Search results for: interactive cultural learning
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2677

Search results for: interactive cultural learning

2617 Self-Reliant and Auto-Directed Learning: Modes, Elements, Fields and Scopes

Authors: H. Mashhady, B. Lotfi, M. Doosti, M. Fatollahi

Abstract:

An exploration of the related literature reveals that all instruction methods aim at training autonomous learners. After the turn of second language pedagogy toward learner-oriented strategies, learners’ needs were more focused. Yet; the historical, social and political aspects of learning were still neglected. The present study investigates the notion of autonomous learning and explains its various facets from a pedagogical point of view. Furthermore; different elements, fields and scopes of autonomous learning will be explored. After exploring different aspects of autonomy, it is postulated that liberatory autonomy is highlighted since it not only covers social autonomy but also reveals learners’ capabilities and human potentials. It is also recommended that learners consider different elements of autonomy such as motivation, knowledge, confidence, and skills.

Keywords: Critical pedagogy, social autonomy, academic learning, cultural notions.

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2616 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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2615 Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

Authors: Tan Kian Lam, Abdullah Zawawi bin Haji Talib, Mohd. Azam Osman

Abstract:

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

Keywords: Animation, blending, hierarchical modeling, interactive play, real-time, shadow play, visual simulation.

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2614 Women’s Rights in Conflict with People’s Cultural Autonomy: Problems of Cultural Accommodation

Authors: Nazia Khan

Abstract:

The paper explores the cultural rights accommodation by the state which has left many unresolved problems. The cultural rights sometimes violate the basic individual rights of the members inside the community like women. The paper further explicates certain cultural norms and practices which violates the rights of women inside the community in the name of culture.

Keywords: Culture, Patriarchy, Rights, Women.

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2613 The Attitude of Second Year Pharmacy Students towards Lectures, Exams and E-Learning

Authors: Ahmed T. Alahmar

Abstract:

There is an increasing trend toward student-centred interactive e-learning methods and students’ feedback is a valuable tool for improving learning methods. The aim of this study was to explore the attitude of second year pharmacy students at the University of Babylon, Iraq, towards lectures, exams and e-learning. Materials and methods: Ninety pharmacy students were surveyed by paper questionnaire about their preference for lecture format, use of e-files, theoretical lectures versus practical experiments, lecture and lab time. Students were also asked about their predilection for Moodle-based online exams, different types of exam questions, exam time and other extra academic activities. Results: Students prefer to read lectures on paper (73.3%), use of PowerPoint file (76.7%), short lectures of less than 10 pages (94.5%), practical experiments (66.7%), lectures and lab time of less than two hours (89.9% and 96.6 respectively) and intra-lecture discussions (68.9%). Students also like to have paper-based exam (73.3%), short essay (40%) or MCQ (34.4%) questions and also prefer to do extra activities like reports (22.2%), seminars (18.6%) and posters (10.8%). Conclusion: Second year pharmacy students have different attitudes toward traditional and electronic leaning and assessment methods. Using multimedia, e-learning and Moodle are increasingly preferred methods among some students.

Keywords: Pharmacy, students, lecture, exam, e-learning, Moodle.

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2612 Virtual Reality Learning Environment in Embryology Education

Authors: Salsabeel F. M. Alfalah, Jannat F. Falah, Nadia Muhaidat, Amjad Hudaib, Diana Koshebye, Sawsan AlHourani

Abstract:

Educational technology is changing the way how students engage and interact with learning materials. This improved the learning process amongst various subjects. Virtual Reality (VR) applications are considered one of the evolving methods that have contributed to enhancing medical education. This paper utilizes VR to provide a solution to improve the delivery of the subject of Embryology to medical students, and facilitate the teaching process by providing a useful aid to lecturers, whilst proving the effectiveness of this new technology in this particular area. After evaluating the current teaching methods and identifying students ‘needs, a VR system was designed that demonstrates in an interactive fashion the development of the human embryo from fertilization to week ten of intrauterine development. This system aims to overcome some of the problems faced by the students’ in the current educational methods, and to increase the efficacy of the learning process.

Keywords: Virtual reality, student assessment, medical education, 3D, embryology.

