WorldWideScience

Sample records for based learning inter-european

  1. A Large Scale Problem Based Learning inter-European Student Satellite Construction Project

    DEFF Research Database (Denmark)

    Nielsen, Jens Frederik Dalsgaard; Alminde, Lars; Bisgaard, Morten

    2006-01-01

    system, onboard computer systems, software, ground station and payloads, all to be covered by students from universities using different educational models. In addition due to the number of involved partners, economics and physical distances many of the students never meet in real life, implying...

  2. Mobile Inquiry Based Learning

    OpenAIRE

    Specht, Marcus

    2012-01-01

    Specht, M. (2012, 8 November). Mobile Inquiry Based Learning. Presentation given at the Workshop "Mobile inquiry-based learning" at the Mobile Learning Day 2012 at the Fernuniversität Hagen, Hagen, Germany.

  3. Problem Based Learning

    DEFF Research Database (Denmark)

    de Graaff, Erik; Guerra, Aida

    , the key principles remain the same everywhere. Graaff & Kolmos (2003) identify the main PBL principles as follows: 1. Problem orientation 2. Project organization through teams or group work 3. Participant-directed 4. Experiental learning 5. Activity-based learning 6. Interdisciplinary learning and 7......Problem-Based Learning (PBL) is an innovative method to organize the learning process in such a way that the students actively engage in finding answers by themselves. During the past 40 years PBL has evolved and diversified resulting in a multitude in variations in models and practices. However...... in Engineering Education. In answer to the requests for visits the Aalborg Centre for Problem Based Learning in Engineering Science and Sustainability under the auspices of UNESCO (UCPBL) a two days programme for visitors is offered two times a year. The workshop is an introduction workshop to the Aalborg PBL...

  4. Learning-Based Curriculum Development

    Science.gov (United States)

    Nygaard, Claus; Hojlt, Thomas; Hermansen, Mads

    2008-01-01

    This article is written to inspire curriculum developers to centre their efforts on the learning processes of students. It presents a learning-based paradigm for higher education and demonstrates the close relationship between curriculum development and students' learning processes. The article has three sections: Section "The role of higher…

  5. Machine Learning Based Malware Detection

    Science.gov (United States)

    2015-05-18

    A TRIDENT SCHOLAR PROJECT REPORT NO. 440 Machine Learning Based Malware Detection by Midshipman 1/C Zane A. Markel, USN...public release and sale; its distribution is limited. U.S.N.A. --- Trident Scholar project report; no. 440 (2015) MACHINE LEARNING BASED MALWARE...COVERED (From - To) 4. TITLE AND SUBTITLE Machine Learning Based Malware Detection 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM

  6. Dialog-based Language Learning

    OpenAIRE

    2016-01-01

    A long-term goal of machine learning research is to build an intelligent dialog agent. Most research in natural language understanding has focused on learning from fixed training sets of labeled data, with supervision either at the word level (tagging, parsing tasks) or sentence level (question answering, machine translation). This kind of supervision is not realistic of how humans learn, where language is both learned by, and used for, communication. In this work, we study dialog-based langu...

  7. Cloud-Based Mobile Learning

    Directory of Open Access Journals (Sweden)

    Alexandru BUTOI

    2013-01-01

    Full Text Available As the cloud technologies are largely studied and mobile technologies are evolving, new di-rections for development of mobile learning tools deployed on cloud are proposed.. M-Learning is treated as part of the ubiquitous learning paradigm and is a pervasive extension of E-Learning technologies. Development of such learning tools requires specific development strategies for an effective abstracting of pedagogical principles at the software design and implementation level. Current paper explores an interdisciplinary approach for designing and development of cloud based M-Learning tools by mapping a specific development strategy used for educational programs to software prototyping strategy. In order for such instruments to be user effective from the learning outcome point of view, the evaluation process must be rigorous as we propose a metric model for expressing the trainee’s overall learning experience with evaluated levels of interactivity, content presentation and graphical user interface usability.

  8. Problem Based Learning and sustainability

    DEFF Research Database (Denmark)

    Pizzol, Massimo; Løkke, Søren; Schmidt, Jannick Højrup

    Problem-Based Learning (PBL) is a style of active learning based on problem solving. PBL aims at providing university students with flexible knowledge, capacity to self-learning, and skills in problem solving and collaboration. In this context, the present study explores the advantages...... University (AAU), Denmark, and focuses on the teaching of Life Cycle Assessment as a method for sustainability assessment. The objective is providing recommendations for future LCA teaching and learning. PBL activites performed at AAU were evaluated critically to detemine to what extent they addressed...

  9. Does Artificial Tutoring Foster Inquiry Based Learning?

    Science.gov (United States)

    Schmoelz, Alexander; Swertz, Christian; Forstner, Alexandra; Barberi, Alessandro

    2014-01-01

    This contribution looks at the Intelligent Tutoring Interface for Technology Enhanced Learning, which integrates multistage-learning and inquiry-based learning in an adaptive e-learning system. Based on a common pedagogical ontology, adaptive e-learning systems can be enabled to recommend learning objects and activities, which follow inquiry-based…

  10. Reminding-Based Learning

    Science.gov (United States)

    1994-02-08

    categorization. 1b. Interactions among different m csea . The work on selectivity can be viewed in a slightly different way - the generlizatim depends upon...paper on this accepted in Journal of Experimental Psychology: Learning, Memory, and Cognition (Spalding & Ross, in press) and have presented this work at...the separation of similarity effects. Journal of Expcimentygholog. Leming. Mm=. and Cogntion, 13, 629- 639. Ross, B. H. (1989a). Remindings in learning

  11. Learning second language vocabulary: neural dissociation of situation-based learning and text-based learning.

    Science.gov (United States)

    Jeong, Hyeonjeong; Sugiura, Motoaki; Sassa, Yuko; Wakusawa, Keisuke; Horie, Kaoru; Sato, Shigeru; Kawashima, Ryuta

    2010-04-01

    Second language (L2) acquisition necessitates learning and retrieving new words in different modes. In this study, we attempted to investigate the cortical representation of an L2 vocabulary acquired in different learning modes and in cross-modal transfer between learning and retrieval. Healthy participants learned new L2 words either by written translations (text-based learning) or in real-life situations (situation-based learning). Brain activity was then measured during subsequent retrieval of these words. The right supramarginal gyrus and left middle frontal gyrus were involved in situation-based learning and text-based learning, respectively, whereas the left inferior frontal gyrus was activated when learners used L2 knowledge in a mode different from the learning mode. Our findings indicate that the brain regions that mediate L2 memory differ according to how L2 words are learned and used.

  12. Dimensions of problem based learning

    DEFF Research Database (Denmark)

    Nielsen, Jørgen Lerche; Andreasen, Lars Birch

    2013-01-01

    The article contributes to the literature on problem based learning and problem-oriented project work, building on and reflecting the experiences of the authors through decades of work with problem-oriented project pedagogy. The article explores different dimensions of problem based learning...... such as the exploration of problems, the project method, online collaboration, and the dialogic nature of students’ working together. A special attention is given to the historical development and theoretical roots of problem-oriented project work in Denmark. The case to be explored will be the Masters programme in ICT...... and Learning (MIL). We discuss changes in the roles of the teachers as supervisors within this learning environment, and we explore the involvement of students as active participants and co-designers of how course and project activities unfold....

  13. Problem-Based Learning Online

    DEFF Research Database (Denmark)

    Kolbæk, Ditte; Nortvig, Anne-Mette

    2017-01-01

    Problem- and Project-Based Learning (PBL) is a widely used pedagogical method in higher education. Although PBL encourages self-directed learning and works with the students’ own projects and problems, it also includes teacher presentations, discussions and group reflections, both on......-campus and online. Therefore, the teacher’s plans might be relevant to the students’ projects, but that is not always the case. This study investigates how master’s students interact with an online Problem-Based Learning design and examines how technology influences these interactions. The empirical data stem from...... lessons at an online master’s course, and they were collected and analyzed using a netnographic approach. The study finds that concepts like self-directed learning and active involvement of everyone can have very different meanings from the teachers’ and the students’ points of view. If the students do...

  14. Web-Based Instruction, Learning Effectiveness and Learning Behavior: The Impact of Relatedness

    Science.gov (United States)

    Shieh, Chich-Jen; Liao, Ying; Hu, Ridong

    2013-01-01

    This study aims to discuss the effects of Web-based Instruction and Learning Behavior on Learning Effectiveness. Web-based Instruction contains the dimensions of Active Learning, Simulation-based Learning, Interactive Learning, and Accumulative Learning; and, Learning Behavior covers Learning Approach, Learning Habit, and Learning Attitude. The…

  15. Characteristics of Problem-Based Learning

    DEFF Research Database (Denmark)

    Kolmos, Anette

    2003-01-01

    Problem BAsed LEarning (PBL) is widely regarded as a successful and innovative method for engineering education. The article highlights the Dutch approach of directing the learning process throuogh problem analysis and the Danish model of project-organised learning...

  16. Adaptive Device Context Based Mobile Learning Systems

    Science.gov (United States)

    Pu, Haitao; Lin, Jinjiao; Song, Yanwei; Liu, Fasheng

    2011-01-01

    Mobile learning is e-learning delivered through mobile computing devices, which represents the next stage of computer-aided, multi-media based learning. Therefore, mobile learning is transforming the way of traditional education. However, as most current e-learning systems and their contents are not suitable for mobile devices, an approach for…

  17. Inquiry Based Science Education og den sociokulturelt forankrede dialog i naturfagsundervisningen

    DEFF Research Database (Denmark)

    Østergaard, Lars Domino

    2012-01-01

    Through study, investigation and discussion of the concept Best Practice in science education (Ellebæk & Østergaard, 2009) it was shown, that the dialogue in the teaching sequences was an important factor for the children’s understanding, engagement and interest for the science subjects...... and phenomena. In this article we will discuss dialogue in the light of sociocultural learning theories, and relate it to Inquiry Based Science Education (IBSE), as the pedagogical and didactical method, which are promoted most strongly these years (e.g. in the inter-European Pollen and Fibonacci projects...

  18. Learning Object Metadata in a Web-Based Learning Environment

    NARCIS (Netherlands)

    Avgeriou, Paris; Koutoumanos, Anastasios; Retalis, Symeon; Papaspyrou, Nikolaos

    2000-01-01

    The plethora and variance of learning resources embedded in modern web-based learning environments require a mechanism to enable their structured administration. This goal can be achieved by defining metadata on them and constructing a system that manages the metadata in the context of the learning

  19. Foundations of Game-Based Learning

    Science.gov (United States)

    Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.

    2015-01-01

    In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…

  20. Java problem-based learning

    Directory of Open Access Journals (Sweden)

    Goran P, Šimić

    2012-01-01

    Full Text Available The paper describes the self-directed problem-based learning system (PBL named Java PBL. The expert module is the kernel of Java PBL. It involves a specific domain model, a problem generator and a solution generator. The overall system architecture is represented in the paper. Java PBL can act as the stand-alone system, but it is also designed to provide support to learning management systems (LMSs. This is provided by a modular design of the system. An LMS can offer the declarative knowledge only. Java PBL offers the procedural knowledge and the progress of the learner programming skills. The free navigation, unlimited numbers of problems and recommendations represent the main pedagogical strategies and tactics implemented into the system.

  1. Problem-based learning: rationale and description

    NARCIS (Netherlands)

    H.G. Schmidt (Henk)

    1983-01-01

    textabstractProblem-based learning is an instructional method that is said to provide students with knowledge suitable for problem solving. In order to test this assertion the process of problem-based learning is described and measured against three principles of learning: activation of prior knowle

  2. Video Game Based Learning in English Grammar

    Science.gov (United States)

    Singaravelu, G.

    2008-01-01

    The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…

  3. Context based games for mobile learning

    NARCIS (Netherlands)

    Ternier, Stefaan; De Jong, Tim; Kelle, Sebastian

    2009-01-01

    Ternier, S., De Jong, T., & Kelle, S. (2009). Context based games for mobile learning. Presentation given at Symposium Mobile Learning in Context. September, 11, 2009, Heerlen, The Netherlands: Open University of the Netherlands.

  4. AGRI PROJECT-BASED LEARNING

    OpenAIRE

    Urbano López de Meneses, Beatriz

    2016-01-01

    AGRI PROJECT-BASED LEARNING tiene por objeto acompañar al alumno en la realización del Trabajo Final de Grado (TFG) mediante la implementación de la metodología del aprendizaje basado en proyectos (PBL) desde las asignaturas. El desarrollo de la metodología ha incluido acciones en tres líneas de actuación; por un parte la inclusión de la metodología PBL en una asignatura para avanzar en el propio TFG del alumno, por otra la organización de seminarios y jornadas sobre instrumentos necesarios ...

  5. Inquiry based learning as didactic model in distant learning

    NARCIS (Netherlands)

    Rothkrantz, L.J.M.

    2015-01-01

    Recent years many universities are involved in development of Massive Open Online Courses (MOOCs). Unfortunately an appropriate didactic model for cooperated network learning is lacking. In this paper we introduce inquiry based learning as didactic model. Students are assumed to ask themselves quest

  6. Accountability for Project-Based Collaborative Learning

    Science.gov (United States)

    Jamal, Abu-Hussain; Essawi, Mohammad; Tilchin, Oleg

    2014-01-01

    One perspective model for the creation of the learning environment and engendering students' thinking development is the Project-Based Collaborative Learning (PBCL) model. This model organizes learning by collaborative performance of various projects. In this paper we describe an approach to enhancing the PBCL model through the creation of…

  7. Web-Based Learning Design Tool

    Science.gov (United States)

    Bruno, F. B.; Silva, T. L. K.; Silva, R. P.; Teixeira, F. G.

    2012-01-01

    Purpose: The purpose of this paper is to propose a web-based tool that enables the development and provision of learning designs and its reuse and re-contextualization as generative learning objects, aimed at developing educational materials. Design/methodology/approach: The use of learning objects can facilitate the process of production and…

  8. Distance learning, problem based learning and dynamic knowledge networks.

    Science.gov (United States)

    Giani, U; Martone, P

    1998-06-01

    This paper is an attempt to develop a distance learning model grounded upon a strict integration of problem based learning (PBL), dynamic knowledge networks (DKN) and web tools, such as hypermedia documents, synchronous and asynchronous communication facilities, etc. The main objective is to develop a theory of distance learning based upon the idea that learning is a highly dynamic cognitive process aimed at connecting different concepts in a network of mutually supporting concepts. Moreover, this process is supposed to be the result of a social interaction that has to be facilitated by the web. The model was tested by creating a virtual classroom of medical and nursing students and activating a learning session on the concept of knowledge representation in health sciences.

  9. Design for game based learning platforms

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Meyer, Bente

    2010-01-01

    Council for Strategic Research, in which an online game-based platform for English as a foreign language in primary school is studied. The paper presents a model for designing for game based learning platforms. This design is based on cultural and ethnographic based research on children's leisure time use......This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...

  10. Bridging disciplines through problem based learning

    DEFF Research Database (Denmark)

    Stentoft, Diana

    2011-01-01

    of how a problem based approach to learning will be implemented in the programs to support students in their engagement with the complexities of amalgamating and transgressing the disciplines of technology and anthropology. The paper is concluded by a brief discussion of problem based learning...

  11. Version Control in Project-Based Learning

    Science.gov (United States)

    Milentijevic, Ivan; Ciric, Vladimir; Vojinovic, Oliver

    2008-01-01

    This paper deals with the development of a generalized model for version control systems application as a support in a range of project-based learning methods. The model is given as UML sequence diagram and described in detail. The proposed model encompasses a wide range of different project-based learning approaches by assigning a supervisory…

  12. A Learning Object Approach To Evidence based learning

    Directory of Open Access Journals (Sweden)

    Zabin Visram

    2005-06-01

    Full Text Available This paper describes the philosophy, development and framework of the body of elements formulated to provide an approach to evidence-based learning sustained by Learning Objects and web based technology Due to the demands for continuous improvement in the delivery of healthcare and in the continuous endeavour to improve the quality of life, there is a continuous need for practitioner's to update their knowledge by accomplishing accredited courses. The rapid advances in medical science has meant increasingly, there is a desperate need to adopt wireless schemes, whereby bespoke courses can be developed to help practitioners keep up with expanding knowledge base. Evidently, without current best evidence, practice risks becoming rapidly out of date, to the detriment of the patient. There is a need to provide a tactical, operational and effective environment, which allows professional to update their education, and complete specialised training, just-in-time, in their own time and location. Following this demand in the marketplace the information engineering group, in combination with several medical and dental schools, set out to develop and design a conceptual framework which form the basis of pioneering research, which at last, enables practitioner's to adopt a philosophy of life long learning. The body and structure of this framework is subsumed under the term Object oriented approach to Evidence Based learning, Just-in-time, via Internet sustained by Reusable Learning Objects (The OEBJIRLO Progression. The technical pillars which permit this concept of life long learning are pivoted by the foundations of object oriented technology, Learning objects, Just-in-time education, Data Mining, intelligent Agent technology, Flash interconnectivity and remote wireless technology, which allow practitioners to update their professional skills, complete specialised training which leads to accredited qualifications. This paper sets out to develop and

  13. Intelligent Web-Based Learning System with Personalized Learning Path Guidance

    Science.gov (United States)

    Chen, C. M.

