Search results for: learning games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2096

Search results for: learning games

1916 Interactive Chinese Character Learning System though Pictograph Evolution

Authors: J.H. Low, C.O. Wong, E.J. Han, K.R Kim K.C. Jung, H.K. Yang

Abstract:

This paper proposes an Interactive Chinese Character Learning System (ICCLS) based on pictorial evolution as an edutainment concept in computer-based learning of language. The advantage of the language origination itself is taken as a learning platform due to the complexity in Chinese language as compared to other types of languages. Users especially children enjoy more by utilize this learning system because they are able to memories the Chinese Character easily and understand more of the origin of the Chinese character under pleasurable learning environment, compares to traditional approach which children need to rote learning Chinese Character under un-pleasurable environment. Skeletonization is used as the representation of Chinese character and object with an animated pictograph evolution to facilitate the learning of the language. Shortest skeleton path matching technique is employed for fast and accurate matching in our implementation. User is required to either write a word or draw a simple 2D object in the input panel and the matched word and object will be displayed as well as the pictograph evolution to instill learning. The target of computer-based learning system is for pre-school children between 4 to 6 years old to learn Chinese characters in a flexible and entertaining manner besides utilizing visual and mind mapping strategy as learning methodology.

Keywords: Computer-based learning, Chinese character, pictograph evolution, skeletonization.

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1915 Problem Based Learning in B. P. Koirala Institute of Health Sciences

Authors: Gurung S., Yadav B. N., Budhathoki SS.

Abstract:

Problem based learning is one of the highly acclaimed learning methods in medical education since its first introduction at Mc-Master University in Canada in the 1960s. It has now been adopted as a teaching learning method in many medical colleges of Nepal. B.P. Koirala Institute of Health Sciences (BPKIHS), a health science deemed university is the second institute in Nepal to establish problem-based learning academic program and need-based teaching approach hence minimizing teaching through lectures since its inception. During the first two years of MBBS course, the curriculum is divided into various organ-systems incorporated with problem-based learning exercise each of one week duration.

Keywords: PBL, medical education.

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1914 Factors of English Language Learning and Acquisition at Bisha College of Technology

Authors: Khalid Albishi

Abstract:

This paper participates in giving new vision and explains the learning and acquisition processes of English language by analyzing a certain context. Five important factors in English language acquisition and learning are discussed and suitable solutions are provided. The factors are compared with the learners' linguistic background at Bisha College of Technology BCT attempting to link the issues faced by students and the research done on similar situations. These factors are phonology, age of acquisition, motivation, psychology and courses of English. These factors are very important; because they interfere and affect specific learning processes at BCT context and general English learning situations.

Keywords: Acquisition, age, factors, language, learning.

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1913 The Interaction between Accounting Students- Preference, Teaching Methodology and Performance

Authors: Dorine M. Mattar, Rim M. El Khoury

Abstract:

This paper examined the influence of matching students- learning preferences with the teaching methodology adopted, on their academic performance in an accounting course in two types of learning environment in one university in Lebanon: classes with PowerPoint (PPT) vs. conventional classes. Learning preferences were either for PPT or for Conventional methodology. A statistically significant increase in academic achievement is found in the conventionally instructed group as compared to the group taught with PPT. This low effectiveness of PPT might be attributed to the learning preferences of Lebanese students. In the PPT group, better academic performance was found among students with learning/teaching match as compared with students with learning/teaching mismatch. Since the majority of students display a preference for the conventional methodology, the result might suggest that Lebanese students- performance is not optimized by PPT in the accounting classrooms, not because of PPT itself, but because it is not matching the Lebanese students- learning preferences in such a quantitative course.

Keywords: Accounting education, learning preferences, learning/teaching match, Lebanon, Student performance.

