Introduction of Computer Studies to non-science university students: The Sri Lankan experience
Introduction of computer studies as a subject to students in the Faculties of Humanities and Social Sciences in Sri Lankan universities is a relatively recent experience. University of Kelaniya was the first university in Sri Lanka that offered computer studies as a subject to its Bachelor of Arts Degree programme starting in 2001. This paper attempts to analyze the relative performance of science and non-science students offering the same module under the new computer studies curriculum.
Disciplinary/ Interdiciplinary Virtual Design Studio
The purpose of initiating Virtual Architectural Design Studio is the provision of a highly interactive studio environment independent of time and place by broadening the horizons of todays Turkish traditional architectural design studios through collaborations among universities thanks to European Credit Transfer System_ ECTS credit system. The method developed in virtual design studio (SMTS in Turkish/VDS in English) can be considered a sample for future virtual design studios and diciplinary
A Hierarchy of Ontologies for Didactics-Enhanced E-learning
Ontologies are a fundamental concept of the Semantic Web envisioned by Tim Berners-Lee . Together with explicit representation of the semantics of data for machine-accessibility such domain theories are the basis for intelligent next generation applications for the web and other areas of interest . Their application for special aspects within the domain of e-learning is often proposed to support the increasing complexity (, , , ). So they can provide a better support for course
Mixing video , audio and still photography for actual topics in multimedia demonstrated on a multime
The paper is dealing with the method putting audio, video, still photography together to get the best effect for an normal audience to transport actual problems mainly in visual form without putting to much effort into text.
Knowledge Management: As a Mechanism for Large-Scale Technological and Organizational
Organizational and Technological changes in Israeli universities are taking place without a clear and well-planned model for managing those changes. Universities must adapt to daunting social and educational challenges, in which technology is playing a bigger role than ever before. The model we propose is implementing knowledge management strategies for achieving change management at universities in order to facilitate university's transformation. By doing that, we are establishing a well planne
New Learning Methodologies and Tools for Corporate
While e-learning has become accepted in large companies as a standard option for training, most corporate e-learning has not produced the hoped-for performance improvement. Yet elearning has a tremendous amount of unrealized potential to provide high-quality, educationally-sound, engaging training that improves employees performance. Corporate elearnings lack of success seems to be due to the dearth of widely-publicized methods to teach skills needed by corporate employees, and by the percei
An adaptive learning environment in DICE system with TDD model
We introduce an adaptive learning environment named DALM (DICE adaptive learning model) based on DICE test-driven development (TDD) model that was implemented in a parse-tree based automatic on-line grader. In our opinion, there are three variables in DALM. The individual differences (I) classify the learners into several groups. The training method (T) that equivalent to TDD model in DICE can be controlled by DICE system. The learning outcome (O) presents the learning performance of learners wi
Telstra's Next G Network: Event Management of Australia-Wide Wireless Network Training Solutions
The Next G network is Telstra's next generation wireless broadband network, bringing high-speed broadband to mobile phones and laptops across Australia. All Telstra mobile customers - city or country - will have access to the same retail suite of services, whether it is the traditional mobile phone call, new video and entertainment services, or wireless broadband internet. One of the major challenges for Telstra in successfully rolling out the new national network is the ability to successful
Conceptions en santé animale et tutorat assisté par ordinateur
Le travail présenté a été effectué dans le cadre de la validation d'un système expert en santé animal développée par l'INRA. Les conceptions d'éleveurs sont analysées en situation de résolution de problème en élevage porcin afin de les confronter avec celles formalisées dans le système expert porcidact.