    2008-01-01

    Personalized curriculum sequencing is an important research issue for web-based learning systems because no fixed learning paths will be appropriate for all learners. Therefore, many researchers focused on developing e-learning systems with personalized learning mechanisms to assist on-line web-based learning and adaptively provide learning paths…

  14. Toward Project-based Learning and Team Formation in Open Learning Environments

    NARCIS (Netherlands)

    Spoelstra, Howard; Van Rosmalen, Peter; Sloep, Peter

    2014-01-01

    Open Learning Environments, MOOCs, as well as Social Learning Networks, embody a new approach to learning. Although both emphasise interactive participation, somewhat surprisingly, they do not readily support bond creating and motivating collaborative learning opportunities. Providing project-based

  15. Personalized learning Ecologies in Problem and Project Based Learning Environments

    DEFF Research Database (Denmark)

    Rongbutsri, Nikorn; Ryberg, Thomas; Zander, Pär-Ola

    2012-01-01

    learning. In Aalborg University students have to work in groups each semester to understand and address a self-defined and complex problem and provide a solution to the problem which is evaluated in a report format (called the project). Students work with a real life problem in their project which....... making it important to understand and conceptualise students’ use of technology. Ecology is the study of relationship between organisms in an environment which is the set of circumstances surrounding that organism. Learning ecologies are the study of the relationship of a learner or a group of learners...... and technologies. This study demonstrates how students interact with tools, networks, and communities within learning ecologies in problem and project based learning environments by using an analysis of students’ blog posts on ‘how they use technologies to support their PBL project collaboration within their group...

  16. Evaluating Web-Based Learning Systems

    Science.gov (United States)

    Pergola, Teresa M.; Walters, L. Melissa

    2011-01-01

    Accounting educators continuously seek ways to effectively integrate instructional technology into accounting coursework as a means to facilitate active learning environments and address the technology-driven learning preferences of the current generation of students. Most accounting textbook publishers now provide interactive, web-based learning…

  17. Encouraging Engagement in Game-Based Learning

    Science.gov (United States)

    Whitton, Nicola

    2011-01-01

    It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging--either in terms of an…

  18. Game-Based Life-Long Learning

    NARCIS (Netherlands)

    Kelle, Sebastian; Sigurðarson, Steinn; Westera, Wim; Specht, Marcus

    2010-01-01

    Kelle, S., Sigurðarson, S., Westera, W., & Specht, M. (2011). Game-Based Life-Long Learning. In G. D. Magoulas (Ed.), E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments (pp. 337-349). Hershey, PA: IGI Global.

  19. Jigsaw Cooperative Learning: Acid-Base Theories

    Science.gov (United States)

    Tarhan, Leman; Sesen, Burcin Acar

    2012-01-01

    This study focused on investigating the effectiveness of jigsaw cooperative learning instruction on first-year undergraduates' understanding of acid-base theories. Undergraduates' opinions about jigsaw cooperative learning instruction were also investigated. The participants of this study were 38 first-year undergraduates in chemistry education…

  20. Simulation and case-based learning

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Guralnick, David

    2008-01-01

    Abstract- This paper has its origin in the authors' reflection on years of practical experiences combined with literature readings in our preparation for a workshop on learn-by-doing simulation and case-based learning to be held at the ICELW 2008 conference (the International Conference on E...

  1. Managing the Gap between Curriculum Based and Problem Based Learning

    DEFF Research Database (Denmark)

    Bygholm, Ann; Buus, Lillian

    2009-01-01

    Traditionally there has been a clear distinction between curriculum based and problem based approaches to accomplish learning. Preferred approaches depend of course on conviction, culture, traditions and also on the specific learning situation. We will argue that it is not a question of either....../or but rather both/and. In this paper we describe an approach to design and delivery of online courses in computer science which on the one hand is based on a specified curriculum and on the other hand gives room for different learning strategies, problem based learning being one of them. We discuss...... the challenges in applying problem based learning strategies in a context where several universities, with different cultures of teaching, collaboratively develop and deliver online courses. We present a pedagogical framework embracing both problem based and curriculum based strategies and show how we used...

  2. Modeling Personalized Learning Styles in a Web-Based Learning System

    Science.gov (United States)

    Hsu, Chia-Cheng; Wang, Kun-Te; Huang, Yueh-Min

    An innovative learning mechanism for identifying learners' learning styles to improve adaptive learning is proposed. Hypermedia-learning tools are highly interactive to learners in web-based environments that have become increasingly popular in the field of education. However, these learning tools are frequently inadequate for individualize learning because accessing adaptive learning content is required for learners to achieve objectives. For predicating adaptive learning, a neuron-fuzzy inference approach is used to model the diagnosis of learning styles. Then, according to the diagnosis results, a recommendation model is constructed to help learners obtain adaptive digital content. The proposed approach has the capability of tracking learning activities on-line to correspond with learning styles. The results show that the identified model successfully classified 102 learners into groups based on learning style. The implemented learning mechanism produced a clear learning guide for learning activities, which can help an advanced learning system retrieve a well-structure learning unit.

  3. Problem-Based Learning in Formal and Informal Learning Environments

    Science.gov (United States)

    Shimic, Goran; Jevremovic, Aleksandar

    2012-01-01

    Problem-based learning (PBL) is a student-centered instructional strategy in which students solve problems and reflect on their experiences. Different domains need different approaches in the design of PBL systems. Therefore, we present one case study in this article: A Java Programming PBL. The application is developed as an additional module for…

  4. The Effects of Students' Learning Anxiety and Motivation on the Learning Achievement in the Activity Theory Based Gamified Learning Environment

    Science.gov (United States)

    Su, Chung-Ho

    2017-01-01

    The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…

  5. Yet Another Adaptive Learning Management System Based on Felder and Silverman's Learning Styles and Mashup

    Science.gov (United States)

    Chang, Yi-Hsing; Chen, Yen-Yi; Chen, Nian-Shing; Lu, You-Te; Fang, Rong-Jyue

    2016-01-01

    This study designs and implements an adaptive learning management system based on Felder and Silverman's Learning Style Model and the Mashup technology. In this system, Felder and Silverman's Learning Style model is used to assess students' learning styles, in order to provide adaptive learning to leverage learners' learning preferences.…

  6. Design and Implementation of C-iLearning: A Cloud-Based Intelligent Learning System

    Science.gov (United States)

    Xiao, Jun; Wang, Minjuan; Wang, Lamei; Zhu, Xiaoxiao

    2013-01-01

    The gradual development of intelligent learning (iLearning) systems has prompted the changes of teaching and learning. This paper presents the architecture of an intelligent learning (iLearning) system built upon the recursive iLearning model and the key technologies associated with this model. Based on this model and the technical structure of a…

  7. Constructivism Based Learning: Design and Practice

    Directory of Open Access Journals (Sweden)

    Lia Kurniawati

    2016-06-01

    Full Text Available Abstract One of many problems in the madrasahs is that learning processes less-involve students actively (teacher-centered, thus, it affects to the improvement of learning outcomes and quality of the graduates. The purposes of this study are , firstly, to analyze what type of constructivism learning models, which can be developed to overcome madrasahs’ problems. Secondly, how to design and implement a learning plan based on the developed constructivism models. This research was conducted at Private Islamic Elementary School  (Madrasah Ad-Diyanah Ciputat, South Tangerang. Research method used in this study is descriptive-qualitative research. The results showed that the active learning models based on constructivism are suitable to be developed in the Madarasah, which were the models of Problem Based Learning (PBM, Realistic Learning, Inquiry Learning and Thematic Learning and also how the development of the learning processes from the lesson plans to the learning implementation showed a paradigm shifting from teacher-centered to student-centered. Abstrak Salah satu permasalahan di madrasah-madrasah adalah proses pembelajaran yang kurang melibatkan siswa secara aktif (berpusat pada guru, sehingga hal ini mengakibatkan pada peningkatan hasil belajar dan kualitas lulusan. Tujuan dari penelitian ini adalah, pertama, untuk menganalisis jenis model pembelajaran konstruktivisme apa yang dapat dikembangkan untuk mengatasi permasalahan di madrasah. Ke dua, bagaimana merancang dan melaksanakan rencana pembelajaran berdasarkan model konstruktivisme yang dikembangkan. Penelitian ini dilaksanakan di Sekolah Dasar Swasta (madrasah Ad-Diayanah Ciputat, Tangerang Selatan. Metode penelitian yang digunakan adalah metode deskriptif-kualitatif. Hasil penelitian menunjukkan bahwa model pembelajaran aktif yang berbasis konstruktivisme sesuai untuk dikembangkan di madrasah, yakni model pembelajaran Problem Based Learning (PBL, Pembelajaran Realistis, Pembelajaran

  8. Problem-based Learning in a Competency-based World.

    Science.gov (United States)

    Bechtel, Gregory A.; Davidhizar, Ruth; Bradshaw, Martha J.

    1999-01-01

    Problem-based learning emphasizes critical thinking and clinical judgment. Competency-based education focuses on clinical competence. A merger of the two in nursing education could generate higher levels of inquiry and more expert clinicians. (SK)

  9. Problem based learning in medical education.

    Science.gov (United States)

    Mansur, D I; Kayastha, S R; Makaju, R; Dongol, M

    2012-01-01

    Problem based learning, originally introduced in the Medical School at Mc-Master University in Canada in the late 1960s, and is now being used as a learning method in many medical schools in the United Kingdom and worldwide. Problem based learning have been adapted in many medical colleges of Nepal be used either as the mainstay of an entire curriculum or for the delivery of individual courses. Institution of Medicine, Tribhuvan University in 1980, BP Koirala Institute of Health Sciences at Dharan in 1999, KUSMS with the great support of faculties from Harvard University in 2001, Patan Academy of Health Sciences (PAHS), and lately all the affiliated medical colleges of Kathmandu University have adapted Problem based learning.

  10. Virtual Learning Environments and Learning Forms -experiments in ICT-based learning

    DEFF Research Database (Denmark)

    Helbo, Jan; Knudsen, Morten

    2004-01-01

    This paper report the main results of a three year experiment in ICT-based distance learning. The results are based on a full scale experiment in the education, Master of Industrial Information Technology (MII) and is one of many projects deeply rooted in the project Virtual Learning Environments...... and Learning forms (ViLL). The experiment was to transfer a well functioning on-campus engineering program based on project organized collaborative learning to a technology supported distance education program. After three years the experiments indicate that adjustments are required in this transformation....... The main problem is that we do not find the same self regulatoring learning effect in the group work among the off-campus students as is the case for on-campus students. Based on feedback from evaluation questionnaires and discussions with the students didactic adjustments have been made. The revised...

  11. Virtual Learning Environments and Learning Forms -experiments in ICT-based learning

    DEFF Research Database (Denmark)

    Helbo, Jan; Knudsen, Morten

    2004-01-01

    . The main problem is that we do not find the same self regulatoring learning effect in the group work among the off-campus students as is the case for on-campus students. Based on feedback from evaluation questionnaires and discussions with the students didactic adjustments have been made. The revised......This paper report the main results of a three year experiment in ICT-based distance learning. The results are based on a full scale experiment in the education, Master of Industrial Information Technology (MII) and is one of many projects deeply rooted in the project Virtual Learning Environments...... and Learning forms (ViLL). The experiment was to transfer a well functioning on-campus engineering program based on project organized collaborative learning to a technology supported distance education program. After three years the experiments indicate that adjustments are required in this transformation...

  12. Game-based versus traditional case-based learning

    Science.gov (United States)

    Telner, Deanna; Bujas-Bobanovic, Maja; Chan, David; Chester, Bob; Marlow, Bernard; Meuser, James; Rothman, Arthur; Harvey, Bart

    2010-01-01

    ABSTRACT OBJECTIVE To evaluate family physicians’ enjoyment of and knowledge gained from game-based learning, compared with traditional case-based learning, in a continuing medical education (CME) event on stroke prevention and management. DESIGN An equivalence trial to determine if game-based learning was as effective as case-based learning in terms of attained knowledge levels. Game questions and small group cases were developed. Participants were randomized to either a game-based or a case-based group and took part in the event. SETTING Ontario provincial family medicine conference. PARTICIPANTS Thirty-two family physicians and 3 senior family medicine residents attending the conference. INTERVENTION Participation in either a game-based or a case-based CME learning group. MAIN OUTCOME MEASURES Scores on 40-item immediate and 3-month posttests of knowledge and a satisfaction survey. RESULTS Results from knowledge testing immediately after the event and 3 months later showed no significant difference in scoring between groups. Participants in the game-based group reported higher levels of satisfaction with the learning experience. CONCLUSION Games provide a novel way of organizing CME events. They might provide more group interaction and discussion, as well as improve recruitment to CME events. They might also provide a forum for interdisciplinary CME. Using games in future CME events appears to be a promising approach to facilitate participant learning. PMID:20841574

  13. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

    Science.gov (United States)

    Su,Chung-Ho; Cheng, Ching-Hsue

    2013-01-01

    The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…

  14. Adaptive Bases for Reinforcement Learning

    CERN Document Server

    Di Castro, Dotan

    2010-01-01

    We consider the problem of reinforcement learning using function approximation, where the approximating basis can change dynamically while interacting with the environment. A motivation for such an approach is maximizing the value function fitness to the problem faced. Three errors are considered: approximation square error, Bellman residual, and projected Bellman residual. Algorithms under the actor-critic framework are presented, and shown to converge. The advantage of such an adaptive basis is demonstrated in simulations.

  15. Learning unification-based grammars using the Spoken English Corpus

    CERN Document Server

    Osborne, M; Osborne, Miles; Bridge, Derek

    1994-01-01

    This paper describes a grammar learning system that combines model-based and data-driven learning within a single framework. Our results from learning grammars using the Spoken English Corpus (SEC) suggest that combined model-based and data-driven learning can produce a more plausible grammar than is the case when using either learning style isolation.

  16. Game Based Language Learning for Bilingual Adults

    DEFF Research Database (Denmark)

    Hautopp, Heidi; Hanghøj, Thorkild

    2014-01-01

    What happens when a single‐player training game enters a classroom context? The use of training activities in game‐based learning (GBL) has often been criticized for letting players perform mechanical operations with no reflection upon the learning experiences involved (e.g. Egenfeldt‐Nielsen, 20......’ possibilities of negotiating the meaning of the game in a social context. Likewise, it depends on the teacher’s planning of dialogical activities which contextualize the game as a conversational object in the classroom context.......What happens when a single‐player training game enters a classroom context? The use of training activities in game‐based learning (GBL) has often been criticized for letting players perform mechanical operations with no reflection upon the learning experiences involved (e.g. Egenfeldt‐Nielsen, 2005...

  17. LEARNING DIFFICULTIES: AN ANALYSIS BASED ON VIGOTSKY

    Directory of Open Access Journals (Sweden)

    Adriane Cenci

    2010-06-01

    Full Text Available We aimed, along the text, to bring a reflection upon learning difficulties based on Socio-Historical Theory, relating what is observed in schools to what has been discussed about learning difficulties and the theory proposed by Vygotsky in the early XX century. We understand that children enter school carrying experiences and knowledge from their cultural group and that school ignores such knowledge very often. Then, it is in such disengagement that emerges what we started to call learning difficulties. One cannot forget to see a child as a whole – a student is a social being constituted by culture, language and specific values to which one must be attentive.

  18. Free Open Source Software: FOSS Based e-learning, Mobile Learning Systems Together with Blended Learning System

    Directory of Open Access Journals (Sweden)

    Kohei Arai

    2013-11-01

    Full Text Available Free Open Source Software: FOSS based e-learning system is proposed together with blended learning and mobile learning. Mashup search engine for e-learning contents search and content adaptation from e-learning to mobile learning content are also implemented. Through implementation of the proposed system, it is found that the system does work well for improvement of learning efficiency.

  19. Achieving Adaptability through Inquiry Based Learning

    Science.gov (United States)

    2010-06-01

    knowledge. IBL is based on a different conception of learning, one traceable back to John Dewey (1910) and Jean Piaget (1972; von Glasersfeld, 1995) and...Dewey, 1910; Duffy 2009; Piaget , 1972; Schank, Fano, Bell, and Jona, 1993). If the learners are focused on figuring out what the instructor wants...errors or the inability to fully make sense of a situation provides the basis for learning ( Piaget , 1973; Schank, et al, 1993). Thus the errors

  20. On the Task-based Collaborative Learning

    Institute of Scientific and Technical Information of China (English)

    曲囡囡; 马卓

    2008-01-01

    <正>Task-based language teaching(TBLT) has been a prevalent teaching practice in the TEFL field in the recent years and its momentum for striving to be the legitimate one has never ceased. The present study tries to provide a theoretical foundation for its application in the communicative learning approach of English as the second language(ESL),namely the collaborative learning mode.