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1912 Building a Personalized Multidimensional Intelligent Learning System

Authors: Lun-Ping Hung, Nan-Chen Hsieh, Chia-Ling Ho, Chien-Liang Chen

Abstract:

Currently, most of distance learning courses can only deliver standard material to students. Students receive course content passively which leads to the neglect of the goal of education – “to suit the teaching to the ability of students". Providing appropriate course content according to students- ability is the main goal of this paper. Except offering a series of conventional learning services, abundant information available, and instant message delivery, a complete online learning environment should be able to distinguish between students- ability and provide learning courses that best suit their ability. However, if a distance learning site contains well-designed course content and design but fails to provide adaptive courses, students will gradually loss their interests and confidence in learning and result in ineffective learning or discontinued learning. In this paper, an intelligent tutoring system is proposed and it consists of several modules working cooperatively in order to build an adaptive learning environment for distance education. The operation of the system is based on the result of Self-Organizing Map (SOM) to divide students into different groups according to their learning ability and learning interests and then provide them with suitable course content. Accordingly, the problem of information overload and internet traffic problem can be solved because the amount of traffic accessing the same content is reduced.

Keywords: Distance Learning, Intelligent Tutoring System(ITS), Self-Organizing Map (SOM)

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1911 A Framework on the Critical Success Factors of E-Learning Implementation in Higher Education: A Review of the Literature

Authors: Sujit K. Basak, Marguerite Wotto, Paul Bélanger

Abstract:

This paper presents a conceptual framework on the critical success factors of e-learning implementation in higher education, derived from an in-depth survey of literature review. The aim of this study was achieved by identifying critical success factors that affect for the successful implementation of e-learning. The findings help to articulate issues that are related to e-learning implementation in both formal and non-formal higher education and in this way contribute to the development of programs designed to address the relevant issues.

Keywords: Critical success factors, e-learning, higher education, life-long learning.

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1910 Digital Learning Environments for Joint Master in Science Programmes in Building and Construction in Europe: Experimenting with Tools and Technologies

Authors: E. Dado, R. Beheshti

Abstract:

Recent developments in information and communication technologies (ICT) have created excellent conditions for profoundly enhancing the traditional learning and teaching practices. New modes of teaching in higher education subjects can profoundly enhance ones ability to proactively constructing his or her personal learning universe. These developments have contributed to digital learning environments becoming widely available and accessible. In addition, there is a trend towards enlargement and specialization in higher education in Europe. With as a result that existing Master of Science (MSc) programmes are merged or new programmes have been established that are offered as joint MSc programmes to students. In these joint MSc programmes, the need for (common) digital learning environments capable of surmounting the barriers of time and location has become evident. This paper discusses the past and ongoing efforts to establish such common digital learning environments in two joint MSc programmes in Europe and discusses the way technology-based learning environments affect the traditional way of learning.

Keywords: education, engineering, learning environments, ICT.

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1909 Adaptive Educational Hypermedia System for High School Students Based on Learning Styles

Authors: Stephen Akuma, Timothy Ndera

Abstract:

Information seekers get “lost in hyperspace” due to the voluminous documents updated daily on the internet. Adaptive Hypermedia Systems (AHS) are used to direct learners to their target goals. One of the most common AHS designed to help information seekers to overcome the problem of information overload is the Adaptive Education Hypermedia System (AEHS). However, this paper focuses on AEHS that adopts the learning preference of high school students and deliver learning content according to this preference throughout their learning experience. The research developed a prototype system for predicting students’ learning preference from the Visual, Aural, Read-Write and Kinesthetic (VARK) learning style model and adopting the learning content suitable to their preference. The predicting strength of several classifiers was compared and we found Support Vector Machine (SVM) to be more accurate in predicting learning style based on users’ preferences.

Keywords: Hypermedia, adaptive education, learning style, lesson content, user profile, prediction, feedback, adaptive hypermedia, learning style.