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2611 Using Facebook as an Alternative Learning Tool in Malaysian Higher Learning Institutions: A Structural Equation Modeling Approach

Authors: Ahasanul Haque, Abdullah Sarwar, Khaliq Ahmad

Abstract:

Networking is important among students to achieve better understanding. Social networking plays an important role in the education. Realizing its huge potential, various organizations, including institutions of higher learning have moved to the area of social networks to interact with their students especially through Facebook. Therefore, measuring the effectiveness of Facebook as a learning tool has become an area of interest to academicians and researchers. Therefore, this study tried to integrate and propose new theoretical and empirical evidences by linking the western idea of adopting Facebook as an alternative learning platform from a Malaysian perspective. This study, thus, aimed to fill a gap by being among the pioneering research that tries to study the effectiveness of adopting Facebook as a learning platform across other cultural settings, namely Malaysia. Structural equation modeling was employed for data analysis and hypothesis testing. This study finding has provided some insights that would likely affect students’ awareness towards using Facebook as an alternative learning platform in the Malaysian higher learning institutions. At the end, future direction is proposed.

Keywords: Learning Management Tool, Social Networking, Education, Malaysia.

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2610 Self-efficacy, Self-reliance, and Motivation inan Asynchronous Learning Environment

Authors: Linda H. Meyer, Carol S. Sternberger

Abstract:

Self-efficacy, self-reliance, and motivation were examined in a quasi-experimental study with 178 sophomore university students. Participants used an interactive cardiovascular anatomy and physiology CD-ROM, and completed a 15-item questionnaire. Reliability of the questionnaire was established using Cronbach-s alpha. Post-tests and course grades were examined using a t-test, demonstrating no significance. Results of an item-to-item analysis of the questionnaire showed overall satisfaction with the teaching methodology and varied results for self-efficacy, selfreliance, and motivation. Kendall-s Tau was calculated for all items in the questionnaire.

Keywords: Asynchronous learning environments, motivation, self-efficacy, self-reliance.

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2609 IRIS: An Interactive Video Game for Children with Long-Term Illness in Hospitals

Authors: Ganetsou Evanthia, Koutsikos Emmanouil, Austin Anna Maria

Abstract:

Information technology has long served the needs of individuals for learning and entertainment, but much less for children in sickness. The aim of the proposed online video game is to provide immersive learning opportunities as well as essential social and emotional scenarios for hospital-bound children with long-term illness. Online self-paced courses on chosen school subjects, including specialized software and multisensory assessments, aim at enhancing children’s academic achievement and sense of inclusion, while doctor minigames familiarize and educate young patients on their medical conditions. Online ethical dilemmas will offer children opportunities to contemplate on the importance of medical procedures and following assigned medication, often challenging for young patients; they will therefore reflect on their condition, re-evaluate their perceptions about hospitalization, and assume greater personal responsibility for their progress. Children’s emotional and psychosocial needs are addressed by engaging in social conventions, such as interactive, daily, collaborative mini games with other hospitalized peers, like virtual competitive sports games, weekly group psychodrama sessions, and online birthday parties or sleepovers. Social bonding is also fostered by having a virtual pet to interact with and take care of, as well as a virtual nurse to discuss and reflect on the mood of the day, engage in constructive dialogue and perspective-taking, and offer reminders. Access to the platform will be available throughout the day depending on the patient’s health status. The program is designed to minimize escapism and feelings of exclusion and can flexibly be adapted to offer post-treatment and a support online system at home.

Keywords: Hospitalized children, interactive games, long-term illness, cognitive enhancement, socioemotional development.

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2608 Project Management at University: Towards an Evaluation Process around Cooperative Learning

Authors: J. L. Andrade-Pineda, J.M. León-Blanco, M. Calle, P. L. González-R

Abstract:

The enrollment in current Master's degree programs usually pursues gaining the expertise required in real-life workplaces. The experience we present here concerns the learning process of "Project Management Methodology (PMM)", around a cooperative/collaborative mechanism aimed at affording students measurable learning goals and providing the teacher with the ability of focusing on the weaknesses detected. We have designed a mixed summative/formative evaluation, which assures curriculum engage while enriches the comprehension of PMM key concepts. In this experience we converted the students into active actors in the evaluation process itself and we endowed ourselves as teachers with a flexible process in which along with qualifications (score), other attitudinal feedback arises. Despite the high level of self-affirmation on their discussion within the interactive assessment sessions, they ultimately have exhibited a great ability to review and correct the wrong reasoning when that was the case.