  1. Game-Based Learning Theory

    Science.gov (United States)

    Laughlin, Daniel

    2008-01-01

    Persistent Immersive Synthetic Environments (PISE) are not just connection points, they are meeting places. They are the new public squares, village centers, malt shops, malls and pubs all rolled into one. They come with a sense of 'thereness" that engages the mind like a real place does. Learning starts as a real code. The code defines "objects." The objects exist in computer space, known as the "grid." The objects and space combine to create a "place." A "world" is created, Before long, the grid and code becomes obscure, and the "world maintains focus.

  2. Mining Learning Social Networks for Cooperative Learning with Appropriate Learning Partners in a Problem-Based Learning Environment

    Science.gov (United States)

    Chen, Chih-Ming; Chang, Chia-Cheng

    2014-01-01

    Many studies have identified web-based cooperative learning as an increasingly popular educational paradigm with potential to increase learner satisfaction and interactions. However, peer-to-peer interaction often suffers barriers owing to a failure to explore useful social interaction information in web-based cooperative learning environments.…

  3. Inquiry-Based Learning of Molecular Phylogenetics

    Science.gov (United States)

    Campo, Daniel; Garcia-Vazquez, Eva

    2008-01-01

    Reconstructing phylogenies from nucleotide sequences is a challenge for students because it strongly depends on evolutionary models and computer tools that are frequently updated. We present here an inquiry-based course aimed at learning how to trace a phylogeny based on sequences existing in public databases. Computer tools are freely available…

  4. Generalized Derivative Based Kernelized Learning Vector Quantization

    NARCIS (Netherlands)

    Schleif, Frank-Michael; Villmann, Thomas; Hammer, Barbara; Schneider, Petra; Biehl, Michael; Fyfe, Colin; Tino, Peter; Charles, Darryl; Garcia-Osoro, Cesar; Yin, Hujun

    2010-01-01

    We derive a novel derivative based version of kernelized Generalized Learning Vector Quantization (KGLVQ) as an effective, easy to interpret, prototype based and kernelized classifier. It is called D-KGLVQ and we provide generalization error bounds, experimental results on real world data, showing t

  5. Reinforcement Learning Based Artificial Immune Classifier

    Directory of Open Access Journals (Sweden)

    Mehmet Karakose

    2013-01-01

    Full Text Available One of the widely used methods for classification that is a decision-making process is artificial immune systems. Artificial immune systems based on natural immunity system can be successfully applied for classification, optimization, recognition, and learning in real-world problems. In this study, a reinforcement learning based artificial immune classifier is proposed as a new approach. This approach uses reinforcement learning to find better antibody with immune operators. The proposed new approach has many contributions according to other methods in the literature such as effectiveness, less memory cell, high accuracy, speed, and data adaptability. The performance of the proposed approach is demonstrated by simulation and experimental results using real data in Matlab and FPGA. Some benchmark data and remote image data are used for experimental results. The comparative results with supervised/unsupervised based artificial immune system, negative selection classifier, and resource limited artificial immune classifier are given to demonstrate the effectiveness of the proposed new method.

  6. Web-Based Learning - Yes We Can!

    Science.gov (United States)

    Schroeder, Ulrik

    Web-based Learning has become a matter of fact at universities. We are now at the edge of new developments with Web 2.0 applications and social software is radically changing the way of how we communicate and share in social networks. Can we expect an analogous revolution for university education 2.0? I will give some arguments that I rather expect an incremental evolution than a radical change. First, I take a look at current eLearning implementations and organizational frameworks and give an example from RWTH Aachen University. Against the background of cognitive theories the utilization of Web 2.0 applications are promising to strengthen 21st century learning. But methods and tools must be adapted to the context of institutional learning as well as the formal regulations must be adjusted vice versa.

  7. Deep and surface learning in problem-based learning: a review of the literature

    NARCIS (Netherlands)

    D.H.J.M. Dolmans (Diana); S.M.M. Loyens (Sofie); H. Marcq (Hélène); D. Gijbels (David)

    2015-01-01

    textabstractIn problem-based learning (PBL), implemented worldwide, students learn by discussing professionally relevant problems enhancing application and integration of knowledge, which is assumed to encourage students towards a deep learning approach in which students are intrinsically interested

  8. Deep and surface learning in problem-based learning: a review of the literature

    NARCIS (Netherlands)

    D.H.J.M. Dolmans (Diana); S.M.M. Loyens (Sofie); Marcq, H. (Hélène); D. Gijbels (David)

    2016-01-01

    textabstractIn problem-based learning (PBL), implemented worldwide, students learn by discussing professionally relevant problems enhancing application and integration of knowledge, which is assumed to encourage students towards a deep learning approach in which students are intrinsically interested

  9. Learning to Summarize and Summarizing for Learning: Some Computer-Based Supports

    NARCIS (Netherlands)

    Dessus, Philippe

    2008-01-01

    Dessus, P. (2008). Learning to Summarize and Summarizing for Learning: Some Computer-Based Supports. Workshop presentation at the symposium Learning networks for professional. November, 14, 2008, Heerlen, Nederland: Open Universiteit Nederland.

  10. Problem-Based Learning in Higher Education: Untold Stories.

    Science.gov (United States)

    Savin-Baden, Maggi

    The central argument of this book is that the potential of problem-based learning is yet to be realized in higher education. Problem-based learning is an important approach to learning, based in the experiential learning tradition, that needs to be more centrally located in higher education curricula. Part 1 of this book explores problem-based…

  11. Benefits of Scenario-based Learning in university education

    OpenAIRE

    Elliott-Kingston, Caroline; Doyle, Owen P. E.; Hunter, Alan

    2016-01-01

    As an applied science, horticulture is particularly suited to interactive teaching and learning methods.  Much of the undergraduate learning in horticulture is passive; therefore, more active learning strategies should be introduced. One such active learning technique is scenario-based learning (SBL).  This form of learning allows students to apply academic knowledge to a simulated 'real-life' situation.  It is particularly suited to promoting group participation and learning.  Its use provid...

  12. Distributing vs. Blocking Learning Questions in a Web-Based Learning Environment

    Science.gov (United States)

    Kapp, Felix; Proske, Antje; Narciss, Susanne; Körndle, Hermann

    2015-01-01

    Effective studying in web-based learning environments (web-LEs) requires cognitive engagement and demands learners to regulate their learning activities. One way to support learners in web-LEs is to provide interactive learning questions within the learning environment. Even though research on learning questions has a long tradition, there are…

  13. Investigating the Learning-Theory Foundations of Game-Based Learning: A Meta-Analysis

    Science.gov (United States)

    Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H.

    2012-01-01

    Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…

  14. An Adaptive E-Learning System Based on Students' Learning Styles: An Empirical Study

    Science.gov (United States)

    Drissi, Samia; Amirat, Abdelkrim

    2016-01-01

    Personalized e-learning implementation is recognized as one of the most interesting research areas in the distance web-based education. Since the learning style of each learner is different one must fit e-learning with the different needs of learners. This paper presents an approach to integrate learning styles into adaptive e-learning hypermedia.…

  15. EFFECT OF PROBLEM BASED LEARNING IN COMPARISION WITH LECTURE BASED LEARNING IN FORENSIC MEDICINE

    Directory of Open Access Journals (Sweden)

    Padmakumar

    2015-09-01

    Full Text Available BACKGROUND: Problem based learning (PBL is an approach to learning and instruction in which students tackle problems in small groups under the supervision of a teacher. This style of learning assumed to foster increased retention of knowledge, improve student’s gene ral problem solving skills, enhance integration of basic science concepts in to clinical problems, foster the development of self - directed learning skills and strengthen student’s intrinsic motivation. AIM: The study was conducted to compare the effect of Problem based learning in comparison with lecture based learning. SETTING: A cross - sectional study was conducted among 2nd year MBBS students of Jubilee Mission Medical College and Research Institute, Thrissur during the period of December 2014 to March 20 15. METHODOLOGY: The batch is divided into two groups (A & B, 45 in each group. By using PBL method, blunt force injuries were taught to Group - A and sharp weapon injuries to group - B. By using lecture based learning (LBL method blunt force injuries were t aught to Group - B and sharp weapon injuries to group - A. At the end of the session a test in the form of MCQ was conducted on the students to evaluate their learning outcome. OBSERVATION AND RESU LTS: In session I, the average test score of LBL group was 8.16 and PBL group was 12. The difference was statistically significant. In session - II also 45 students has participated each in LBL and PBL classes. The average of test score of LBL group was 7.267 and PBL was 11.289, which was highly significant statistical ly . CONCLUSION: Study has proven that problem based learning is an effective teaching learning method when compared to conventional lecture based learning.

  16. Producing and scrounging during Problem Based Learning

    Directory of Open Access Journals (Sweden)

    William L. Vickery

    2013-08-01

    Full Text Available When problem based learning occurs in a social context it is open to a common social behaviour, scrounging. In the animal behaviour literature, scroungers do not attempt to find resources themselves but rather exploit resources found by other group members (referred to as producers. We know from studies of animal behaviour (including humans that scrounging can be expected whenever animals exploit resources in groups. We also know that scrounging can have deleterious effects on the group. We can expect scrounging to occur during social learning because the exchange of information (which I will consider here as a resource is essential to social learning. This exchange can be seen as each individual scrounging from the other members of the group whenever the individual learns from the work of others. However, there is a danger if some individuals learn mostly through their own efforts while others indulge in “social loafing” relying heavily on colleagues to provide knowledge. Here I propose that game theory models developed to analyse feeding in animal societies may also apply to social learning. We know from studies of birds feeding in groups that scrounging behaviour depends on the extent to which resources can be shared. Further, when scrounging is prevalent groups tend to obtain fewer resources. By contrast, in social learning we attempt to facilitate sharing of knowledge. We thus encourage scrounging and run the risk of reducing learning within study groups. Here I analyse the role of scrounging in problem based learning. I argue that scrounging is inherent and necessary to any social learning process. However, it can have perverse effects if the acquisition of facts rather than understanding comes to dominate learning objectives. Further, disparities among individuals within a group can lead certain individuals to specialise in scrounging thus undermining the functioning of the group. I suggest that motivation, problem structure

  17. Simulation-based medical teaching and learning

    Directory of Open Access Journals (Sweden)

    Abdulmohsen H Al-Elq

    2010-01-01

    Full Text Available One of the most important steps in curriculum development is the introduction of simulation- based medical teaching and learning. Simulation is a generic term that refers to an artificial representation of a real world process to achieve educational goals through experiential learning. Simulation based medical education is defined as any educational activity that utilizes simulation aides to replicate clinical scenarios. Although medical simulation is relatively new, simulation has been used for a long time in other high risk professions such as aviation. Medical simulation allows the acquisition of clinical skills through deliberate practice rather than an apprentice style of learning. Simulation tools serve as an alternative to real patients. A trainee can make mistakes and learn from them without the fear of harming the patient. There are different types and classification of simulators and their cost vary according to the degree of their resemblance to the reality, or ′fidelity′. Simulation- based learning is expensive. However, it is cost-effective if utilized properly. Medical simulation has been found to enhance clinical competence at the undergraduate and postgraduate levels. It has also been found to have many advantages that can improve patient safety and reduce health care costs through the improvement of the medical provider′s competencies. The objective of this narrative review article is to highlight the importance of simulation as a new teaching method in undergraduate and postgraduate education.

  18. Inquiry based learning in physical education

    DEFF Research Database (Denmark)

    Østergaard, Lars Domino

    2014-01-01

    and disadvantages within the IBL-methodology in relation to students’ motivation. Instructed in guided inquiry, 32 students of physical education in a teacher training college worked with inquiry based learning in physical education over a four week period. During the IBL-unit, qualitative data such as the students......The present project is a case study founded on the decreasing motivation and engagement in physical education. The project suggests inquiry based learning (IBL) as an educational methodology. This may help to turn the trend as IBL has shown to engage and motivate students at different educational...... to the IBL and the motivation theory. The analysis revealed that the students found the method very motivating and engaging, but they also accentuated the difficulties experienced in the beginning of the inquiry work due to the degrees of freedom in the work. Besides, the students emphasised the learning...

  19. DKBLM—Deep Knowledge Based Learning Methodology

    Institute of Scientific and Technical Information of China (English)

    马志方

    1993-01-01

    To solve the Imperfect Theory Problem(ITP)faced by Explanation Based Generalization(EBG),this paper proposes a methodology,Deep Knowledge Based Learning Methodology(DKBLM)by name and gives an implementation of DKBLM,called Hierarchically Distributed Learning System(HDLS).As an example of HDLS's application,this paper shows a learning system(MLS)in meteorology domain and its running with a simplified example.DKBLM can acquire experiential knowledge with causality in it.It is applicable to those kinds of domains,in which experiments are relatively difficults to caryy out,and in which there exist many available knowledge systems at different levels for the same domain(such as weather forecasting).

  20. Optimized Grid Based e-Learning Framework

    Directory of Open Access Journals (Sweden)

    Suresh Jaganathan

    2014-12-01

    Full Text Available E-Learning is the process of extending the resources to different locations by using multimedia communications. Many e-Learning methodologies are available and based on client-server, peer-to-peer and using Grid Computing concepts. To establish e-Learning process, systems should satisfy these needs, i high storage for storing, ii high network throughput for faster transfer and iii efficient streaming of materials. The first and second needs are satisfied by using Grid and P2P technologies and the third need can be achieved by an efficient video compression algorithm. This study proposes a framework, called Optimized Grid Based e-Learning (OgBeL , which adopts both Grid and P2P technology. To reduce the e-Learning material size for efficient streaming, a light weight compression algorithm called (dWave is embedded in (OgBeL . The behavior of framework is analyzed in terms of time taken to transfer files using in-use grid protocols and in networks combined with grid and P2P.

  1. Learning styles: individualizing computer-based learning environments

    Directory of Open Access Journals (Sweden)

    Tim Musson

    1995-12-01

    Full Text Available While the need to adapt teaching to the needs of a student is generally acknowledged (see Corno and Snow, 1986, for a wide review of the literature, little is known about the impact of individual learner-differences on the quality of learning attained within computer-based learning environments (CBLEs. What evidence there is appears to support the notion that individual differences have implications for the degree of success or failure experienced by students (Ford and Ford, 1992 and by trainee end-users of software packages (Bostrom et al, 1990. The problem is to identify the way in which specific individual characteristics of a student interact with particular features of a CBLE, and how the interaction affects the quality of the resultant learning. Teaching in a CBLE is likely to require a subset of teaching strategies different from that subset appropriate to more traditional environments, and the use of a machine may elicit different behaviours from those normally arising in a classroom context.

  2. Conceptions of Learning versus Conceptions of Web-Based Learning: The Differences Revealed by College Students

    Science.gov (United States)

    Tsai, Chin-Chung

    2009-01-01

    Past research has shown the variations of students' conceptions of learning, but little has been especially undertaken to address students' conceptions of web-based learning and to make comparisons between students' conceptions of learning in general and their conceptions of web-based learning in particular. By interviewing 83 Taiwanese college…

  3. Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review

    Science.gov (United States)

    Abdul Jabbar, Azita Iliya; Felicia, Patrick

    2015-01-01

    In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…

  4. Development of Learning Resources to Promote Knowledge Sharing in Problem Based Learning

    Science.gov (United States)

    Uden, Lorna; Page, Tom

    2008-01-01

    Problem Based Learning offers many benefits to students' learning, however, the design and implementation of effective problem based learning (PBL) is not trivial. Central to effective implementation of PBL are the problem design and group working of the students. Design of good problems requires that the learning outcomes of the subject are…

  5. Learning Tools for Knowledge Nomads: Using Personal Digital Assistants (PDAs) in Web-based Learning Environments.

    Science.gov (United States)

    Loh, Christian Sebastian

    2001-01-01

    Examines how mobile computers, or personal digital assistants (PDAs), can be used in a Web-based learning environment. Topics include wireless networks on college campuses; online learning; Web-based learning technologies; synchronous and asynchronous communication via the Web; content resources; Web connections; and collaborative learning. (LRW)

  6. Standardization of Game Based Learning Design

    NARCIS (Netherlands)

    Kelle, Sebastian; Klemke, Roland; Gruber, Marion; Specht, Marcus

    2011-01-01

    Kelle, S., Klemke, R., Gruber, M., & Specht, M. (2011). Standardization of Game Based Learning Design. In B. Murgante, O. Gervasi, A. Iglesias, D. Taniar, & B. O. Apduphan (Eds.), Computational Science and Its Applications - ICCSA 2011 (pp. 518-532). LNCS 6785 Berlin, Heidelberg & New York: Springer

  7. Staff Development in Problem-based Learning.

    Science.gov (United States)

    Murray, Ian; Savin-Baden, Maggi

    2000-01-01

    Argues that, for problem-based learning (PBL) to succeed, a sound program of staff development is required and describes the introduction of PBL into Nursing and Midwifery curricula at the University of Dundee (Scotland) including key components and evaluatory evidence to support its efficacy. (DB)

  8. Game based learning for computer science education

    NARCIS (Netherlands)

    Schmitz, Birgit; Czauderna, André; Klemke, Roland; Specht, Marcus

    2011-01-01

    Schmitz, B., Czauderna, A., Klemke, R., & Specht, M. (2011). Game based learning for computer science education. In G. van der Veer, P. B. Sloep, & M. van Eekelen (Eds.), Computer Science Education Research Conference (CSERC '11) (pp. 81-86). Heerlen, The Netherlands: Open Universiteit.