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1908 IDEL - A simple Instructional Design Tool for E-Learning

Authors: A. Zimnas, D. Kleftouris, N. Valkanos

Abstract:

Today-s Information and Knowledge Society has placed new demands on education and a new paradigm of education is required. Learning, facilitated by educational systems and the pedagogic process, is globally undergoing dramatic changes. The aim of this paper is the development of a simple Instructional Design tool for E-Learning, named IDEL (Instructional Design for Electronic Learning), that provides the educators with facilities to create their own courses with the essential educational material and manage communication with students. It offers flexibility in the way of learning and provides ease in employment and reusability of resources. IDEL is a web-based Instructional System and is designed to facilitate course design process in accordance with the ADDIE model and the instructional design principles with emphasis placed on the use of technology enhanced learning. An example case of using the ADDIE model to systematically develop a course and its implementation with the aid of IDEL is given and some results from student evaluation of the tool and the course are reported.

Keywords: Education, E-learning, Instructional Design.

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1907 Use of Visualization Techniques for Active Learning Engagement in Environmental Science Engineering Courses

Authors: Srinivasan Latha, M. R. Christhu Raj, Rajeev Sukumaran

Abstract:

Active learning strategies have completely rewritten the concept of teaching and learning. Academicians have clocked back to Socratic approaches of questioning. Educators have started implementing active learning strategies for effective learning with the help of tools and technology. As Generation-Y learners are mostly visual, engaging them using visualization techniques play a vital role in their learning process. The facilitator has an important role in intrinsically motivating the learners using different approaches to create self-learning interests. Different visualization techniques were used along with lectures to help students understand and appreciate the concepts. Anonymous feedback was collected from learners. The consolidated report shows that majority of learners accepted the usage of visualization techniques was helpful in understanding concepts as well as create interest in learning the course. This study helps to understand, how the use of visualization techniques help the facilitator to engage learners effectively as well create and intrinsic motivation for their learning.

Keywords: Visualization techniques, concept maps, mind maps, argument maps, flowchart, tree diagram, problem solving.

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1906 The Overall Aspects of E-Leaning Issues, Developments, Opportunities and Challenges

Authors: Bala Dhandayuthapani Veerasamy

Abstract:

Rapid steps made in the field of Information and Communication Technology (ICT) has facilitated the development of teaching and learning methods and prepared them to serve the needs of an assorted educational institution. In other words, the information age has redefined the fundamentals and transformed the institutions and method of services delivery forever. The vision is the articulation of a desire to transform the method of teaching and learning could proceed through e-learning. E-learning is commonly deliberated to use of networked information and communications technology in teaching and learning practice. This paper deals the general aspects of the e-leaning with its issues, developments, opportunities and challenges, which can the higher institutions own.

Keywords: 2D & 3D Animations, challenges, E-learning, Flash, HTML, issues, Multimedia, opportunities, VRML

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1905 Multivariate Statistical Analysis of Decathlon Performance Results in Olympic Athletes (1988-2008)

Authors: Jaebum Park, Vladimir M. Zatsiorsky

Abstract:

The performance results of the athletes competed in the 1988-2008 Olympic Games were analyzed (n = 166). The data were obtained from the IAAF official protocols. In the principal component analysis, the first three principal components explained 70% of the total variance. In the 1st principal component (with 43.1% of total variance explained) the largest factor loadings were for 100m (0.89), 400m (0.81), 110m hurdle run (0.76), and long jump (–0.72). This factor can be interpreted as the 'sprinting performance'. The loadings on the 2nd factor (15.3% of the total variance) presented a counter-intuitive throwing-jumping combination: the highest loadings were for throwing events (javelin throwing 0.76; shot put 0.74; and discus throwing 0.73) and also for jumping events (high jump 0.62; pole vaulting 0.58). On the 3rd factor (11.6% of total variance), the largest loading was for 1500 m running (0.88); all other loadings were below 0.4.

Keywords: Decathlon, principal component analysis, Olympic Games, multivariate statistical analysis.