Keywords: Cooperative-collaborative learning, educational management, formative-summative assessment, leadership training.

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2607 Enhancements in Blended e-Learning Management System

Authors: Ibrahim S AlNomay, Alaa Jaber, Ghada AlNasser

Abstract:

A learning management system (commonly abbreviated as LMS) is a software application for the administration, documentation, tracking, and reporting of training programs, classroom and online events, e-learning programs, and training content (Ellis 2009). (Hall 2003) defines an LMS as \"software that automates the administration of training events. All Learning Management Systems manage the log-in of registered users, manage course catalogs, record data from learners, and provide reports to management\". Evidence of the worldwide spread of e-learning in recent years is easy to obtain. In April 2003, no fewer than 66,000 fully online courses and 1,200 complete online programs were listed on the TeleCampus portal from TeleEducation (Paulsen 2003). In the report \" The US market in the Self-paced eLearning Products and Services:2010-2015 Forecast and Analysis\" The number of student taken classes exclusively online will be nearly equal (1% less) to the number taken classes exclusively in physical campuses. Number of student taken online course will increase from 1.37 million in 2010 to 3.86 million in 2015 in USA. In another report by The Sloan Consortium three-quarters of institutions report that the economic downturn has increased demand for online courses and programs.

Keywords: LMS, Interactive Materials, Exam Centers, Learning Outcomes

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2606 Introduction of Open-Source e-Learning Environment and Resources: A Novel Approach for Secondary Schools in Tanzania

Authors: S. K. Lujara, M. M. Kissaka, L. Trojer, N. H. Mvungi

Abstract:

The concept of e-Learning is now emerging in Sub Saharan African countries like Tanzania. Due to economic constraints and other social and cultural factors faced by these countries, the use of Information and Communication Technology (ICT) is increasing at a very low pace. The digital divide threat has propelled the Government of Tanzania to put in place the national ICT Policy in 2003 which defines the direction of all ICT activities nationally. Among the main focused areas is the use of ICT in education, since for the development of any country, there is a need of creating knowledge based society. This paper discusses the initiatives made so far to introduce the use of ICT tools to some secondary schools using open source software in e-content development to facilitate a self-learning environment

Keywords: e-content, e-Learning, ICT, Open Source Software.

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2605 Management of English Language Teaching in Higher Education

Authors: Vishal D. Pandya

Abstract:

A great deal of perceptible change has been taking place in the way our institutions of higher learning are being managed in India today. It is believed that managers, whose intuition proves to be accurate, often tend to be the most successful, and this is what makes them almost like entrepreneurs. A certain entrepreneurial spirit is what is expected and requires a degree of insight of the manager to be successful depending upon the situational and more importantly, the heterogeneity as well as the socio-cultural aspect. Teachers in Higher Education have to play multiple roles to make sure that the Learning-Teaching process becomes effective in the real sense of the term. This paper makes an effort to take a close look at that, especially in the context of the management of English language teaching in Higher Education and, therefore, focuses on the management of English language teaching in higher education by understanding target situation analyses at the socio-cultural level.

Keywords: Management, language teaching, English language teaching, higher education.

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2604 An Innovative Approach to Improve Skills of Students in Qatar University Spending in Virtual Class through Learning Management System

Authors: Mohammad Shahid Jamil, Mohamed Chabi

Abstract:

In this study, students’ learning has been investigated and satisfaction in one of the course offered at Qatar University Foundation Program. Innovative teaching has been implied methodology that emphasizes on enhancing students’ thinking skills, decision making, and problem solving skills. Some interesting results were found which could be used to further improvement of the teaching methodology. In Fall 2012 in Foundation Program Math department at Qatar University has started implementing new ways of teaching Math by introducing MyMathLab (MML) as an innovative interactive tool in addition of the use Blackboard to support standard teaching such as Discussion board in Virtual class to engage students outside of classroom and to enhance independent, active learning that promote students’ critical thinking skills, decision making, and problem solving skills through the learning process.

Keywords: Blackboard, MyMathLab, study plan, discussion board, critical thinking, active and independent learning, problem solving.