  9. Domesticating Digital Game-based Learning

    Directory of Open Access Journals (Sweden)

    Helga Dís Sigurdardottir

    2016-07-01

    Full Text Available This paper analyses the use of digital game-based learning (DGBL in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience that practice. Digital game-based learning is being widely employed throughout Norway as a result of the increased focus on digital skills in Norwegian education. This paper analyses that development by way of focus group interviews with a total of sixty-four pupils at four schools. Drawing upon domestication and actor-network theory, the paper provides a novel approach to the study of DGBL. The broad empirical investigation into DGBL practices furthermore provides a contribution to scholarly literature on the subject. A noteworthy finding of this study is the diversity of games employed in schools—around 30 different titles— indicating that the choice of games lies at the discretion of individual teachers. Findings from this research show that the domestication of digital game-based learning occurs through the construction of complex game-based learning assemblages. This includes the classroom and home as gaming sites, group work and individual assignments as practices, and PCs and iPads as platforms.

  10. Improving Achievement through Problem-Based Learning

    Science.gov (United States)

    Sungur, Semra; Tekkaya, Ceren; Geban, Omer

    2006-01-01

    In this study, the effect of problem-based learning on students' academic achievement and performance skills in a unit on the human excretory system was investigated. Sixty-one 10th grade students, from two full classes instructed by the same biology teacher, were involved in the study. Classes were randomly assigned as either the experimental or…

  11. Prototype-based models in machine learning

    NARCIS (Netherlands)

    Biehl, Michael; Hammer, Barbara; Villmann, Thomas

    2016-01-01

    An overview is given of prototype-based models in machine learning. In this framework, observations, i.e., data, are stored in terms of typical representatives. Together with a suitable measure of similarity, the systems can be employed in the context of unsupervised and supervised analysis of poten

  12. Producing and Scrounging during Problem Based Learning

    Science.gov (United States)

    Vickery, William L.

    2013-01-01

    When problem based learning occurs in a social context it is open to a common social behaviour, scrounging. In the animal behaviour literature, scroungers do not attempt to find resources themselves but rather exploit resources found by other group members (referred to as producers). We know from studies of animal behaviour (including humans) that…

  13. Problem Based Learning in Engineering Education

    DEFF Research Database (Denmark)

    Dahms, Mona-Lisa; Sauerbier, Gabriele; Stubbe, Korinna

    2006-01-01

    This paper describes a recent EU-project from five European Institutions. The aim was the development and implementation of a new international Master’s programme for staff development, directed towards the introduction of Problem Based Learning methods in the field of engineering education...

  14. The ABC's of Adventure-Based Learning

    Science.gov (United States)

    Stuhr, Paul T.; Sutherland, Sue; Ressler, Jim; Ortiz-Stuhr, Esther M.

    2016-01-01

    Adventure-based learning (ABL) consists of highly structured physical activity with periods of reflection (i.e., debrief) that help promote personal and social development. It can be used as a valid curriculum in physical education to promote intrapersonal and interpersonal relationships. This type of curriculum can also help physical educators…

  15. Kinespell: Kinesthetic Learning Activity and Assessment in a Digital Game-Based Learning Environment

    Science.gov (United States)

    Cariaga, Ada Angeli; Salvador, Jay Andrae; Solamo, Ma. Rowena; Feria, Rommel

    Various approaches in learning are commonly classified into visual, auditory and kinesthetic (VAK) learning styles. One way of addressing the VAK learning styles is through game-based learning which motivates learners pursue knowledge holistically. The paper presents Kinespell, an unconventional method of learning through digital game-based learning. Kinespell is geared towards enhancing not only the learner’s spelling abilities but also the motor skills through utilizing wireless controllers. It monitors player’s performance through integrated assessment scheme. Results show that Kinespell may accommodate the VAK learning styles and is a promising alternative to established methods in learning and assessing students’ performance in Spelling.

  16. Using Agents in Web-Based Constructivist Collaborative Learning System

    Institute of Scientific and Technical Information of China (English)

    刘莹; 林福宗; 王雪

    2004-01-01

    Web-based learning systems are one of the most interesting topics in the area of the application of computers to education. Collaborative learning, as an important principle in constructivist learning theory, is an important instruction mode for open and distance learning systems. Through collaborative learning, students can greatly improve their creativity, exploration capability, and social cooperation. This paper used an agent-based coordination mechanism to respond to the requirements of an efficient and motivating learning process. This coordination mechanism is based on a Web-based constructivist collaborative learning system, in which students can learn in groups and interact with each other by several kinds of communication modes to achieve their learning objectives efficiently and actively. In this learning system, artificial agents represent an active part in the collaborative learning process; they can partially replace human instructors during the multi-mode interaction of the students.

  17. On Task-based English Learning Method

    Institute of Scientific and Technical Information of China (English)

    朱蕾

    2010-01-01

    @@ Task-Based learning(TBL)is becoming a catchword in English circles.The new national English Curricular Syllabus also recommends the use of the TBL approach in classroom teaching.The purpose of learning a foreign language is the most direct communicative in the target language,and speaking is the most direct communicative method.In recent years,with the publication of the New Curriculum Standard by the State Education Department,the teaching reform in middle and primary schools has been being implemented step by step.

  18. Graph-based semi-supervised learning

    CERN Document Server

    Subramanya, Amarnag

    2014-01-01

    While labeled data is expensive to prepare, ever increasing amounts of unlabeled data is becoming widely available. In order to adapt to this phenomenon, several semi-supervised learning (SSL) algorithms, which learn from labeled as well as unlabeled data, have been developed. In a separate line of work, researchers have started to realize that graphs provide a natural way to represent data in a variety of domains. Graph-based SSL algorithms, which bring together these two lines of work, have been shown to outperform the state-of-the-art in many applications in speech processing, computer visi

  19. What if Learning Analytics Were Based on Learning Science?

    Science.gov (United States)

    Marzouk, Zahia; Rakovic, Mladen; Liaqat, Amna; Vytasek, Jovita; Samadi, Donya; Stewart-Alonso, Jason; Ram, Ilana; Woloshen, Sonya; Winne, Philip H.; Nesbit, John C.

    2016-01-01

    Learning analytics are often formatted as visualisations developed from traced data collected as students study in online learning environments. Optimal analytics inform and motivate students' decisions about adaptations that improve their learning. We observe that designs for learning often neglect theories and empirical findings in learning…

  20. A Team Formation and Project-based Learning Support Service for Social Learning Networks

    OpenAIRE

    Spoelstra, Howard; Van Rosmalen, Peter; Van de Vrie, Evert; Obreza, Matija; Sloep, Peter

    2014-01-01

    The Internet affords new approaches to learning. Geographically dispersed self-directed learners can learn in computer-supported communities, forming social learning networks. However, self-directed learners can suffer from a lack of continuous motivation. And surprisingly, social learning networks do not readily support effective, coherence-creating and motivating learning settings. It is argued that providing project-based learning opportunities and team formation services can help overcome...

  1. Manifold-based learning and synthesis.

    Science.gov (United States)

    Huang, Dong; Yi, Zhang; Pu, Xiaorong

    2009-06-01

    This paper proposes a new approach to analyze high-dimensional data set using low-dimensional manifold. This manifold-based approach provides a unified formulation for both learning from and synthesis back to the input space. The manifold learning method desires to solve two problems in many existing algorithms. The first problem is the local manifold distortion caused by the cost averaging of the global cost optimization during the manifold learning. The second problem results from the unit variance constraint generally used in those spectral embedding methods where global metric information is lost. For the out-of-sample data points, the proposed approach gives simple solutions to transverse between the input space and the feature space. In addition, this method can be used to estimate the underlying dimension and is robust to the number of neighbors. Experiments on both low-dimensional data and real image data are performed to illustrate the theory.

  2. Game Based Learning Improving Leadership Skills

    Directory of Open Access Journals (Sweden)

    M. Sousa

    2014-08-01

    Full Text Available This research intended to identify leadership skills in Game Based Learning (GBL context that were developed in the project GREAT implementation. This project was developed within an international partnership including Portugal, Austria, Italy, Romania and Turkey and the main product was a GBL course. The course and the learning process was supported on the SimCity Social game. The trainees had to assume the Mayor role with the goal to construct and manage a city with 5000 inhabitants, assuming a leadership style encouraging the collaboration of the others trainees to accomplish their the learning goals. The main findings of this research were the diverse skills of leadership that emerged from the reflections of the trainees on the discussion forums about the game situations and the analogy they made to real life in organisations.

  3. Mapping Students Use of Technologies in Problem Based Learning Environments

    DEFF Research Database (Denmark)

    Rongbutsri, Nikorn; Khalid, Md. Saifuddin; Ryberg, Thomas

    2011-01-01

    This paper aims to understand how students use technology to enhance their learning in problem-based learning environments. The research methodology is based on both qualitative and quantitative studies. The results are based on students’ interviews, a survey and students’ reflections in course......-related blog posts; they show that students have positive perceptions toward using technologies in problem-based learning environments....

  4. Educational Change towards Problem Based Learning

    DEFF Research Database (Denmark)

    Li, Huichun

    As a promising educational approach, PBL (Problem Based Learning) has been adopted by an increasing number of higher education institutions worldwide to replace the traditional lectured based educational approach. However, the organizational change towards PBL is not easy for higher education...... institutions, especially for those with a long history of Lecture Based Learning. Therefore, it is necessary to investigate the challenges and obstacles for higher education institutions which are implementing PBL. In order to address the research concern, this book involves in an intensive exploration of two...... universities which are transforming their traditional educational approaches to PBL. Specifically, this book is concerned with how managers, staff members, and students interpret PBL and its implementation. It reveals that the challenges for implementing PBL are closely linked to organizational members...

  5. WEB BASED LEARNING OF COMPUTER NETWORK COURSE

    Directory of Open Access Journals (Sweden)

    Hakan KAPTAN

    2004-04-01

    Full Text Available As a result of developing on Internet and computer fields, web based education becomes one of the area that many improving and research studies are done. In this study, web based education materials have been explained for multimedia animation and simulation aided Computer Networks course in Technical Education Faculties. Course content is formed by use of university course books, web based education materials and technology web pages of companies. Course content is formed by texts, pictures and figures to increase motivation of students and facilities of learning some topics are supported by animations. Furthermore to help working principles of routing algorithms and congestion control algorithms simulators are constructed in order to interactive learning

  6. Agent-Based Learning Environments as a Research Tool for Investigating Teaching and Learning.

    Science.gov (United States)

    Baylor, Amy L.

    2002-01-01

    Discusses intelligent learning environments for computer-based learning, such as agent-based learning environments, and their advantages over human-based instruction. Considers the effects of multiple agents; agents and research design; the use of Multiple Intelligent Mentors Instructing Collaboratively (MIMIC) for instructional design for…

  7. Exploring the Influences of Elementary School Students' Learning Motivation on Web-Based Collaborative Learning

    Science.gov (United States)

    Chin-Fei, Huang; Chia-Ju, Liu

    2012-01-01

    The purpose of this study is to explore the influences of students' learning motivation on Web-based collaborative learning. This study conducted learning materials of Web pages about science and collaborative learning, a motivation questionnaire and interviews were used for data collection. Eighty Grade 5 students and a science teacher were…

  8. Use of Problem-Based Learning in the Teaching and Learning of Horticultural Production

    Science.gov (United States)

    Abbey, Lord; Dowsett, Eric; Sullivan, Jan

    2017-01-01

    Purpose: Problem-based learning (PBL), a relatively novel teaching and learning process in horticulture, was investigated. Proper application of PBL can potentially create a learning context that enhances student learning. Design/Methodology/Approach: Students worked on two complex ill-structured problems: (1) to produce fresh baby greens for a…

  9. What students learn in problem-based learning: a process analysis

    NARCIS (Netherlands)

    E.H.J. Yew (Elaine); H.G. Schmidt (Henk)

    2011-01-01

    textabstractThis study aimed to provide an account of how learning takes place in problem-based learning (PBL), and to identify the relationships between the learning-oriented activities of students with their learning outcomes. First, the verbal interactions and computer resources studied by nine s

  10. A Game-Based Adaptive Unit of Learning with IMS Learning Design and

    NARCIS (Netherlands)

    Moreno-Ger, Pablo; Burgos, Daniel; Sierra, José Luis; Manjón, Baltasar Fernández

    2008-01-01

    Moreno-Ger, P., Burgos, D., Sierra, J. L., & Manjón, B. F. (2007). A Game-Based Adaptive Unit of Learning with IMS Learning Design and . In E. Duval, R. Klamma & M. Wolpers, Creating New Learning Experience on a Global Scale, Second European Conference on Technology Enhanced Learning, E

  11. Community Based Learning and Civic Engagement: Informal Learning among Adult Volunteers in Community Organizations

    Science.gov (United States)

    Mundel, Karsten; Schugurensky, Daniel

    2008-01-01

    Many iterations of community based learning employ models, such as consciousness raising groups, cultural circles, and participatory action research. In all of them, learning is a deliberate part of an explicit educational activity. This article explores another realm of community learning: the informal learning that results from volunteering in…

  12. What Students Learn in Problem-Based Learning: A Process Analysis

    Science.gov (United States)

    Yew, Elaine H. J.; Schmidt, Henk G.

    2012-01-01

    This study aimed to provide an account of how learning takes place in problem-based learning (PBL), and to identify the relationships between the learning-oriented activities of students with their learning outcomes. First, the verbal interactions and computer resources studied by nine students for an entire PBL cycle were recorded. The relevant…

  13. Social Learning Preferences of Adult Women Learners in a Competency-Based Online Learning Environment

    Science.gov (United States)

    Lyman, Emily

    2013-01-01

    In this study a post-assessment survey was analyzed to seek for social learning preferences among women in a competency-based online learning environment. The survey asked what learning resources students used to prepare for the assessment. Each learning resource was given a relative sociability rating. This rating acts as the weighting for a…

  14. Problem Based Learning - Linking Students and Industry

    DEFF Research Database (Denmark)

    Fink, Flemming K.

    2006-01-01

    WG2_G4 Problem based learning – linking students and industry: a case study from Aalborg, Denmark Flemming K. Flink ELITE Aalborg University In Aalborg University, Denmark, all study programmes are organised around inter-disciplinary project work in groups. Up to 50% of the study work is problem......-oriented project work: students work in teams to solve externally defined problem areas in co-operation with businesses, organisations and public institutions. Project Organised Problem Based Learning (POPBL) has generated a high degree of cooperation with the society and private companies. There are all the time...... in working life; enterprises with a clear idea of what the university stands for and how the future graduates might fit in as prospective employees; and the university with feedback and cases and ideas which can be used in research and teaching. This presentation has a focus on POPBL in engineering, which...

  15. Towards Greater Learner Control: Web Supported Project-Based Learning

    Science.gov (United States)

    Guthrie, Cameron

    2010-01-01

    Project-based learning has been suggested as an appropriate pedagogy to prepare students in information systems for the realities of the business world. Web-based resources have been used to support such pedagogy with mixed results. The paper argues that the design of web-based learning support to cater to different learning styles may give…

  16. Network Applications for Group-Based Learning: Is More Better?

    Science.gov (United States)

    Veen, Jan; Collis, Betty; Jones, Val

    2003-01-01

    Group-based learning is being introduced into many settings in higher education. Is this a sustainable development with respect to the resources required? Under what conditions can group-based learning be applied successfully in distance education and in increasingly flexible campus-based learning? Can networked support facilitate and enrich…

  17. Development of Web-Based Learning Application for Generation Z

    Science.gov (United States)

    Hariadi, Bambang; Dewiyani Sunarto, M. J.; Sudarmaningtyas, Pantjawati

    2016-01-01

    This study aimed to develop a web-based learning application as a form of learning revolution. The form of learning revolution includes the provision of unlimited teaching materials, real time class organization, and is not limited by time or place. The implementation of this application is in the form of hybrid learning by using Google Apps for…

  18. Beyond the Four Walls: Community-Based Learning and Languages

    Science.gov (United States)

    O'Connor, Anne

    2012-01-01

    At a time when languages in universities are under pressure, community-based learning language courses can have many positive benefits: they can increase interest in language learning, they can foster greater engagement with learning, and they can encourage active learning, creativity and teamwork. These courses, which link the classroom and the…

  19. Enhancing Social Work Education through Team-Based Learning

    Science.gov (United States)

    Gillespie, Judy

    2012-01-01

    Group learning strategies are used extensively in social work education, despite the challenges and negative outcomes regularly experienced by students and faculty. Building on principles of cooperative learning, team-based learning offers a more structured approach that maximizes the benefits of cooperative learning while also offering…

  20. A Situated Cultural Festival Learning System Based on Motion Sensing

    Science.gov (United States)

    Chang, Yi-Hsing; Lin, Yu-Kai; Fang, Rong-Jyue; Lu, You-Te

    2017-01-01

    A situated Chinese cultural festival learning system based on motion sensing is developed in this study. The primary design principle is to create a highly interactive learning environment, allowing learners to interact with Kinect through natural gestures in the designed learning situation to achieve efficient learning. The system has the…

  1. Retrieval-Based Learning: A Perspective for Enhancing Meaningful Learning

    Science.gov (United States)

    Karpicke, Jeffrey D.; Grimaldi, Phillip J.