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1904 Perceived Benefits of Technology Enhanced Learning by Learners in Uganda: Three Band Benefits

Authors: Kafuko M. Maria, Namisango Fatuma, Byomire Gorretti

Abstract:

Mobile learning (m-learning) is steadily growing and has undoubtedly derived benefits to learners and tutors in different learning environments. This paper investigates the variation in benefits derived from enhanced classroom learning through use of m-learning platforms in the context of a developing country owing to the fact that it is still in its initial stages. The study focused on how basic technology-enhanced pedagogic innovation like cell phone-based learning is enhancing classroom learning from the learners’ perspective. The paper explicitly indicates the opportunities presented by enhanced learning to a conventional learning environment like a physical classroom. The findings were obtained through a survey of two universities in Uganda in which data was quantitatively collected, analyzed and presented in a three banded diagram depicting the variation in the obtainable benefits. Learners indicated that a smartphone is the most commonly used device. Learners also indicate that straight lectures, student to student plus student to lecturer communication, accessing learning material and assignments are core activities. In a TEL environment support by smartphones, learners indicated that they conveniently achieve the prior activities plus discussions and group work. Learners seemed not attracted to the possibility of using TEL environment to take lectures, as well as make class presentations. The less attractiveness of these two factors may be due to the teacher centered approach commonly applied in the country’s education system.

Keywords: Technology enhanced learning, mobile learning classroom learning, perceived benefits.

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1903 Effects of Video Games and Online Chat on Mathematics Performance in High School: An Approach of Multivariate Data Analysis

Authors: Lina Wu, Wenyi Lu, Ye Li

Abstract:

Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phrase in the current adolescent culture, this project of data analysis verifies the displacement effect on deteriorating mathematics performance. To evaluate correlation or regression coefficients between a factor of playing video games or chatting online and mathematics performance compared with other factors, we use multivariate analysis technique and take gender difference into account. We find the most important reason for the negative sign of the displacement effect on mathematics performance due to students’ poor academic background. Statistical analysis methods in this project could be applied to study internet users’ academic performance from the high school education to the college education.

Keywords: Correlation coefficients, displacement effect, gender difference, multivariate analysis technique, regression coefficients.

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1902 The Loess Regression Relationship Between Age and BMI for both Sydney World Masters Games Athletes and the Australian National Population

Authors: Joe Walsh, Mike Climstein, Ian Timothy Heazlewood, Stephen Burke, Jyrki Kettunen, Kent Adams, Mark DeBeliso

Abstract:

Thousands of masters athletes participate quadrennially in the World Masters Games (WMG), yet this cohort of athletes remains proportionately under-investigated. Due to a growing global obesity pandemic in context of benefits of physical activity across the lifespan, the BMI trends for this unique population was of particular interest. The nexus between health, physical activity and aging is complex and has raised much interest in recent times due to the realization that a multifaceted approach is necessary in order to counteract the obesity pandemic. By investigating age based trends within a population adhering to competitive sport at older ages, further insight might be gleaned to assist in understanding one of many factors influencing this relationship.BMI was derived using data gathered on a total of 6,071 masters athletes (51.9% male, 48.1% female) aged 25 to 91 years ( =51.5, s =±9.7), competing at the Sydney World Masters Games (2009). Using linear and loess regression it was demonstrated that the usual tendency for prevalence of higher BMI increasing with age was reversed in the sample. This trend in reversal was repeated for both male and female only sub-sets of the sample participants, indicating the possibility of improved prevalence of BMI with increasing age for both the sample as a whole and these individual sub-groups.This evidence of improved classification in one index of health (reduced BMI) for masters athletes (when compared to the general population) implies there are either improved levels of this index of health with aging due to adherence to sport or possibly the reduced BMI is advantageous and contributes to this cohort adhering (or being attracted) to masters sport at older ages.