Efficient object based streaming framework for web-based education
An efficient moving object extraction algorithm suitable for real-time content-based multimedia streaming systems is proposed in this paper. A Motion Vector (MV) based object extraction is used to dynamically detect the objects. To utilize the bandwidth efficiently, the important object can be real time detected, encoded, and transmitted with higher quality and higher frame rate than those of background. In order to meet the real-time requirement, no computationally intensive operation is includ
Mixed Reality Environment for Web-Based Laboratory Interactive Learning
This paper presents a web-based laboratory for distance learners by incorporating simulation and hardware implementation into web-based e-learning systems. It presents a development consisting of laboratory course through internet based on mixed reality technique to setup, run and manipulate set of experiments. Each experiment has been designed in a way that allows the learner to manipulate the components and check if it works properly in order to achieve the experiment objective. The proposed l
Impact of Computer Aided Learning on Children with Specific Learning Disabilities
The Technology Initiatives Division of Azim Premji Foundation has launched programmes for use of computers in rural schooling. One such programme is Computer Aided Leaning (CAL) that envisages deployment of computers as a media to impact learning competencies and to create an attractive environment in the schools. The state government provides the computers in schools and the Foundation has developed required software content designed to aid classroom learning process in specific areas such as m
Can Language and Culture Go Hand in Hand?
Cross- Linguistic Influence in the L2 Acquisition Process
Can Language and Culture go Hand in Hand? Using examples of Japanese as L1 and English as L2, we seek to demonstrate how transfer and interference from ones native language can impact expression in a language being acquired. We make some suggestions as to how to tackle transfer and interference, and briefly discuss the potential of further research to this effect in CALL.
Surmonter linterférence culturelle et linguistique à laide de CALL
This research project aims to design a CALL system (Computer-Assisted Language Learning). The goal of the system is to help users overcome cross-linguistic difficulties, that is to say, transfer and interference stemming from a native language (L1) in the process of acquiring a second or foreign language (L2). It is built following an ontological engineering methodology, which is well-known in the artificial intelligence community. In this article, we describe what is cross-linguistic influence,
Designing Instructional Examples to Reduce Intrinsic Cognitive Load: Molar versus Modular Presentati
It is usually assumed that successful problem solving in knowledge-rich domains depends on the availability of abstract problem-type schemas whose acquisition can be supported by presenting students with worked examples. Conventionally designed worked examples often focus on information that is related to the main components of problem-type schemas, namely on information related to problem-category membership, structural task features, and category-specific solution procedures. However, studying
When are powerful learning environments effective? The role of learner activities and of students
The goal of this chapter is to outline a theoretical and empirical perspective on how learners conceptions of educational technology might influence their learning activities and thereby determine the power of computer-based learning environments. Starting with an introduction to the concept of powerful learning environments we outline how recent developments in information and communication technologies might be used to implement these environments technologically. In the next step we refer t
Goal Configurations and Processing Strategies as Moderators Between Instructional Design and Cogniti
In this article, we propose some augmentations of cognitive load theory (CLT) inspired by evidence from hypertext-based instruction. In particular, we focus on the role of goal configurations and processing strategies as moderators between instructional design and cognitive load. First, we describe pivotal assumptions of CLT and conceptual shortcomings related to these assumptions. Second, we review evidence from our own hypertext-based research that gives reasons for integrating configurations
Implementing the Challenge Based Learning in Classroom Scenarios
Our Challenge Based Learning (CBL) method can be described as a special form of problem-based learning, in which the problems are of realistic, open-ended nature. Additionally, CBL contains features of experiential and project-based learning approaches. CBL is supported by the provision of Digital Experimentation Toolkits (DExTs) which comprise materials, initial instructions, references to web resources and specific software tools. Within the COLDEX project, a number of remote sites which gener
The Use of Multiple Student Modeling to Parameterize Group Learning
Recent criticism of ITS research for neglecting social aspects of learning is constructively answered by a practical attempt to extrapolate student modeling and intelligent learning support to group situations. The central focus is on using individually assessed student models to anticipate and parameterize group learning situations. This requires the integration of knowledge from individual models. Aspects of system architecture and dialogue design are discussedbased on an example of a replicat
Model-based Design of Activity Spaces for Collaborative Problem Solving and Learning
It is investigated how the design of external representations, namely, concept maps, can be based on a simulation model, how model-based concept maps can be utilized in an instructional and collaborative problem solving setting and how they can be taken advantage of in a computerized environment for collaborative problem solving and learning. With respect to the first goal, we made use of a cognitive simulation model to develop two instructional units. One unit teaches qualitative aspects of cla