    2012-01-01

    Learning is often identified with the acquisition, encoding, or construction of new knowledge, while retrieval is often considered only a means of assessing knowledge, not a process that contributes to learning. Here, we make the case that retrieval is the key process for understanding and for promoting learning. We provide an overview of recent…

  2. Brain emotional learning based Brain Computer Interface

    Directory of Open Access Journals (Sweden)

    Abdolreza Asadi Ghanbari

    2012-09-01

    Full Text Available A brain computer interface (BCI enables direct communication between a brain and a computer translating brain activity into computer commands using preprocessing, feature extraction and classification operations. Classification is crucial as it has a substantial effect on the BCI speed and bit rate. Recent developments of brain-computer interfaces (BCIs bring forward some challenging problems to the machine learning community, of which classification of time-varying electrophysiological signals is a crucial one. Constructing adaptive classifiers is a promising approach to deal with this problem. In this paper, we introduce adaptive classifiers for classify electroencephalogram (EEG signals. The adaptive classifier is brain emotional learning based adaptive classifier (BELBAC, which is based on emotional learning process. The main purpose of this research is to use a structural model based on the limbic system of mammalian brain, for decision making and control engineering applications. We have adopted a network model developed by Moren and Balkenius, as a computational model that mimics amygdala, orbitofrontal cortex, thalamus, sensory input cortex and generally, those parts of the brain thought responsible for processing emotions. The developed method was compared with other methods used for EEG signals classification (support vector machine (SVM and two different neural network types (MLP, PNN. The result analysis demonstrated an efficiency of the proposed approach.

  3. Learning and Motivational Processes When Students Design Curriculum‐Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    ‐design process with teachers and students. The learning approach was founded in problem‐based learning (PBL) and constructionist pedagogical methodology, building on the thesis that there is a strong connection between designing and learning. The belief is that activities that involve making, building......This design‐based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross‐disciplinary subject......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  4. Learning and Motivational Processes When Students Design Curriculum-Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2015-01-01

    -design process with teachers and students. The learning approach was founded in problem-based learning (PBL) and constructionist pedagogical methodology, building on the thesis that there is a strong connection between designing and learning. The belief is that activities that involve making, building......This design-based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross-disciplinary subject......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  5. Extracting Answer in QA System: Learning Based

    Directory of Open Access Journals (Sweden)

    Megha Mishra

    2012-06-01

    Full Text Available Converting questions to effective queries is crucial to open-domain question answering systems. In this paper, we present a web-based unsupervised learning approach for transforming a given natural-language question to an effective query. The method involves querying a search engine for web passages that contain the answer to the question, extracting patterns that characterize fine-grained classification for answers. Independent evaluation on a set of questions shows that the proposed approach outperforms a naive keyword based approach.

  6. To Cultivate Outstanding Software Engineer Based on Project-based Learning

    Institute of Scientific and Technical Information of China (English)

    LI Dong; MA Peiqun; LIU Shu

    2012-01-01

    This thesis sketches the connotation of project-based learning and introduces the basis on which project-based learning is practiced and applied in school of software as well as the plan of further practicing project-based learning. At the same time, this thesis also discusses application of project-based learning in "education and cultivation plan of excellent engineer".

  7. The Effect of Multimedia Based Learning in Chemistry Teaching and Learning on Students’ Self-Regulated Learning

    OpenAIRE

    Erfan Priyambodo; Sulistyani Sulistyani

    2014-01-01

    In recent years, the uses of Multimedia Based Learning (MBL) in classroom instruction increased widely. Overall, this implementation aims to improve students’ motivation and also their learning outcomes. This study was answering the effect of MBL toward students’ Self-Regulated Learning (SRL) in chemistry teaching and learning. The experiment was conducted in class XI of senior high school in Yogyakarta. Researchers create some computer based media for chemistry materials and continued with e...

  8. Fuzzy-logic based learning style prediction in e-learning using web interface information

    Indian Academy of Sciences (India)

    L Jegatha Deborah; R Sathiyaseelan; S Audithan; P Vijayakumar

    2015-04-01

    he e-learners' excellence can be improved by recommending suitable e-contents available in e-learning servers that are based on investigating their learning styles. The learning styles had to be predicted carefully, because the psychological balance is variable in nature and the e-learners are diversified based on the learning patterns, environment, time and their mood. Moreover, the knowledge about the learners used for learning style prediction is uncertain in nature. This paper identifies Felder–Silverman learning style model as a suitable model for learning style prediction, especially in web environments and proposes to use Fuzzy rules to handle the uncertainty in the learning style predictions. The evaluations have used the Gaussian membership function based fuzzy logic for 120 students and tested for learning of C programming language and it has been observed that the proposed model improved the accuracy in prediction significantly.

  9. Learning Dependency-Based Compositional Semantics

    CERN Document Server

    Liang, Percy; Klein, Dan

    2011-01-01

    Suppose we want to build a system that answers a natural language question by representing its semantics as a logical form and computing the answer given a structured database of facts. The core part of such a system is the semantic parser that maps questions to logical forms. Semantic parsers are typically trained from examples of questions annotated with their target logical forms, but this type of annotation is expensive. Our goal is to learn a semantic parser from question-answer pairs instead, where the logical form is modeled as a latent variable. Motivated by this challenging learning problem, we develop a new semantic formalism, dependency-based compositional semantics (DCS), which has favorable linguistic, statistical, and computational properties. We define a log-linear distribution over DCS logical forms and estimate the parameters using a simple procedure that alternates between beam search and numerical optimization. On two standard semantic parsing benchmarks, our system outperforms all existing...

  10. Power, Democracy and Problem-Based Learning

    DEFF Research Database (Denmark)

    Du, Xiangyun; Stentoft, Diana; Dahms, Mona-Lisa

    2007-01-01

    as a starting point, an online course titled ‘Intercultural Learning' has been developed. The course is offered as a part of a faculty training programme, Master in Problem Based Learning in Engineering and Science (MPBL) (For more information about the MPBL programme, see Du et. al. 2007). Course and program...... participants are teachers involved in technical education, who have an interest in initiating changes towards PBL in their institutions and/or in their educational practices. The participants are located in various parts of the world and thus bring diverse experiences to the course and the MPBL programme...... as an educational approach and draws the conclusion that PBL can be a powerful tool for development and for democratising a society from the bottom up by educating people to become democratic citizens....

  11. An Integrated Learning Management System for Location-Based Mobile Learning

    Science.gov (United States)

    Sailer, Christian; Kiefer, Peter; Raubal, Martin

    2015-01-01

    This paper discusses the relevance and challenges of a location-based learning platform that supports mobile learning in education. We present the design of an integrated management system for location-based mobile learning. Independent of the taught subject, the objective of the system is an easy-to-understand user interface for both - teachers…

  12. How Teaching Science Using Project-Based Learning Strategies Affects the Classroom Learning Environment

    Science.gov (United States)

    Hugerat, Muhamad

    2016-01-01

    This study involved 458 ninth-grade students from two different Arab middle schools in Israel. Half of the students learned science using project-based learning strategies and the other half learned using traditional methods (non-project-based). The classes were heterogeneous regarding their achievements in the sciences. The adapted questionnaire…

  13. A Competency-Based Guided-Learning Algorithm Applied on Adaptively Guiding E-Learning

    Science.gov (United States)

    Hsu, Wei-Chih; Li, Cheng-Hsiu

    2015-01-01

    This paper presents a new algorithm called competency-based guided-learning algorithm (CBGLA), which can be applied on adaptively guiding e-learning. Computational process analysis and mathematical derivation of competency-based learning (CBL) were used to develop the CBGLA. The proposed algorithm could generate an effective adaptively guiding…

  14. Enhancing Students' Approaches to Learning: The Added Value of Gradually Implementing Case-Based Learning

    Science.gov (United States)

    Baeten, Marlies; Dochy, Filip; Struyven, Katrien

    2013-01-01

    Previous research has shown the difficulty of enhancing students' approaches to learning, in particular the deep approach, through student-centred teaching methods such as problem- and case-based learning. This study investigates whether mixed instructional methods combining case-based learning and lectures have the power to enhance students'…

  15. Situated Cognition and Problem-Based Learning: Implications for Learning and Instruction with Technology.

    Science.gov (United States)

    Hung, David

    2002-01-01

    Reviews the foundational principles of situated cognition and substantiates its theoretical underpinnings with a transactional worldview; draws connections between situated cognition and problem-based learning; and draws implications from situated cognition and problem-based learning to learning and instruction with technology. Suggests that…

  16. ICT-Based Learning Personalization Affordance in the Context of Implementation of Constructionist Learning Activities

    Science.gov (United States)

    Ignatova, Natalija; Dagiene, Valentina; Kubilinskiene, Svetlana

    2015-01-01

    How to enable students to create a personalized learning environment? What are the criteria of evaluation of the ICT-based learning process personalization affordance? These questions are answered by conducting multiple case study research of the innovative ICT-based learning process in iTEC (Innovative Technologies for Engaging Classrooms)…

  17. SPAM CLASSIFICATION BASED ON SUPERVISED LEARNING USING MACHINE LEARNING TECHNIQUES

    Directory of Open Access Journals (Sweden)

    T. Hamsapriya

    2011-12-01

    Full Text Available E-mail is one of the most popular and frequently used ways of communication due to its worldwide accessibility, relatively fast message transfer, and low sending cost. The flaws in the e-mail protocols and the increasing amount of electronic business and financial transactions directly contribute to the increase in e-mail-based threats. Email spam is one of the major problems of the today’s Internet, bringing financial damage to companies and annoying individual users. Spam emails are invading users without their consent and filling their mail boxes. They consume more network capacity as well as time in checking and deleting spam mails. The vast majority of Internet users are outspoken in their disdain for spam, although enough of them respond to commercial offers that spam remains a viable source of income to spammers. While most of the users want to do right think to avoid and get rid of spam, they need clear and simple guidelines on how to behave. In spite of all the measures taken to eliminate spam, they are not yet eradicated. Also when the counter measures are over sensitive, even legitimate emails will be eliminated. Among the approaches developed to stop spam, filtering is the one of the most important technique. Many researches in spam filtering have been centered on the more sophisticated classifier-related issues. In recent days, Machine learning for spam classification is an important research issue. The effectiveness of the proposed work is explores and identifies the use of different learning algorithms for classifying spam messages from e-mail. A comparative analysis among the algorithms has also been presented.

  18. Vision-based reinforcement learning using approximate policy iteration

    OpenAIRE

    2009-01-01

    A major issue for reinforcement learning (RL) applied to robotics is the time required to learn a new skill. While RL has been used to learn mobile robot control in many simulated domains, applications involving learning on real robots are still relatively rare. In this paper, the Least-Squares Policy Iteration (LSPI) reinforcement learning algorithm and a new model-based algorithm Least-Squares Policy Iteration with Prioritized Sweeping (LSPI+), are implemented on a mobile robot to acquir...

  19. Research on e-learning services based on ontology theory

    Science.gov (United States)

    Liu, Rui

    2013-07-01

    E-learning services can realize network learning resource sharing and interoperability, but they can't realize automatic discovery, implementation and integration of services. This paper proposes a framework of e-learning services based on ontology, the ontology technology is applied to the publication and discovery process of e-learning services, in order to realize accurate and efficient retrieval and utilization of e-learning services.

  20. Learning from the problems of problem-based learning

    Directory of Open Access Journals (Sweden)

    Epstein Richard

    2004-01-01

    Full Text Available Abstract Background The last decade has witnessed a rapid expansion of biomedical knowledge. Despite this, fashions in medical education over the same period have shifted away from factual (didactic teaching and towards contextual, or problem-based, learning (PBL. This paradigm shift has been justified by studies showing that PBL improves reasoning and communication while being associated with few if any detectable knowledge deficits. Discussion Analysis of the literature indicates that the recent rapid rise of PBL has closely paralleled the timing of the information explosion. The growing dominance of PBL could thus worsen the problems of information management in medical education via several mechanisms: first, by creating the impression that a defined spectrum of core factual knowledge suffices for clinical competence despite ongoing knowledge expansion (quality cost; second, by dissuading teachers from refining the educational utility of didactic modalities (improvement cost; and third, by reducing faculty time for developing reusable resources to impart factual knowledge more efficiently (opportunity cost. Summary These costs of PBL imply a need for strengthening the knowledge base of 21st-century medical graduates. New initiatives towards this end could include the development of more integrated cognitive techniques for facilitating the comprehension of complex data; the design of differentiated medical curricula for producing graduates with defined high-priority skill sets; and the encouragement of more cost-effective faculty teaching activities focused on the prototyping and testing of innovative commercializable educational tools.

  1. Creating and using industry-based problem-based learning challenges in photonics: lessons learned

    Science.gov (United States)

    Donnelly, Judith; Dischino, Michele; Hanes, Fenna; Massa, Nicholas

    2009-06-01

    Problem-based learning (PBL) is an educational approach whereby students learn course content by actively and collaboratively solving real-world problems presented in a context similar to that in which the learning is to be applied. Project PHOTON PBL, in collaboration with photonics industry and research university partners, created eight interdisciplinary multi-media Challenges to be used in high school and community college math, science and technology courses. Each Challenge was recorded on location and features the scientists, engineers and technicians who originally solved the problem engaged in authentic problem solving. In this paper we describe the evolution of the development of the Challenges and we provide instructions on creating a Challenge and using it in the classroom to enhance student learning.

  2. Traditional classroom education versus computer-based learning: how nurses learn about pressure ulcers.

    Science.gov (United States)

    Esche, Carol Ann; Warren, Joan I; Woods, Anne B; Jesada, Elizabeth C; Iliuta, Ruth

    2015-01-01

    The goal of the Nurse Professional Development specialist is to utilize the most effective educational strategies when educating staff nurses about pressure ulcer prevention. More information is needed about the effect of computer-based learning and traditional classroom learning on pressure ulcer education for the staff nurse. This study compares computer-based learning and traditional classroom learning on immediate and long-term knowledge while evaluating the impact of education on pressure ulcer risk assessment, staging, and documentation.

  3. Optimization Based Blended Learning Framework for Constrained Bandwidth Environment

    Directory of Open Access Journals (Sweden)

    Nazir Ahmad Suhail

    Full Text Available Adoption of multimedia based e-learning approach in higher education institutions is becoming a key and effective component for curriculum delivery. Additionally, multimedia teaching and learning approach is a powerful tool to increase the perceived level ...

  4. Rethinking Game Based Learning: applying pedagogical standards to educational games

    NARCIS (Netherlands)

    Schmitz, Birgit; Kelle, Sebastian

    2010-01-01

    Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.

  5. Creating Problem-Based Leadership Learning across the Curriculum

    Science.gov (United States)

    Thompson, Sara E.; Couto, Richard A.

    2016-01-01

    This chapter explores problem-based learning (PBL) as effective pedagogy to enhance leadership learning. Through institutional examples, research, and personal experiences, the authors provide a rationale for faculty and staff to utilize PBL across the curriculum.

  6. Conscientization, Dialogue and Collaborative Problem Based Learning

    Directory of Open Access Journals (Sweden)

    Conscientization, Dialogue and Collaborative Problem Based Learning

    2013-08-01

    Full Text Available It has been argued that Paulo Freire’s concept of conscientization, where critical awareness and engagement are central to a problem-posing pedagogy, provides the philosophical principles to underpin Problem Based Learning (PBL. By using dialogue groups and a combination of learning strategies to discover the nature of a problem, understand its constraints, options, and multi-voiced perspectives, students can negotiate the sociological nature of its resolution and how competing perspectives may inform decision-making. This paper will first present the background of PBL, before it introduces and argues for reflective and reflexive learning environments founded within dialogical practices. It then provides tales from the field that illustrate how conscientization is enacted in the classroom, before considering implications and the Ten Principles of Critical Learning’ for reflective and reflexive practice. It concludes by arguing that conscientization and the dialogical process are central to PBL in order to engage the individual voice, foster democratic practices, and for the creation of shared meanings and understandings.