Keywords: Aging, masters athlete, Quetelet Index, sport

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1901 A Development of Personalized Edutainment Contents through Storytelling

Authors: Min Kyeong Cha, Ju Yeon Mun, Seong Baeg Kim

Abstract:

Recently, ‘play of learning’ becomes important and is  emphasized as a useful learning tool. Therefore, interest in  edutainment contents is growing. Storytelling is considered first as a  method that improves the transmission of information and learner's  interest when planning edutainment contents. In this study, we  designed edutainment contents in the form of an adventure game that  applies the storytelling method. This content provides questions and  items constituted dynamically and reorganized learning contents  through analysis of test results. It allows learners to solve various  questions through effective iterative learning. As a result, the learners  can reach mastery learning.

 

Keywords: Storytelling, edutainment, mastery learning, computer operating principle.

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1900 Effect of Hybrid Learning in Higher Education

Authors: A. Meydanlioglu, F. Arikan

Abstract:

In recent years, thanks to the development of information and communication technologies, the computer and internet have been used widely in higher education. Internet-based education is impacting traditional higher education as online components increasingly become integrated into face- to- face (FTF) courses. The goal of combined internet-based and traditional education is to take full advantage of the benefits of each platform in order to provide an educational opportunity that can promote student learning better than can either platform alone. Research results show that the use of hybrid learning is more effective than online or FTF models in higher education. Due to the potential benefits, an increasing number of institutions are interested in developing hybrid courses, programs, and degrees. Future research should evaluate the effectiveness of hybrid learning. This paper is designed to determine the impact of hybrid learning on higher education.

Keywords: E-learning, higher education, hybrid learning, online education.

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1899 Developing Digital Competencies in Aboriginal Students through University-College Partnerships

Authors: W. S. Barber, S. L. King

Abstract:

This paper reports on a pilot project to develop a collaborative partnership between a community college in rural northern Ontario, Canada, and an urban university in the greater Toronto area in Oshawa, Canada. Partner institutions will collaborate to address learning needs of university applicants whose goals are to attain an undergraduate university BA in Educational Studies and Digital Technology degree, but who may not live in a geographical location that would facilitate this pathways process. The UOIT BA degree is attained through a 2+2 program, where students with a 2 year college diploma or equivalent can attain a four year undergraduate degree. The goals reported on the project are as: 1. Our aim is to expand the BA program to include an additional stream which includes serious educational games, simulations and virtual environments, 2. Develop fully (using both synchronous and asynchronous technologies) online learning modules for use by university applicants who otherwise are not geographically located close to a physical university site, 3. Assess the digital competencies of all students, including members of local, distance and Indigenous communities using a validated tool developed and tested by UOIT across numerous populations. This tool, the General Technical Competency Use and Scale (GTCU) will provide the collaborating institutions with data that will allow for analyzing how well students are prepared to succeed in fully online learning communities. Philosophically, the UOIT BA program is based on a fully online learning communities model (FOLC) that can be accessed from anywhere in the world through digital learning environments via audio video conferencing tools such as Adobe Connect. It also follows models of adult learning and mobile learning, and makes a university degree accessible to the increasing demographic of adult learners who may use mobile devices to learn anywhere anytime. The program is based on key principles of Problem Based Learning, allowing students to build their own understandings through the co-design of the learning environment in collaboration with the instructors and their peers. In this way, this degree allows students to personalize and individualize the learning based on their own culture, background and professional/personal experiences. Using modified flipped classroom strategies, students are able to interrogate video modules on their own time in preparation for one hour discussions occurring in video conferencing sessions. As a consequence of the program flexibility, students may continue to work full or part time. All of the partner institutions will co-develop four new modules, administer the GTCU and share data, while creating a new stream of the UOIT BA degree. This will increase accessibility for students to bridge from community colleges to university through a fully digital environment. We aim to work collaboratively with Indigenous elders, community members and distance education instructors to increase opportunities for more students to attain a university education.

Keywords: Aboriginal, college, competencies, digital, universities.