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2603 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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2602 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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2601 Applying Augmented Reality Technology for an E-Learning System

Authors: Fetoon K. Algarawi, Wejdan A. Alslamah, Ahlam A. Alhabib, Afnan S. Alfehaid, Dina M. Ibrahim

Abstract:

Over the past 20 years, technology was rapidly developed and no one expected what will come next. Advancements in technology open new opportunities for immersive learning environments. There is a need to transmit education to a level that makes it more effective for the student. Augmented reality is one of the most popular technologies these days. This paper is an experience of applying Augmented Reality (AR) technology using a marker-based approach in E-learning system to transmitting virtual objects into the real-world scenes. We present a marker-based approach for transmitting virtual objects into real-world scenes to explain information in a better way after we developed a mobile phone application. The mobile phone application was then tested on students to determine the extent to which it encouraged them to learn and understand the subjects. In this paper, we talk about how the beginnings of AR, the fields using AR, how AR is effective in education, the spread of AR these days and the architecture of our work. Therefore, the aim of this paper is to prove how creating an interactive e-learning system using AR technology will encourage students to learn more.

Keywords: Augmented reality, e-learning, marker-based, monitor-based.

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2600 E-Education in Multicultural Setting: The Success of Mobile Learning

Authors: Subramaniam Chandran

Abstract:

This paper explains how mobile learning assures sustainable e-education for multicultural group of students. This paper reports the impact of mobile learning on distance education in multicultural environment. The emergence of learning technologies through CD, internet, and mobile is increasingly adopted by distance institutes for quick delivery and cost-effective purposes. Their sustainability is conditioned by the structure of learners as well as the teaching community. The experimental study was conducted among the distant learners of Vinayaka Missions University located at Salem in India. Students were drawn from multicultural environment based on different languages, religions, class and communities. During the mobile learning sessions, the students, who are divided on language, religion, class and community, were dominated by play impulse rather than study anxiety or cultural inhibitions. This study confirmed that mobile learning improved the performance of the students despite their division based on region, language or culture. In other words, technology was able to transcend the relative deprivation in the multicultural groups. It also confirms sustainable e-education through mobile learning and cost-effective system of instruction. Mobile learning appropriates the self-motivation and play impulse of the young learners in providing sustainable e-education to multicultural social groups of students.

Keywords: E-Education, mobile learning, multiculturalism.

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2599 Teaching College Classes with Virtual Reality

Authors: Penn P. Wu

Abstract:

Recent advances in virtual reality (VR) technologies have made it possible for students to experience a virtual on-the-scene or virtual in-person observation of an educational event. In an experimental class, the author uses VR, particularly 360° videos, to virtually engage students in an event, through a wide spectrum of educational resources, such s a virtual “bystander.” Students were able to observe the event as if they were physically on site, although they could not intervene with the scene. The author will describe the adopted equipment, specification, and cost of building them as well as the quality of VR. The author will discuss (a) feasibility, effectiveness, and efficiency of using VR as a supplemental technology to teach college students and criteria and methodologies used by the authors to evaluate them; (b) barriers and issues of technological implementation; and (c) pedagogical practices learned through this experiment. The author also attempts to explore (a) how VR could provide an interactive virtual in-person learning experience; (b) how VR can possibly change traditional college education and online education; (c) how educators and balance six critical factors: cost, time, technology, quality, result, and content.

Keywords: Learning with VR, virtual experience of learning, virtual in-person learning, virtual reality for education.

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2598 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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2597 Integrating Microcontroller-Based Projects in a Human-Computer Interaction Course

Authors: Miguel Angel Garcia-Ruiz, Pedro Cesar Santana-Mancilla, Laura Sanely Gaytan-Lugo

Abstract:

This paper describes the design and application of a short in-class project conducted in Algoma University’s Human-Computer Interaction (HCI) course taught at the Bachelor of Computer Science. The project was based on the Maker Movement (people using and reusing electronic components and everyday materials to tinker with technology and make interactive applications), where students applied low-cost and easy-to-use electronic components, the Arduino Uno microcontroller board, software tools, and everyday objects. Students collaborated in small teams by completing hands-on activities with them, making an interactive walking cane for blind people. At the end of the course, students filled out a Technology Acceptance Model version 2 (TAM2) questionnaire where they evaluated microcontroller boards’ applications in HCI classes. We also asked them about applying the Maker Movement in HCI classes. Results showed overall students’ positive opinions and response about using microcontroller boards in HCI classes. We strongly suggest that every HCI course should include practical activities related to tinkering with technology such as applying microcontroller boards, where students actively and constructively participate in teams for achieving learning objectives.