  7. Supporting Case-Based Learning in Information Security with Web-Based Technology

    Science.gov (United States)

    He, Wu; Yuan, Xiaohong; Yang, Li

    2013-01-01

    Case-based learning has been widely used in many disciplines. As an effective pedagogical method, case-based learning is also being used to support teaching and learning in the domain of information security. In this paper, we demonstrate case-based learning in information security by sharing our experiences in using a case study to teach security…

  8. Natural Languages Processing for Building Computer-based Learning Tools

    Institute of Scientific and Technical Information of China (English)

    张颖; 李娜

    2015-01-01

    This paper outlines a framework to use computer and natural language techniques for various levels of learners to learn foreign languages in Computer-based Learning environment. We propose some ideas for using the computer as a practical tool for learning foreign language where the most of courseware is generated automatically. We then describe how to build Computer-based Learning tools, discuss its effectiveness, and conclude with some possibilities using on-line resources.

  9. Dialogue as base for learning professional practice

    DEFF Research Database (Denmark)

    Hansen, Birgit Heimann

    2006-01-01

    and support during this transition are a major causes of anxiety. Morover, findings highlight the importance of clinicians and academic nurses working together to ensure that students are provided with the best possible opportunities for clinical learning. This paper discusses the dialogue as base......The ongoing debate and recent literature studies show that newly qualified nurses do not have the clinical experiences and qualifications required in nursing practice. Findings reveal that the transition from student nurse to staff nurse is a difficult time and that perceived lack of knowledge...

  10. Enhancing students' learning in problem based learning: validation of a self-assessment scale for active learning and critical thinking

    NARCIS (Netherlands)

    Khoiriyah, U.; Roberts, C.; Jorm, C.; Vleuten, C.P. van der

    2015-01-01

    BACKGROUND: Problem based learning (PBL) is a powerful learning activity but fidelity to intended models may slip and student engagement wane, negatively impacting learning processes, and outcomes. One potential solution to solve this degradation is by encouraging self-assessment in the PBL tutorial

  11. Web-based Cooperative Learning in College Chemistry Teaching

    Directory of Open Access Journals (Sweden)

    Bin Jiang

    2014-03-01

    Full Text Available With the coming of information era, information process depend on internet and multi-media technology in education becomes the new approach of present teaching model reform. Web-based cooperative learning is becoming a popular learning approach with the rapid development of web technology. The paper aims to how to carry out the teaching strategy of web-based cooperative learning and applied in the foundation chemistry teaching.It was shown that with the support of modern web-based teaching environment, students' cooperative learning capacity and overall competence can be better improved and the problems of interaction in large foundation chemistry classes can be solved. Web-based cooperative learning can improve learning performance of students, what's more Web-based cooperative learning provides students with cooperative skills, communication skills, creativity, critical thinking skills and skills in information technology application.

  12. Scaffolding in Mobile Science Enquiry-based Learning Using Ontologies

    Directory of Open Access Journals (Sweden)

    Sohaib Ahmed

    2012-08-01

    Full Text Available The use of ontologies has become increasingly widespread in many areas, particularly in technology enhanced learning. They appear promising in supporting knowledge representation and learning content creation for domains of interest. In this paper, we show how ontology-based scaffolding has helped mobile learners to perform scientific enquiry investigations. Enquiry-based learning aims to provide educational activities and tools to assists students to learn science by doing science. In this study, a design science research approach was taken to creating an ontology-driven application for a science content domain, which has been evaluated with high school science students. The results showed the significant value of ontologies in scaffolding learning content in such enquiry-based learning environments. With this application, students were found to learn science in more meaningful and engaged ways as well as developing positive attitudes towards mobile learning.

  13. Development and Evaluation of a Computer-Based Learning Environment for Teachers: Assessment of Learning Strategies in Learning Journals

    Directory of Open Access Journals (Sweden)

    Inga Glogger

    2013-01-01

    Full Text Available Training teachers to assess important components of self-regulated learning such as learning strategies is an important, yet somewhat neglected, aspect of the integration of self-regulated learning at school. Learning journals can be used to assess learning strategies in line with cyclical process models of self-regulated learning, allowing for rich formative feedback. Against this background, we developed a computer-based learning environment (CBLE that trains teachers to assess learning strategies with learning journals. The contents of the CBLE and its instructional design were derived from theory. The CBLE was further shaped by research in a design-based manner. Finally, in two evaluation studies, student teachers (N1=44; N2=89 worked with the CBLE. We analyzed satisfaction, interest, usability, and assessment skills. Additionally, in evaluation study 2, effects of an experimental variation on motivation and assessment skills were tested. We found high satisfaction, interest, and good usability, as well as satisfying assessment skills, after working with the CBLE. Results show that teachers can be trained to assess learning strategies in learning journals. The developed CBLE offers new perspectives on how to support teachers in fostering learning strategies as central component of effective self-regulated learning at school.

  14. PENGEMBANGAN CASE BASE LEARNING PADA MATA KULIAH PEREKONOMIAN INDONESIA

    Directory of Open Access Journals (Sweden)

    Hastarini Dwi Atmani

    2011-05-01

    Full Text Available In this time, teacher centered learning is a methods in part of higher education in Indonsia. This method, students passively receive information.Case base learning is an instructional design model that is a variant of project oriented learning. Cases are factually-based, complex problems written to stimulate classroom discussion and collaborative analysis. This one, students construct knowledge through gathering and synthesizing information and integrating it with the general skills of inquiry, communication, critical thinking, and problem solving. Key words : active learning, case base learning.

  15. The Effectiveness of the Gesture-Based Learning System (GBLS and Its Impact on Learning Experience

    Directory of Open Access Journals (Sweden)

    Moamer Ali Shakroum

    2016-06-01

    Full Text Available Several studies and experiments have been conducted in recent years to examine the value and the advantage of using the Gesture-Based Learning System (GBLS.The investigation of the influence of the GBLS mode on the learning outcomes is still scarce. Most previous studies did not address more than one category of learning outcomes (cognitive, affective outcomes, etc. at the same time when used to understand the impact of GBLS. Moreover, none of these studies considered the difference in students’ characteristics such as learning styles and spatial abilities. Therefore, a comprehensive empirical research on the impact of the GBLS mode on learning outcomes is needed. The purpose of this paper is to fill in the gap and to investigate the effectiveness of the GBLS mode on learning using Technology Mediated Learning (TML models. This study revealed that the GBLS mode has greater positive impact on students’ learning outcomes (cognitive and affective outcomes when compared with other two learning modes that are classified as Computer Simulation Software Learning (CSSL mode and conventional learning mode. In addition, this study also found that the GBLS mode is capable of serving all students with different learning styles and spatial ability levels. The results of this study revealed that the GBLS mode outperformed the existing learning methods by providing a unique learning experience that considers the differences between students. The results have also shown that the Kinect user interface can create an interactive and an enjoyable learning experience.

  16. Problem Based Learning in Nursing Education

    Directory of Open Access Journals (Sweden)

    Weihua Zhang

    2014-01-01

    Full Text Available Background. McMaster University first introduced Problem Based Learning (PBL in the mid 1960s. However, measuring the relationship between PBL for undergraduate nursing programs and students test performance has not yet been assessed in the USA. Purpose. The main purpose of this paper is to describe the effectiveness of PBL on senior student test performance on content related to PBL in a BSN program. Diabetes mellitus and renal insufficiency were taught by traditional lecture format in the previous years. This was the first year we taught this content by the problem based learning method. Method. Historical control group was used to compare the test performances between the PBL groups and the traditional group using Student’s t-test. Result. The mean of diabetes mellitus related questions missed by the PBL group was less than the traditional group (t = 4.51, and P=.00. The mean of renal insufficiency related questions missed by the PBL group was more than the traditional group (t=-6.44, and P=.00. Discussion. This study produced inconclusive findings. Factors that could be attributed to their performance will be discussed.

  17. Computer-based learning in neuroanatomy: A longitudinal study of learning, transfer, and retention

    Science.gov (United States)

    Chariker, Julia H.

    A longitudinal experiment was conducted to explore computer-based learning of neuroanatomy. Using a realistic 3D graphical model of neuroanatomy, and sections derived from the model, exploratory graphical tools were integrated into interactive computer programs so as to allow adaptive exploration. 72 participants learned either sectional anatomy alone or learned whole anatomy followed by sectional anatomy. Sectional anatomy was explored either in perceptually continuous animation or discretely, as in the use of an anatomical atlas. Learning was measured longitudinally to a high performance criterion. After learning, transfer to biomedical images and long-term retention was tested. Learning whole anatomy prior to learning sectional anatomy led to a more efficient learning experience. Learners demonstrated high levels of transfer from whole anatomy to sectional anatomy and from sectional anatomy to complex biomedical images. All learning groups demonstrated high levels of retention at 2--3 weeks.

  18. Understanding and Predicting Student Self-Regulated Learning Strategies in Game-Based Learning Environments

    Science.gov (United States)

    Sabourin, Jennifer L.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C.

    2013-01-01

    Self-regulated learning behaviors such as goal setting and monitoring have been found to be crucial to students' success in computer-based learning environments. Consequently, understanding students' self-regulated learning behavior has been the subject of increasing attention. Unfortunately, monitoring these behaviors in real-time has…

  19. Learning with Computer-Based Learning Environments: A Literature Review of Computer Self-Efficacy

    Science.gov (United States)

    Moos, Daniel C.; Azevedo, Roger

    2009-01-01

    Although computer-based learning environments (CBLEs) are becoming more prevalent in the classroom, empirical research has demonstrated that some students have difficulty learning with these environments. The motivation construct of computer-self efficacy plays an integral role in learning with CBLEs. This literature review synthesizes research…

  20. A Numerical Methods Course Based on B-Learning: Integrated Learning Design and Follow Up

    Science.gov (United States)

    Cepeda, Francisco Javier Delgado

    2013-01-01

    Information and communication technologies advance continuously, providing a real support for learning processes. Learning technologies address areas which previously have corresponded to face-to-face learning, while mobile resources are having a growing impact on education. Numerical Methods is a discipline and profession based on technology. In…

  1. Problem-Based Learning to Foster Deep Learning in Preservice Geography Teacher Education

    Science.gov (United States)

    Golightly, Aubrey; Raath, Schalk

    2015-01-01

    In South Africa, geography education students' approach to deep learning has received little attention. Therefore the purpose of this one-shot experimental case study was to evaluate the extent to which first-year geography education students used deep or surface learning in an embedded problem-based learning (PBL) format. The researchers measured…

  2. Deep and Surface Learning in Problem-Based Learning: A Review of the Literature

    Science.gov (United States)

    Dolmans, Diana H. J. M.; Loyens, Sofie M. M.; Marcq, Hélène; Gijbels, David

    2016-01-01

    In problem-based learning (PBL), implemented worldwide, students learn by discussing professionally relevant problems enhancing application and integration of knowledge, which is assumed to encourage students towards a deep learning approach in which students are intrinsically interested and try to understand what is being studied. This review…

  3. iPad Learning Ecosystem: Developing Challenge-Based Learning Using Design Thinking

    Science.gov (United States)

    Marin, Catalina; Hargis, Jace; Cavanaugh, Cathy

    2013-01-01

    In order to maximize college English language students' learning, product development, 21st Century skills and engagement with real world meaningful challenges, a course was designed to integrate Challenge Based Learning (CBL) and iPad mobile learning technology. This article describes the course design, which was grounded in design thinking, and…

  4. The Effectiveness of the Gesture-Based Learning System (GBLS) and Its Impact on Learning Experience

    Science.gov (United States)

    Shakroum, Moamer; Wong, Kok Wai; Fung, Lance Chun Che

    2016-01-01

    Several studies and experiments have been conducted in recent years to examine the value and the advantage of using the Gesture-Based Learning System (GBLS).The investigation of the influence of the GBLS mode on the learning outcomes is still scarce. Most previous studies did not address more than one category of learning outcomes (cognitive,…

  5. Authoring Game-Based Adaptive Units of Learning with IMS Learning Design and

    OpenAIRE

    Burgos, Daniel; Moreno-Ger, Pablo; Sierra, José Luis; Fernández Manjón, Baltasar; Koper, Rob

    2007-01-01

    Burgos, D., Moreno-Ger, P., Sierra, J. L., Fernández Manjón, B., & Kooper, R. (2007). Authoring Game-Based Adaptive Units of Learning with IMS Learning Design and . International Journal of Learning Technology, 3(3), 252-268.

  6. Authoring Game-Based Adaptive Units of Learning with IMS Learning Design and

    NARCIS (Netherlands)

    Burgos, Daniel; Moreno-Ger, Pablo; Sierra, José Luis; Fernández Manjón, Baltasar; Koper, Rob

    2007-01-01

    Burgos, D., Moreno-Ger, P., Sierra, J. L., Fernández Manjón, B., & Kooper, R. (2007). Authoring Game-Based Adaptive Units of Learning with IMS Learning Design and . International Journal of Learning Technology, 3(3), 252-268.

  7. Designing for Inquiry-Based Learning with the Learning Activity Management System

    Science.gov (United States)

    Levy, P.; Aiyegbayo, O.; Little, S.

    2009-01-01

    This paper explores the relationship between practitioners' pedagogical purposes, values and practices in designing for inquiry-based learning in higher education, and the affordances of the Learning Activity Management System (LAMS) as a tool for creating learning designs in this context. Using a qualitative research methodology, variation was…

  8. Ontology-Based Adaptive Dynamic e-Learning Map Planning Method for Conceptual Knowledge Learning

    Science.gov (United States)

    Chen, Tsung-Yi; Chu, Hui-Chuan; Chen, Yuh-Min; Su, Kuan-Chun

    2016-01-01

    E-learning improves the shareability and reusability of knowledge, and surpasses the constraints of time and space to achieve remote asynchronous learning. Since the depth of learning content often varies, it is thus often difficult to adjust materials based on the individual levels of learners. Therefore, this study develops an ontology-based…

  9. Project-based learning in organizations : towards a methodology for learning in groups

    NARCIS (Netherlands)

    Poell, R.F.; van der Krogt, F.J.

    2003-01-01

    This article introduces a methodology for employees in organizations to set up and carry out their own group learning projects. It is argued that employees can use project-based learning to make their everyday learning more systematic at times, without necessarily formalizing it. The article emphasi

  10. A Technology-based Model for Learning

    Directory of Open Access Journals (Sweden)

    Michael Williams

    2004-12-01

    Full Text Available The Math Emporium, opened in 1997, is an open 7000-squaremeter facility with 550+ workstations arranged in an array of widely spaced hexagonal "pods", designed to support group work at the same time maintaining an academic air. We operate it 24/7 with math support personnel in attendance 12 hours per day. Students have access to online course resources at all times, from anywhere. We have used this unique asset to transform traditional classroom-based courses into technology based learning programs that have no class meetings at all. The structure of the program is very different from the conventional one, having a new set of expectations and motivations. The results include: more effective students, substantial cost savings, economies of scale and scope and a stream-lined process for creating new on-line courses.

  11. Learning Unification-Based Natural Language Grammars

    CERN Document Server

    Osborne, M

    1999-01-01

    When parsing unrestricted language, wide-covering grammars often undergenerate. Undergeneration can be tackled either by sentence correction, or by grammar correction. This thesis concentrates upon automatic grammar correction (or machine learning of grammar) as a solution to the problem of undergeneration. Broadly speaking, grammar correction approaches can be classified as being either {\\it data-driven}, or {\\it model-based}. Data-driven learners use data-intensive methods to acquire grammar. They typically use grammar formalisms unsuited to the needs of practical text processing and cannot guarantee that the resulting grammar is adequate for subsequent semantic interpretation. That is, data-driven learners acquire grammars that generate strings that humans would judge to be grammatically ill-formed (they {\\it overgenerate}) and fail to assign linguistically plausible parses. Model-based learners are knowledge-intensive and are reliant for success upon the completeness of a {\\it model of grammaticality}. Bu...

  12. Case-based learning in an electronic learning environment

    OpenAIRE

    John Graham

    2014-01-01

    The benefits of e-learning have been widely established. These benefits include reduced costs, time savings, flexibility, accessible learning, and convenience. Due to such benefits, it has attracted business, industry, the professions, and of course educational institutes to begin using this platform either to supplement traditional teaching strategies or offer it as a complete substitute for them. The benefits of teaching with case studies are also well-recognized. Working with real world si...

  13. A Learning Algorithm based on High School Teaching Wisdom

    CERN Document Server

    Philip, Ninan Sajeeth

    2010-01-01

    A learning algorithm based on primary school teaching and learning is presented. The methodology is to continuously evaluate a student and to give them training on the examples for which they repeatedly fail, until, they can correctly answer all types of questions. This incremental learning procedure produces better learning curves by demanding the student to optimally dedicate their learning time on the failed examples. When used in machine learning, the algorithm is found to train a machine on a data with maximum variance in the feature space so that the generalization ability of the network improves. The algorithm has interesting applications in data mining, model evaluations and rare objects discovery.