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1898 Harnessing the Opportunities of E-Learning and Education in Promoting Literacy in Nigeria

Authors: Victor Oluwaseyi Olowonisi

Abstract:

The paper aimed at presenting an overview on the concept of e-learning as it relates to higher education and how it provides opportunities for students, instructors and the government in developing the educational sector. It also touched on the benefits and challenges attached to e-learning as a new medium of reaching more students especially in the Nigerian context. The opportunities attributed to e-learning in the paper includes breaking boundaries barriers, reaching a larger number of students, provision of jobs for ICT experts, etc. In contrary, poor power supply, cost of implementation, poor computer literacy, technophobia (fear of technology), computer crime and system failure were some of the challenges of e-learning discussed in the paper. The paper proffered that the government can help the people gain more from e-learning through its financing. Also, it was stated that instructors/lecturers and students need to undergo training on computer application in order for e-learning to be more effective in developing higher education in Nigeria.

Keywords: E-Learning, education, higher education, increasing literacy.

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1897 A Critical Social Research Perspective on Self-Directed Learning and Information Technology Practitioners

Authors: Roelien Goede

Abstract:

Information systems practitioners are frequently required to master new technology, often without the aid of formal training. They require the skill to manage their own learning and, when this skill is developed in their formal training, their adaptability to new technology may be improved. Self- directed learning is the ability of the learner to manage his or her own learning experience with some guidance from a facilitator. Self-directed learning skills are best improved when practiced. This paper reflects on a critical social research project to improve the self-directed learning skills of fourth year Information Systems students. Critical social research differs from other research paradigms in that the researcher is viewed as the agent of change to achieve the desired outcome in the problem situation.

Keywords: Action Research, Critical Social Research, Information Systems Education, Self-directed Learning.

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1896 The Model of Blended Learning and Its Use at Foreign Language Teaching

Authors: A. A. Kudysheva, A. N. Kudyshev

Abstract:

In present article the model of Blended Learning, its advantage at foreign language teaching, and also some problems that can arise during its use are considered. The Blended Learning is a special organization of learning, which allows to combine classroom work and modern technologies in electronic distance teaching environment. Nowadays a lot of European educational institutions and companies use such technology. Through this method: student gets the opportunity to learn in a group (classroom) with a teacher and additionally at home at a convenient time; student himself sets the optimal speed and intensity of the learning process; this method helps student to discipline himself and learn to work independently.

Keywords: Foreign language, information and communication technology (ICT), model of Blended Learning, virtual cool room, technophobia

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1895 Social Software Approach to E-Learning 3.0

Authors: Anna Nedyalkova, KrassimirNedyalkov, TeodoraBakardjieva

Abstract:

In the present paper, we-ll explore how social media tools provide an opportunity for new developments of the e-Learning in the context of managing personal knowledge. There will be a discussion how social media tools provide a possibility for helping knowledge workersand students to gather, organize and manage their personal information as a part of the e-learning process. At the centre of this social software driven approach to e-learning environments are the challenges of personalization and collaboration. We-ll share concepts of how organizations are using social media for e-Learning and believe that integration of these tools into traditional e-Learning is probably not a choice, but inevitability. Students- Survey of use of web technologies and social networking tools is presented. Newly developed framework for semantic blogging capable of organizing results relevant to user requirements is implemented at Varna Free University (VFU) to provide more effective navigation and search.

Keywords: Semantic blogging, social media tools, e-Learning, web 2.0, web 3.0.

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1894 Analysis of Cooperative Learning Behavior Based on the Data of Students' Movement

Authors: Wang Lin, Li Zhiqiang

Abstract:

The purpose of this paper is to analyze the cooperative learning behavior pattern based on the data of students' movement. The study firstly reviewed the cooperative learning theory and its research status, and briefly introduced the k-means clustering algorithm. Then, it used clustering algorithm and mathematical statistics theory to analyze the activity rhythm of individual student and groups in different functional areas, according to the movement data provided by 10 first-year graduate students. It also focused on the analysis of students' behavior in the learning area and explored the law of cooperative learning behavior. The research result showed that the cooperative learning behavior analysis method based on movement data proposed in this paper is feasible. From the results of data analysis, the characteristics of behavior of students and their cooperative learning behavior patterns could be found.