Keywords: Maker movement, microcontrollers, learning, projects, course, technology acceptance.

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2596 A Virtual Learning Environment for Deaf Children: Design and Evaluation

Authors: Nicoletta Adamo-Villani

Abstract:

The object of this research is the design and evaluation of an immersive Virtual Learning Environment (VLE) for deaf children. Recently we have developed a prototype immersive VR game to teach sign language mathematics to deaf students age K- 4 [1] [2]. In this paper we describe a significant extension of the prototype application. The extension includes: (1) user-centered design and implementation of two additional interactive environments (a clock store and a bakery), and (2) user-centered evaluation including development of user tasks, expert panel-based evaluation, and formative evaluation. This paper is one of the few to focus on the importance of user-centered, iterative design in VR application development, and to describe a structured evaluation method.

Keywords: 3D Animation, Virtual Reality, Virtual Learning Environments, User-Centered Design, User-centered Evaluation.

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2595 Preliminary Knowledge Extraction from Beethoven’s Sonatas: from Musical Referential Patterns to Emotional Normative Ratings

Authors: Christina Volioti, Sotiris Manitsaris, Eleni Katsouli, Vasiliki Tsekouropoulou, Leontios J. Hadjileontiadis

Abstract:

The piano sonatas of Beethoven represent part of the Intangible Cultural Heritage. The aims of this research were to further explore this intangibility by placing emphasis on defining emotional normative ratings for the “Waldstein” (Op. 53) and “Tempest” (Op. 31) Sonatas of Beethoven. To this end, a musicological analysis was conducted on these particular sonatas and referential patterns in these works of Beethoven were defined. Appropriate interactive questionnaires were designed in order to create a statistical normative rating that describes the emotional status when an individual listens to these musical excerpts. Based on these ratings, it is possible for emotional annotations for these same referential patterns to be created and integrated into the music score.

Keywords: Emotional annotations, intangible cultural heritage, musicological analysis, normative ratings.

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2594 The Preservation of Cultural Heritage: Continuity and Memory

Authors: Andrey R. Khazbulatov, Moldir Nurpeiis

Abstract:

Contemporary science and technologies largely widen the gap between the spiritual and rational of the society. Industrial and technological breakthroughs might radically affect most processes in the society, thus losing the cultural heritage. The thinkers recognized the dangers of the decadence in the first place. In the present article the ways of preserving cultural heritage have been investigated. Memory has always been a necessary condition for selfidentification, - continuity is based on this. The authors have supported the hypothesis that continuity and ethnic memory are the very mechanisms that preserve cultural heritage. Such problemformulating will facilitate another, new look at the material, spiritual and arts spheres of the cultural heritage of numerous ethnic groups. The fundamental works by major European and Kazakh scientists have been taken as a basis for the research done.

Keywords: Continuity, cultural heritage, ethnic memory

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2593 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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2592 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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2591 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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2590 ANDASA: A Web Environment for Artistic and Cultural Data Representation

Authors: Carole Salis, Marie F. Wilson, Fabrizio Murgia, Cristian Lai, Franco Atzori, Giulia M. Orrù

Abstract:

ANDASA is a knowledge management platform for the capitalization of knowledge and cultural assets for the artistic and cultural sectors. It was built based on the priorities expressed by the participating artists. Through mapping artistic activities and specificities, it enables to highlight various aspects of the artistic research and production. Such instrument will contribute to create networks and partnerships, as it enables to evidentiate who does what, in what field, using which methodology. The platform is accessible to network participants and to the general public.

Keywords: Cultural promotion, knowledge representation, cultural mapping, ICT.

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2589 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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2588 The Strategy of Creating a Virtual Interactive Platform for the Low-Carbon Open Innovations Relay

Authors: Mykola S. Shestavin

Abstract:

A strategy for the creation of a Virtual Interactive Platform (or Networking Platform) to combine the four web-baseness of expert systems on the transfer and diffusion of low-carbon technologies. It used the concept of “Open Innovation” and “Triple Helix” with regard to theories of “Green Growth” and “Carbon Footprint”. Interpreters expert systems operate on the basis of models of the “Predator-Prey” for the process of transfer and diffusion of technologies, taking into account the features caused by the need to mitigate the effects of climate change.

Keywords: Climate Change, Expert Systems, Low-Carbon Technology, Open Innovation, Virtual Interactive Platform.

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