  14. Preparing Students for Flipped or Team-Based Learning Methods

    Science.gov (United States)

    Balan, Peter; Clark, Michele; Restall, Gregory

    2015-01-01

    Purpose: Teaching methods such as Flipped Learning and Team-Based Learning require students to pre-learn course materials before a teaching session, because classroom exercises rely on students using self-gained knowledge. This is the reverse to "traditional" teaching when course materials are presented during a lecture, and students are…

  15. A Judgement-Based Model of Workplace Learning

    Science.gov (United States)

    Athanasou, James A.

    2004-01-01

    The purpose of this paper is to outline a judgement-based model of adult learning. This approach is set out as a Perceptual-Judgemental-Reinforcement approach to social learning under conditions of complexity and where there is no single, clearly identified correct response. The model builds upon the Hager-Halliday thesis of workplace learning and…

  16. Supporting Inquiry-based Learning with Google Glass (GPIM)

    NARCIS (Netherlands)

    Suarez, Angel; Ternier, Stefaan; Kalz, Marco; Specht, Marcus

    2015-01-01

    Wearable technology is a new genre of technology that is appearing to enhance learning in context. This manuscript introduces a Google Glass application to support Inquiry-based Learning (IBL). Applying Google Glass to IBL, we aim to transform the learning process into a more seamless, personal and

  17. What Is Game-Based Learning? Past, Present, and Future

    Science.gov (United States)

    Jan, Mingfong; Gaydos, Matthew

    2016-01-01

    This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…

  18. A New Design Approach to Game-Based Learning

    Science.gov (United States)

    Larsen, Lasse Juel

    2012-01-01

    This paper puts forward a new design perspective for game-based learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn--without the interference of teachers--whatever subject they wanted while sitting in front of a computer. This…

  19. Collaborative Tasks in Wiki-Based Environment in EFL Learning

    Science.gov (United States)

    Zou, Bin; Wang, Dongshuo; Xing, Minjie

    2016-01-01

    Wikis provide users with opportunities to post and edit messages to collaborate in the language learning process. Many studies have offered findings to show positive impact of Wiki-based language learning for learners. This paper explores the effect of collaborative task in error correction for English as a Foreign Language learning in an online…

  20. Designing Science Learning with Game-Based Approaches

    Science.gov (United States)

    Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina

    2014-01-01

    Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…

  1. DESIGNING A MICROCONTROLLER BASED SMART MULTI LANGUAGE LEARNING WORD MASTER

    OpenAIRE

    Md.Sharif Ullah,; A.H.M. Zadidul Karim,; Munzur-ul-Mamun,; Md.Istiaq Mahbub

    2011-01-01

    The inconvenience encountered by the native learners in learning Bengali is there is no digital Bengali learning system except computer which is costly and not easy to use for all. In this paper we show a low power microcontroller based Multilanguage learning system to overcome the inconvenience mentioned above. This paper depicts the design procedure and the development of its hardware and software.

  2. Robot soccer action selection based on Q learning

    Institute of Scientific and Technical Information of China (English)

    2001-01-01

    This paper researches robot soccer action selection based on Q learning . The robot learn to activate particular behavior given their current situation and reward signal. We adopt neural network to implementations of Q learning for their generalization properties and limited computer memory requirements

  3. Educational Data Mining and Problem-Based Learning

    Science.gov (United States)

    Walldén, Sari; Mäkinen, Erkki

    2014-01-01

    This paper considers the use of log data provided by learning management systems when studying whether students obey the problem-based learning (PBL) method. Log analysis turns out to be a valuable tool in measuring the use of the learning material of interest. It gives reliable figures concerning not only the number of use sessions but also the…

  4. Virtual World-Based Information Security Learning: Design and Evaluation

    Directory of Open Access Journals (Sweden)

    Ryoo, Jungwoo

    2016-09-01

    Full Text Available There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.

  5. E-learning to supplement and synergise practice-based learning in the emergency department

    Institute of Scientific and Technical Information of China (English)

    Fatimah Lateef

    2012-01-01

    Practice-based learning involves on- the-job learning as well as learning ‘of-the job’ in its realistic setting. It gives trainees and interns the exposure to a diversity of encounters as well as an understanding of the different workplace models, strategies and capabilities. It is now very commonly utilized in teaching and training in medical disciplines. The whole process emphasizes active learning, with collaboration between learners and supervisors, for the eventual delivery of best clinical care to patients.

  6. A Game-Based Adaptive Unit of Learning with IMS Learning Design and

    OpenAIRE

    Moreno-Ger, Pablo; Burgos, Daniel; Sierra, José Luis; Manjón, Baltasar Fernández

    2008-01-01

    Moreno-Ger, P., Burgos, D., Sierra, J. L., & Manjón, B. F. (2007). A Game-Based Adaptive Unit of Learning with IMS Learning Design and . In E. Duval, R. Klamma & M. Wolpers, Creating New Learning Experience on a Global Scale, Second European Conference on Technology Enhanced Learning, EC-TEL 2007 (pp. 247-261). September, 2007, Crete, Greece: Lecture Notes in Computer Science 4753 (Springer)

  7. Efficient learning strategy of Chinese characters based on network approach

    CERN Document Server

    Yan, Xiao-Yong; Di, Zengru; Havlin, Shlomo; Wu, Jinshan

    2013-01-01

    Based on network analysis of hierarchical structural relations among Chinese characters, we develop an efficient learning strategy of Chinese characters. We regard a more efficient learning method if one learns the same number of useful Chinese characters in less effort or time. We construct a node-weighted network of Chinese characters, where character usage frequencies are used as node weights. Using this hierarchical node-weighted network, we propose a new learning method, the distributed node weight (DNW) strategy, which is based on a new measure of nodes' importance that takes into account both the weight of the nodes and the hierarchical structure of the network. Chinese character learning strategies, particularly their learning order, are analyzed as dynamical processes over the network. We compare the efficiency of three theoretical learning methods and two commonly used methods from mainstream Chinese textbooks, one for Chinese elementary school students and the other for students learning Chinese as...

  8. A New Design Approach to game or play based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    game based learning system, but also confront aspects of modern learning theory especially the notion of reference between content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way to tackle the common experience......Abstract: The present paper proposes a new design perspective for game based learning. The general idea is to abandon the long and sought after dream of designing a closed learning system, where students from elementary school to high school without teachers’ interference could learn whatever...... subject they wanted sitting in front of a computer. This dream is a caricature I know, but it still lurks in the background whenever we speak, read or write about learning with computer games. The entire field of learning with games is called serious games since they profoundly find themselves...

  9. Identifying and Incorporating Affective States and Learning Styles in Web-based Learning Management Systems

    Directory of Open Access Journals (Sweden)

    Farman Ali Khan

    2010-10-01

    Full Text Available Learning styles and affective states influence students’ learning. The purpose of this study is to develop a conceptual framework for identifying and integrating learning styles and affective states of a learner into web-based learning management systems and therefore provide learners with adaptive courses and additional individualized pedagogical guidance that is tailored to their learning styles and affective states. The study was carried out in three phases, the first of which was the investigation and determination of learning styles and affective states which are important for learning. Phase two consisted of the development of an approach for the identification of learning styles and affective states as well as the development of a mechanism to calculate them from the students’ learning interactions within web-based learning management systems. The third phase was to develop a learning strategy that is more personalized and adaptive in nature and tailored to learners’ needs and current situation through considering learners’ learning styles and affective states, aiming to lead to better learning outcomes and progress.

  10. Work-based learning in health and social care.

    Science.gov (United States)

    Phillips, Sue

    This article examines some of the issues encountered in helping to develop and facilitate work-based learning (WBL) in clinical areas from the author's perspective of APEL/WBL co-ordinator. The advantages of work-based learning to both organisations and practitioners are discussed, together with possible drawbacks. The article concludes by identifying the positive aspects, including that of practice development, but suggests caution in attempting to use work-based learning in all circumstances.

  11. Fast Affinity Propagation Clustering based on Machine Learning

    OpenAIRE

    Shailendra Kumar Shrivastava; J. L. Rana; DR.R.C.JAIN

    2013-01-01

    Affinity propagation (AP) was recently introduced as an un-supervised learning algorithm for exemplar based clustering. In this paper a novel Fast Affinity Propagation clustering Approach based on Machine Learning (FAPML) has been proposed. FAPML tries to put data points into clusters based on the history of the data points belonging to clusters in early stages. In FAPML we introduce affinity learning constant and dispersion constant which supervise the clustering process. FAPML also enforces...

  12. Problem-Based Learning in Social Work Education: Students’ experiences

    DEFF Research Database (Denmark)

    Monrad, Merete; Mølholt, Anne-Kirstine

    2017-01-01

    Problem-based learning (PBL) constitutes a promising way of integrating academia and social work practice because PBL fosters engagement with real-life problems and enhances important skills needed in social work practice. However, little attention has been given to social work students......’ experiences of PBL. In this article we address this gap by exploring experiences of learning and learning preferences among master’s-level students in a Danish social work education setting where extensive problem-based project work is used. We find a discrepancy between students’ preferred learning and when...... they experience learning the most. Possible reasons for this discrepancy, and implications for teaching, are discussed....

  13. Combining Correlation-Based and Reward-Based Learning in Neural Control for Policy Improvement

    DEFF Research Database (Denmark)

    Manoonpong, Poramate; Kolodziejski, Christoph; Wörgötter, Florentin;

    2013-01-01

    Classical conditioning (conventionally modeled as correlation-based learning) and operant conditioning (conventionally modeled as reinforcement learning or reward-based learning) have been found in biological systems. Evidence shows that these two mechanisms strongly involve learning about...... associations. Based on these biological findings, we propose a new learning model to achieve successful control policies for artificial systems. This model combines correlation-based learning using input correlation learning (ICO learning) and reward-based learning using continuous actor–critic reinforcement...... learning (RL), thereby working as a dual learner system. The model performance is evaluated by simulations of a cart-pole system as a dynamic motion control problem and a mobile robot system as a goal-directed behavior control problem. Results show that the model can strongly improve pole balancing control...

  14. Impact of Problem-Based Learning to Students and Teachers

    Science.gov (United States)

    Hirca, Necati

    2011-01-01

    The Ministry of National Education of Turkey has decided to give up traditional methods to be used in the classes and to develop a new secondary school curriculum based on Context-Based Learning (CBL) in 2007. This paper discusses integrating Problem-Based Learning (PBL) tasks into the new physics curriculum in Turkey. A brief overview of a…

  15. Designing Digital Game-Based Learning Environments

    Science.gov (United States)

    An, Yun-Jo; Bonk, Curtis J.

    2009-01-01

    With the emergence of the Web 2.0 and other technologies for learning, there are a variety of special places that did not exist previously in which to pursue learning. Not just a few dozen more but millions more. Many of these are not the physical learning spaces one might envision but entirely virtual or digital ones. As an example, the area of…

  16. Deep Learning through Concept-Based Inquiry

    Science.gov (United States)

    Donham, Jean

    2010-01-01

    Learning in the library should present opportunities to enrich student learning activities to address concerns of interest and cognitive complexity, but these must be tasks that call for in-depth analysis--not merely gathering facts. Library learning experiences need to demand enough of students to keep them interested and also need to be…

  17. Does Discovery-Based Instruction Enhance Learning?

    Science.gov (United States)

    Alfieri, Louis; Brooks, Patricia J.; Aldrich, Naomi J.; Tenenbaum, Harriet R.

    2011-01-01

    Discovery learning approaches to education have recently come under scrutiny (Tobias & Duffy, 2009), with many studies indicating limitations to discovery learning practices. Therefore, 2 meta-analyses were conducted using a sample of 164 studies: The 1st examined the effects of unassisted discovery learning versus explicit instruction, and the…

  18. Knowledge formations in Problem Based Learning

    DEFF Research Database (Denmark)

    Larsen, Verner

    2013-01-01

    The paper presents some of the results from a recent completed Ph.D. program about disciplinarity and inter-disciplinarity in problem based learning (PBL). Disciplinary content in PBL-programs has been questioned during recent years, so stronger concepts of how knowledge is actually organized...... and structured in PBL are needed to qualify this discussion. This paper focuses on the research question: How has the structuring/organization of knowledge in curriculum changed over time and what kinds of connections and interrelations between disciplines/subjects can be identified in current PBL......-courses? The research has aimed to conceptualize how various knowledge areas blend in two educational contexts applying PBL. Interrelationships have often been referred to as inter-cross- or trans-disciplinarity. However, these terms are ambiguous. Thus I introduce the term transversality to suggests that knowledge...

  19. Understanding Interorganizational Learning Based on Social Spaces and Learning Episodes

    Directory of Open Access Journals (Sweden)

    Anelise Rebelato Mozzato

    2014-07-01

    Full Text Available Different organizational settings have been gaining ground in the world economy, resulting in a proliferation of different forms of strategic alliances that translate into a growth in the number of organizations that have started to deal with interorganizational relationships with different actors. These circumstances reinforce Crossan, Lane, White and Djurfeldt (1995 and Crossan, Mauer and White (2011 in exploring what authors refer to as the fourth, interorganizational, level of learning. These authors, amongst others, suggest that the process of interorganizational learning (IOL warrants investigation, as its scope of analysis needs widening and deepening. Therefore, this theoretical essay is an attempt to understand IOL as a dynamic process found in interorganizational cooperative relationships that can take place in different structured and unstructured social spaces and that can generate learning episodes. According to this view, IOL is understood as part of an organizational learning continuum and is analyzed within the framework of practical rationality in an approach that is less cognitive and more social-behavioral.

  20. Multimedia Learning Systems Based on IEEE Learning Object Metadata (LOM).

    Science.gov (United States)

    Holzinger, Andreas; Kleinberger, Thomas; Muller, Paul

    One of the "hottest" topics in recent information systems and computer science is metadata. Learning Object Metadata (LOM) appears to be a very powerful mechanism for representing metadata, because of the great variety of LOM Objects. This is on of the reasons why the LOM standard is repeatedly cited in projects in the field of eLearning…

  1. ICT-based Learning Personalization Affordance in the Context of Implementation of Constructionist Learning Activities

    OpenAIRE

    Ignatova, Natalija; Valentina DAGIENĖ; Kubilinskienė, Svetlana

    2015-01-01

    How to enable students to create a personalized learning environment? What are the criteria of evaluation of the ICT-based learning process personalization affordance? These questions are answered by conducting multiple case study research of the innovative ICT-based learning process in iTEC (Innovative Technologies for Engaging Classrooms) project in Lithuania. Analysis of the research data led to discernment of evaluation criteria of personalization affordance and creation of a framework fo...

  2. Inquiry based learning with a virtual microscope

    Science.gov (United States)

    Kelley, S. P.; Sharples, M.; Tindle, A.; Villasclaras-Fernández, E.

    2012-12-01

    As part of newly funded initiative, the Wolfson OpenScience Laboratory, we are linking a tool for inquiry based learning, nQuire (http://www.nquire.org.uk) with the virtual microscope for Earth science (http://www.virtualmicroscope.co.uk) to allow students to undertake projects and gain from inquiry based study thin sections of rocks without the need for a laboratory with expensive petrological microscopes. The Virtual Microscope (VM) was developed for undergraduate teaching of petrology and geoscience, allowing students to explore rock hand specimens and thin sections in a browser window. The system is based on HTML5 application and allows students to scan and zoom the rocks in a browser window, view in ppl and xpl conditions, and rotate specific areas to view birefringence and pleochroism. Importantly the VM allows students to gain access to rare specimens such as Moon rocks that might be too precious to suffer loss or damage. Experimentation with such specimens can inspire the learners' interest in science and allows them to investigate relevant science questions. Yet it is challenging for learners to engage in scientific processes, as they may lack scientific investigation skills or have problems in planning their activities; for teachers, managing inquiry activities is a demanding task (Quintana et al., 2004). To facilitate the realization of inquiry activities, the VM is being integrated with the nQuire tool. nQuire is a web tool that guides and supports students through the inquiry process (Mulholland et al., 2011). Learners are encouraged to construct their own personally relevant hypothesis, pose scientific questions, and plan the method to answer them. Then, the system enables users to collect and analyze data, and share their conclusions. Teachers can monitor their students' progress through inquiries, and give them access to new parts of inquiries as they advance. By means of the integration of nQuire and the VM, inquiries that involve collecting data

  3. Attaining High Learning Performers in Social Groups using Web-Based Cooperative Learning Environment

    Directory of Open Access Journals (Sweden)

    L Venkateswara Reddy

    2011-05-01

    Full Text Available Social groups are considered as a group of people, an organization or social individuals which are connected by social relations such as friendships, cooperative relations or informative exchange In web based cooperative environment, peer to peer inter action often suffers from difficulty due to lack of exploring useful social interaction information, so that peers cannot find appropriate learning between learners. Because of this, it can lead to poor interaction information and achievement but also lose the meaning of corporation learning. Finally, we improve the learners learning interaction and learning performance in cooperative learning environment.