Keywords: Behavior pattern, cooperative learning, data analyze, K-means clustering algorithm.

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1893 Computational Intelligence Techniques and Agents- Technology in E-learning Environments

Authors: Konstantinos C. Giotopoulos, Christos E. Alexakos, Grigorios N. Beligiannis, Spiridon D.Likothanassis

Abstract:

In this contribution a newly developed e-learning environment is presented, which incorporates Intelligent Agents and Computational Intelligence Techniques. The new e-learning environment is constituted by three parts, the E-learning platform Front-End, the Student Questioner Reasoning and the Student Model Agent. These parts are distributed geographically in dispersed computer servers, with main focus on the design and development of these subsystems through the use of new and emerging technologies. These parts are interconnected in an interoperable way, using web services for the integration of the subsystems, in order to enhance the user modelling procedure and achieve the goals of the learning process.

Keywords: Computational Intelligence, E-learning Environments, Intelligent Agents, User Modelling, Bayesian Networks.

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1892 Improving Convergence of Parameter Tuning Process of the Additive Fuzzy System by New Learning Strategy

Authors: Thi Nguyen, Lee Gordon-Brown, Jim Peterson, Peter Wheeler

Abstract:

An additive fuzzy system comprising m rules with n inputs and p outputs in each rule has at least t m(2n + 2 p + 1) parameters needing to be tuned. The system consists of a large number of if-then fuzzy rules and takes a long time to tune its parameters especially in the case of a large amount of training data samples. In this paper, a new learning strategy is investigated to cope with this obstacle. Parameters that tend toward constant values at the learning process are initially fixed and they are not tuned till the end of the learning time. Experiments based on applications of the additive fuzzy system in function approximation demonstrate that the proposed approach reduces the learning time and hence improves convergence speed considerably.

Keywords: Additive fuzzy system, improving convergence, parameter learning process, unsupervised learning.

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1891 Learning Paradigms for Educating a New Generation of Computer Science Students

Authors: J. M. Breed, E. Taylor

Abstract:

In this paper challenges associated with a new generation of Computer Science students are examined. The mode of education in tertiary institutes has progressed slowly while the needs of students have changed rapidly in an increasingly technological world. The major learning paradigms and learning theories within these paradigms are studied to find a suitable strategy for educating modern students. These paradigms include Behaviourism, Constructivism, Humanism and Cogntivism. Social Learning theory and Elaboration theory are two theories that are further examined and a survey is done to determine how these strategies will be received by students. The results and findings are evaluated and indicate that students are fairly receptive to a method that incorporates both Social Learning theory and Elaboration theory, but that some aspects of all paradigms need to be implemented to create a balanced and effective strategy with technology as foundation.

Keywords: Computer Science, Education, Elaboration Theory, Learning Paradigms, Social Learning Theory.

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1890 Non-Invasive Technology on a Classroom Chair for Detection of Emotions Used for the Personalization of Learning Resources

Authors: Carlos Ramirez, Carlos Concha, Benjamin Valdes

Abstract:

Emotions are related with learning processes and physiological signals can be used to detect them for the personalization of learning resources and to control the pace of instruction. A model of relevant emotions has been developed, where specific combinations of emotions and cognition processes are connected and integrated with the concept of 'flow', in order to improve learning. The cardiac pulse is a reliable signal that carries useful information about the subject-s emotional condition; it is detected using a classroom chair adapted with non invasive EMFi sensor and an acquisition system that generates a ballistocardiogram (BCG), the signal is processed by an algorithm to obtain characteristics that match a specific emotional condition. The complete chair system is presented in this work, along with a framework for the personalization of learning resources.

Keywords: Ballistocardiogram, emotions in learning, noninvasive sensors, personalization of learning resources.

