and other engineering faculties of the country, regarding education for sustainability. This article covers the general aspects of the course, describes how students team were formed, and how their experience was during the first semester of 2017. During this period two groups of students decided to develop their course project aiming to solve a problem regarding a Non-Governmental Organization (NGO) that works with head-of-household mothers in a low-income neighborhood in Bogota (Colombia). Subsequently, we show how sustainability is involved in the course, how tools are provided to students, and how activities are developed as to strengthen their abilities, which allows them to incorporate sustainability in their projects while also working on the methodology used to develop said projects. Finally, we introduce the results obtained by the students who sent the prototypes of their projects to the community they were working on and the conclusions reached by them regarding the course experience.

Keywords: Sustainability, project based learning, engineering education, higher education for sustainability.

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13836 Effect of Incentives on Knowledge Sharing and Learning – Evidence from the Indian IT Sector

Authors: Asish O. Mathew, Lewlyn L. R. Rodrigues

Abstract:

The organizations in the knowledge economy era have recognized the importance of building knowledge assets for sustainable growth and development. In comparison to other industries, Information Technology (IT) enterprises, holds an edge in developing an effective Knowledge Management (KM) programmethanks to their in-house technological abilities. This paper tries to study the various knowledge based incentive programmes and its effect on Knowledge Sharing and Learning in the context of the Indian IT sector. A conceptual model is developed linking KM Incentives, Knowledge Sharing and Learning. A questionnaire study is conducted to collect primary data from the knowledge workers of the IT organizations located in India. The data was analysed using Structural Equation Modeling using Partial Least Square method. The results show a strong influence of knowledge management incentives on knowledge sharing and an indirect influence on learning.

Keywords: Knowledge Management, Knowledge Management Incentives, Knowledge Sharing, Learning.

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13835 Examining the Perceived Usefulness of ICTs for Learning about Indigenous Foods

Authors: K. M. Ngcobo, S. D. Eyono Obono

Abstract:

Science and technology has a major impact on many societal domains such as communication, medicine, food, transportation, etc. However, this dominance of modern technology can have a negative unintended impact on indigenous systems, and in particular on indigenous foods. This problem serves as a motivation to this study whose aim is to examine the perceptions of learners on the usefulness of Information and Communication Technologies (ICTs) for learning about indigenous foods. This aim will be subdivided into two types of research objectives. The design and identification of theories and models will be achieved using literature content analysis. The objective on the empirical testing of such theories and models will be achieved through the survey of Hospitality studies learners from different schools in the iLembe and Umgungundlovu Districts of the South African Kwazulu-Natal province. SPSS is used to quantitatively analyze the data collected by the questionnaire of this survey using descriptive statistics and Pearson correlations after the assessment of the validity and the reliability of the data. The main hypothesis behind this study is that there is a connection between the demographics of learners, their perceptions on the usefulness of ICTs for learning about indigenous foods, and the following personality and eLearning related theories constructs: Computer self-efficacy, Trust in ICT systems, and Conscientiousness; as suggested by existing studies on learning theories. This hypothesis was fully confirmed by the survey conducted by this study except for the demographic factors where gender and age were not found to be determinant factors of learners’ perceptions on the usefulness of ICTs for learning about indigenous foods.

Keywords: E-learning, Indigenous Foods, Information and Communication Technologies, Learning Theories, Personality.

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13834 Limits Problem Solving in Engineering Careers: Competences and Errors

Authors: Veronica Diaz Quezada

Abstract:

In this article, the performance and errors are featured and analysed in the limit problems solving of a real-valued function, in correspondence to competency-based education in engineering careers, in the south of Chile. The methodological component is contextualised in a qualitative research, with a descriptive and explorative design, with elaboration, content validation and application of quantitative instruments, consisting of two parallel forms of open answer tests, based on limit application problems. The mathematical competences and errors made by students from five engineering careers from a public University are identified and characterized. Results show better performance only to solve routine-context problem-solving competence, thus they are oriented towards a rational solution or they use a suitable problem-solving method, achieving the correct solution. Regarding errors, most of them are related to techniques and the incorrect use of theorems and definitions of real-valued function limits of real variable.

Keywords: Engineering education, errors, limits, mathematics competences, problem solving.

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13833 Towards an E-Learning Platform Multi-Agent Based On the E-Tutoring for Collaborative Work

Authors: Badr Hssina, Belaid Bouikhalene, Abdelkrim Merbouha

Abstract:

This article presents our prototype MASET (Multi Agents System for E-Tutoring Learners engaged in online collaborative work). MASET that we propose is a system which basically aims to help tutors in monitoring the collaborative work of students and their various interactions. The evaluation of such interactions by the tutor is based on the results provided by the automatic analysis of the interaction indicators. This system is predicated upon the middleware JADE (Java Agent Development Framework) and e-learning Moodle platform. The MASET environment is modeled by AUML which allows structuring the different interactions between agents for the fulfillment and performance of online collaborative work. This multi-agent system has been the subject of a practical experimentation based on the interactions data between Master Computer Engineering and System students.

Keywords: AUML, Collaborative work, E-learning, E-tutoring, JADE, Moodle, SMA, Web Agent.

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13832 How to Build and Evaluate a Solution Method: An Illustration for the Vehicle Routing Problem

Authors: Nicolas Zufferey

Abstract:

The vehicle routing problem (VRP) is a famous combinatorial optimization problem. Because of its well-known difficulty, metaheuristics are the most appropriate methods to tackle large and realistic instances. The goal of this paper is to highlight the key ideas for designing VRP metaheuristics according to the following criteria: efficiency, speed, robustness, and ability to take advantage of the problem structure. Such elements can obviously be used to build solution methods for other combinatorial optimization problems, at least in the deterministic field.

Keywords: Vehicle routing problem, Metaheuristics, Combinatorial optimization.

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13831 A Digital Media e-Learning Training Strategy for Healthcare Employees: Cost effective Distance Learning by Collaborative offline / online Engagement and Assessment

Authors: Lynn. J. MacFarlane. A

Abstract:

Within the healthcare system, training and continued professional development although essential, can be effected by cost and logistical restraints due to the nature of healthcare provision e.g employee shift patterns, access to expertise, cost factors in releasing staff to attend training etc. The use of multimedia technology for the development of e-learning applications is also a major cost consideration for healthcare management staff, and this type of media whether optical or on line requires careful planning in order to remain inclusive of all staff with potentially varied access to multimedia computing. This paper discusses a project in which the use of DVD authoring technology has been successfully implemented to meet the needs of distance learning and user considerations, and is based on film production techniques and reduced product turnaround deadlines.

Keywords: DVD, healthcare, distance learning, cost.

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