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1889 A Dynamic Composition of an Adaptive Course

Authors: S. Chiali, Z.Eberrichi, M.Malki

Abstract:

The number of framework conceived for e-learning constantly increase, unfortunately the creators of learning materials and educational institutions engaged in e-formation adopt a “proprietor" approach, where the developed products (courses, activities, exercises, etc.) can be exploited only in the framework where they were conceived, their uses in the other learning environments requires a greedy adaptation in terms of time and effort. Each one proposes courses whose organization, contents, modes of interaction and presentations are unique for all learners, unfortunately the latter are heterogeneous and are not interested by the same information, but only by services or documents adapted to their needs. Currently the new tendency for the framework conceived for e-learning, is the interoperability of learning materials, several standards exist (DCMI (Dublin Core Metadata Initiative)[2], LOM (Learning Objects Meta data)[1], SCORM (Shareable Content Object Reference Model)[6][7][8], ARIADNE (Alliance of Remote Instructional Authoring and Distribution Networks for Europe)[9], CANCORE (Canadian Core Learning Resource Metadata Application Profiles)[3]), they converge all to the idea of learning objects. They are also interested in the adaptation of the learning materials according to the learners- profile. This article proposes an approach for the composition of courses adapted to the various profiles (knowledge, preferences, objectives) of learners, based on two ontologies (domain to teach and educational) and the learning objects.

Keywords: Adaptive educational hypermedia systems (AEHS), E-learning, Learner's model, Learning objects, Metadata, Ontology.

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1888 Variations of Body Mass Index with Age in Masters Athletes (World Masters Games)

Authors: Walsh Joe, Climstein Mike, Heazlewood Ian Timothy, Burke Stephen, Kettunen Jyrki, Adams Kent, DeBeliso Mark

Abstract:

Whilst there is growing evidence that activity across the lifespan is beneficial for improved health, there are also many changes involved with the aging process and subsequently the potential for reduced indices of health. The nexus between health, physical activity and aging is complex and has raised much interest in recent times due to the realization that a multifaceted approached is necessary in order to counteract a growing obesity epidemic. By investigating age based trends within a population adhering to competitive sport at older ages, further insight might be gleaned to assist in understanding one of many factors influencing this relationship. BMI was derived using data gathered on a total of 6,071 masters athletes (51.9% male, 48.1% female) aged 25 to 91 years ( =51.5, s =±9.7), competing at the Sydney World Masters Games (2009). Using linear and loess regression it was demonstrated that the usual tendency for prevalence of higher BMI increasing with age was reversed in the sample. This trend in reversal was repeated for both male and female only sub-sets of the sample participants, indicating the possibility of improved prevalence of BMI with increasing age for both the sample as a whole and these individual subgroups. This evidence of improved classification in one index of health (reduced BMI) for masters athletes (when compared to the general population) implies there are either improved levels of this index of health with aging due to adherence to sport or possibly the reduced BMI is advantageous and contributes to this cohort adhering (or being attracted) to masters sport at older ages. Demonstration of this proportionately under-investigated World Masters Games population having an improved relationship between BMI and increasing age over the general population is of particular interest in the context of the measures being taken globally to curb an obesity epidemic.

Keywords: Aging, masters athlete, Quetelet Index, sport.

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1887 The Impact of Training Method on Programming Learning Performance

Authors: Chechen Liao, Chin Yi Yang

Abstract:

Although several factors that affect learning to program have been identified over the years, there continues to be no indication of any consensus in understanding why some students learn to program easily and quickly while others have difficulty. Seldom have researchers considered the problem of how to help the students enhance the programming learning outcome. The research had been conducted at a high school in Taiwan. Students participating in the study consist of 330 tenth grade students enrolled in the Basic Computer Concepts course with the same instructor. Two types of training methods-instruction-oriented and exploration-oriented were conducted. The result of this research shows that the instruction-oriented training method has better learning performance than exploration-oriented training method.

Keywords: Learning performance, programming learning, TDD, training method.

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