  4. Appreciation of learning environment and development of higher-order learning skills in a problem-based learning medical curriculum.

    Science.gov (United States)

    Mala-Maung; Abdullah, Azman; Abas, Zoraini W

    2011-12-01

    This cross-sectional study determined the appreciation of the learning environment and development of higher-order learning skills among students attending the Medical Curriculum at the International Medical University, Malaysia which provides traditional and e-learning resources with an emphasis on problem based learning (PBL) and self-directed learning. Of the 708 participants, the majority preferred traditional to e-resources. Students who highly appreciated PBL demonstrated a higher appreciation of e-resources. Appreciation of PBL is positively and significantly correlated with higher-order learning skills, reflecting the inculcation of self-directed learning traits. Implementers must be sensitive to the progress of learners adapting to the higher education environment and innovations, and to address limitations as relevant.

  5. Teaching-Learning Activity Modeling Based on Data Analysis

    Directory of Open Access Journals (Sweden)

    Kyungrog Kim

    2015-03-01

    Full Text Available Numerous studies are currently being carried out on personalized services based on data analysis to find and provide valuable information about information overload. Furthermore, the number of studies on data analysis of teaching-learning activities for personalized services in the field of teaching-learning is increasing, too. This paper proposes a learning style recency-frequency-durability (LS-RFD model for quantified analysis on the level of activities of learners, to provide the elements of teaching-learning activities according to the learning style of the learner among various parameters for personalized service. This is to measure preferences as to teaching-learning activity according to recency, frequency and durability of such activities. Based on the results, user characteristics can be classified into groups for teaching-learning activity by categorizing the level of preference and activity of the learner.

  6. Model-based reinforcement learning with dimension reduction.

    Science.gov (United States)

    Tangkaratt, Voot; Morimoto, Jun; Sugiyama, Masashi

    2016-12-01

    The goal of reinforcement learning is to learn an optimal policy which controls an agent to acquire the maximum cumulative reward. The model-based reinforcement learning approach learns a transition model of the environment from data, and then derives the optimal policy using the transition model. However, learning an accurate transition model in high-dimensional environments requires a large amount of data which is difficult to obtain. To overcome this difficulty, in this paper, we propose to combine model-based reinforcement learning with the recently developed least-squares conditional entropy (LSCE) method, which simultaneously performs transition model estimation and dimension reduction. We also further extend the proposed method to imitation learning scenarios. The experimental results show that policy search combined with LSCE performs well for high-dimensional control tasks including real humanoid robot control.

  7. Personalization and Contextualization of Learning Experiences based on Semantics

    Directory of Open Access Journals (Sweden)

    Nicola Capuano

    2014-04-01

    Full Text Available Context-aware e-learning is an educational model that foresees the selection of learning resources to make the e-learning content more relevant and suitable for the learner in his/her situation. The purpose of this paper is to demonstrate that an ontological approach can be used to define leaning contexts and to allow contextualizing learning experiences finding out relevant topics for each context. To do that, we defined a context model able to formally describe a learning context, an ontology-based model enabling the representation of a teaching domain (including context information and a methodology to generate personalized and context-aware learning experiences starting from them. Based on these theoretical components we improved an existing system for personalized e-learning with contextualisation features and experimented it with real users in two University courses. The results obtained from this experimentation have been compared with those achieved by similar systems.

  8. Learning based in projects to promote interdisciplinarity in Secondary School

    Directory of Open Access Journals (Sweden)

    Daniela Boff

    2016-02-01

    Full Text Available The project-based learning is an active learning strategy that helps break the paradigm of traditional teaching methods. The student is involved in the learning proposal that includes the PiBL, on which one is not passive and becomes the main actor in one's own teaching learning process. Within this learning strategy, the teacher becomes a mediator between theory and practice thus each different subject interact with one another in order to develop a topic that is mutual to all areas because the learning environment is naturally interdisciplinary. The idea of this kind of learning strategy was applied during a workshop that took place with primary and secondary schoolteachers in order to help them approach the strategy in the classroom, contributing with experiences and ideas towards the interdisciplinary based project.

  9. Multi-Agent Reinforcement Learning Algorithm Based on Action Prediction

    Institute of Scientific and Technical Information of China (English)

    TONG Liang; LU Ji-lian

    2006-01-01

    Multi-agent reinforcement learning algorithms are studied. A prediction-based multi-agent reinforcement learning algorithm is presented for multi-robot cooperation task. The multi-robot cooperation experiment based on multi-agent inverted pendulum is made to test the efficency of the new algorithm, and the experiment results show that the new algorithm can achieve the cooperation strategy much faster than the primitive multiagent reinforcement learning algorithm.

  10. A Collaborative Game-Based Learning Approach to Improving Students' Learning Performance in Science Courses

    Science.gov (United States)

    Sung, Han-Yu; Hwang, Gwo-Jen

    2013-01-01

    In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science…

  11. Pedagogy of Work-Based Learning: The Role of the Learning Group

    Science.gov (United States)

    Siebert, Sabina; Mills, Vince; Tuff, Caroline

    2009-01-01

    Purpose: The aim of this paper is to evaluate the role of learning from participation in a group of work-based learners. Design/methodology/approach: This study relies on qualitative data obtained from a survey of perspectives of students on two work-based learning programmes. A group of 16 undergraduate and seven postgraduate students…

  12. When Collaborative Learning Meets Nature: Collaborative Learning as a Meaningful Learning Tool in the Ecology Inquiry Based Project

    Science.gov (United States)

    Rozenszayn, Ronit; Ben-Zvi Assaraf, Orit

    2011-01-01

    This research suggests utilizing collaborative learning among high school students for better performance on ecology inquiry-based projects. A case study of nine 12th grade students who participated in collaborative learning sessions in the open field and in class is examined. The results show that the students concentrated on discussing the methods of measurement and observation in the open field, rather than the known methods from class or from the laboratory. Another major part of their discussions concentrated on knowledge construction. Knowledge construction occurred between students with same or similar learning abilities. The role of the teacher in these discussions was crucial: she had to deal with and dispel misconceptions; and she had to bridge the gap between low-ability and high-ability students, for enabling meaningful learning to occur. The article ends with a number of recommendations for using collaborative learning as a tool for achieving meaningful learning in high school ecology inquiry-based projects.

  13. Temperament-based learning styles as moderators of academic achievement.

    Science.gov (United States)

    Horton, C B; Oakland, T

    1997-01-01

    Considerable interest in applications of temperament theory has led to proposals of four temperament-related learning styles. The hypothesis that achievement is higher when instructional strategies utilize methods consistent with students' preferred learning styles was tested using 417 seventh graders, the majority of whom were from minority and low SES families. The hypothesis was not supported; instead, student achievement was significantly higher with instructional strategies designed to promote personalized learning. The need to extend temperament-based learning styles by considering additional qualities that are important to learning is discussed.

  14. A Competency-Based Ontology for Learning Design Repositories

    Directory of Open Access Journals (Sweden)

    Gilbert Paquette

    2014-01-01

    Full Text Available Learning designs are central resources for educational environments because they provide the organizational structure of learning activities; they are concrete instructional methods. We characterize each learning design by the competencies they target. We define competencies at the meta-knowledge level, as generic processes acting on domain-specific knowledge. We summarize a functional taxonomy of generic skills that draws upon three fields of knowledge: education, software engineering and artificial intelligence. This taxonomy provides the backbone of an ontology for learning designs, enabling the creation of a library of learning designs based on their cognitive and meta-cognitive properties.

  15. The learning process of capita selecta based on journals review

    Science.gov (United States)

    Diniaty, Artina; Febriana, Beta Wulan; Arlianty, Widinda Normalia

    2017-03-01

    The learning process on capita selecta subject of Chemistry Education Department, Islamic University of Indonesia, was carried out based on reviewing of journals in chemistry and chemistry education scopes. The learning process procedure included planning, implementation and reflection. The purposes of learning were 1) students got an insight into the trend research in chemistry and chemistry education scopes, 2) students knew how to access and search journals, 3) increased students learning motivation on reading scientific journals, 4) students had be trained for reviewing scientific journals, and inspiring students to think about research ideas, performed research and publishing in scientific journals. The result showed that the students' responses in this learning were good.

  16. Personalised Learning Object System Based on Self-Regulated Learning Theories

    Directory of Open Access Journals (Sweden)

    Ali Alharbi

    2014-06-01

    Full Text Available Self-regulated learning has become an important construct in education research in the last few years. Selfregulated learning in its simple form is the learner’s ability to monitor and control the learning process. There is increasing research in the literature on how to support students become more self-regulated learners. However, the advancement in the information technology has led to paradigm changes in the design and development of educational content. The concept of learning object instructional technology has emerged as a result of this shift in educational technology paradigms. This paper presents the results of a study that investigated the potential educational effectiveness of a pedagogical framework based on the self-regulated learning theories to support the design of learning object systems to help computer science students. A prototype learning object system was developed based on the contemporary research on self-regulated learning. The system was educationally evaluated in a quasi-experimental study over two semesters in a core programming languages concepts course. The evaluation revealed that a learning object system that takes into consideration contemporary research on self-regulated learning can be an effective learning environment to support computer science education.

  17. Learners’ Attitudes Towards Extended-Blended Learning Experience Based on the S2P Learning Model

    Directory of Open Access Journals (Sweden)

    Salah Eddine BAHJI

    2015-10-01

    Full Text Available Within the Moroccan context, the Higher Education Institutions have realized the importance of the integration of information technologies into the formal learning curriculum. However, the risks of demotivation remain large in tertiary education, even with the support of these new technologies. It is therefore essential to ensure consistently the maintenance of the learners’ motivation, which must start from the design phase by adopting real motivational strategies. Blended Learning addresses the issue of the quality of teaching and learning offering then some answers to learners’ motivation issue. So, we try to extend of the dimensions of Blended Learning to an “Extended Blended Learning (Ex-BL”, according to the S2P Model Learning designed as an integration model, arguing that knowledge and learning tools are nowadays available everywhere. This integration of educational resources takes into consideration various components: Face-to-face/online learning, Text-based Learning/Game-based Learning/Media-based Learning, Gamification, and Open Educational Resources. This paper investigates the learner perceptions of this instructional design. This includes their perceptions of learning effectiveness and its impact on their motivation during the learning experience. This investigation focused on two main points: the “Observation of learners’ behavior”, especially during online activities, as a way to gauge the degree of motivation and engagement; and the “Evaluation of the learning experience” through a survey covering the appreciation of the instructional design; the degree of satisfaction; the students’ motivation; the online platform; the extension of Ex-BL elements and their impact on learners’ motivation.

  18. Adding Social Elements to Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Chien-Hung Lai

    2014-05-01

    Full Text Available Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenarios in games with proper courses. However, in the past game-based learning, students were gathered in regular places for several times of game-based learning. Students’ learning was limited by time and space. Therefore, for students’ game-based learning at any time and in any places, based on theories of design elements of online community game Aki Järvinen, this study treats Facebook as the platform of games. The development by online community game is easier, faster and cheaper than traditional video games. In 2006, Facebook allowed API program of the third party. Therefore, by Facebook, this study provides the platform for students to learn in social lives to explore students’ activities in online community games. Questionnaire survey is conducted to find out if the design of non-single user game is attractive for students to participate in game-based learning. In order to make sure that the questionnaires can be the criteria to investigate students’ intention to play games, by statistical program of social science; this study validates reliability and validity of items of questionnaire to effectively control the effect of online community games on students’ learning intention.

  19. A Web-Based Learning System for Software Test Professionals

    Science.gov (United States)

    Wang, Minhong; Jia, Haiyang; Sugumaran, V.; Ran, Weijia; Liao, Jian

    2011-01-01

    Fierce competition, globalization, and technology innovation have forced software companies to search for new ways to improve competitive advantage. Web-based learning is increasingly being used by software companies as an emergent approach for enhancing the skills of knowledge workers. However, the current practice of Web-based learning is…

  20. Secondary Students' Perceptions of Web-Based Learning

    Science.gov (United States)

    Barbour, Michael K.

    2008-01-01

    This article presents the results of a survey study of secondary students' perceptions of useful and challenging characteristics of Web-based learning environments. Data were collected using a modified version of a questionnaire from earlier studies. More specifically, the author focuses on what Web-based learning looks like for secondary…

  1. Work-Based Learning, Identity and Organisational Culture

    Science.gov (United States)

    Ahlgren, Linda; Tett, Lyn

    2010-01-01

    This paper discusses the ways in which employers view the contribution of work-based learning, how participating learners' experience the provision offered to them and how far work-based programmes can contribute to changing the discourse about learning from one of deficit to one of strengths. It draws on two complementary studies of work based…

  2. Competency-Based Learning: Definitions, Policies, and Implementation

    Science.gov (United States)

    Torres, Aubrey Scheopner; Brett, Jessica; Cox, Joshua

    2015-01-01

    The purpose of this study was to examine how competency-based learning (CBL) is defined across states in the Regional Educational Laboratory Northeast and Islands region and gain insight into barriers and facilitators to implementation of this reform. Many states in the region have started to consider and implement competency-based learning as a…

  3. Developing and Assessing Teachers' Knowledge of Game-Based Learning

    Science.gov (United States)

    Shah, Mamta; Foster, Aroutis

    2015-01-01

    Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…

  4. Teacher and Student Intrinsic Motivation in Project-Based Learning

    Science.gov (United States)

    Lam, Shui-fong; Cheng, Rebecca Wing-yi; Ma, William Y. K.

    2009-01-01

    In this study we examined the relationship between teacher and student intrinsic motivation in project-based learning. The participants were 126 Hong Kong secondary school teachers and their 631 students who completed evaluation questionnaires after a semester-long project-based learning program. Both teachers and students were asked to indicate…

  5. Leveraging Mobile Games for Place-Based Language Learning

    Science.gov (United States)

    Holden, Christopher L.; Sykes, Julie M.

    2011-01-01

    This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern…

  6. Virtual Portfolios for Collaboration in Distributed Web-Based Learning.

    Science.gov (United States)

    Sorensen, Elsebeth Korsgaard; Tolsby, Haakon; Dirckinck-Holmfeld, Lone

    This paper addresses the problems of collaboration in distributed Web-based learning. It reviews, treats and discusses these problems from the learning theoretical perspective of "communities of practice" as presented by Etienne Wenger (1998), with reference to past and future Web-based designs. The paper suggests the concept and design of virtual…

  7. Gender-Inclusive Game-Based Learning in Secondary Education

    Science.gov (United States)

    Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert

    2014-01-01

    Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…

  8. Problem-Based Learning Assessment for Information Systems Courses.

    Science.gov (United States)

    Yip, Willie; Ghafarian, Ahmad

    A promising recent development in tertiary education involves the application of problem-based learning as a curricular vehicle to develop student talent. Problem-based learning (PBL) is common in professional education, such as in medical, law, and business schools, and is becoming increasingly common in pre-college education. However, it is less…

  9. Computer-Based Integrated Learning Systems: Research and Theory.

    Science.gov (United States)

    Hativa, Nira, Ed.; Becker, Henry Jay, Ed.

    1994-01-01

    The eight chapters of this theme issue discuss recent research and theory concerning computer-based integrated learning systems. Following an introduction about their theoretical background and current use in schools, the effects of using computer-based integrated learning systems in the elementary school classroom are considered. (SLD)

  10. Work-based learning in health care environments.

    Science.gov (United States)

    Spouse, J

    2001-03-01

    In reviewing contemporary literature and theories about work-based learning, this paper explores recent trends promoting life-long learning. In the process the paper reviews and discusses some implications of implementing recent policies and fostering le arning in health care practice settings. Recent Government policies designed to provide quality health care services and to improve staffing levels in the nursing workforce, have emphasized the importance of life-long learning whilst learning-on-the-job and the need to recognize and credit experiential learning. Such calls include negotiation of personal development plans tailored to individual educational need and context-sensitive learning activities. To be implemented effectively, this policy cann ot be seen as a cheap option but requires considerable financial resourcing for preparation of staff and the conduct of such activities. Successful work-based learning requires investment in staff at all levels as well as changes to staffing structures in organizations and trusts; changes designed to free people up to work and learn collaboratively. Creating an organizational environment where learning is prized depends upon a climate of trust; a climate where investigation and speculation are fostered and where time is protected for engaging in discussions about practice. Such a change may be radical for many health care organizations and may require a review of current policies and practices ensuring that they include education at all levels. The nature of such education also requires reconceptualizing. In the past, learning in practice settings was seen as formal lecturing or demonstration, and relied upon behaviourist principles of learning. Contemporary thinking suggests effective learning in work-settings is multi-faceted and draws on previously acquired formal knowledge, contextualizes it and moulds it according to situations at hand. Thinking about work-based learning in this way raises questions about how such

  11. Tool-Based Curricula and Visual Learning

    Directory of Open Access Journals (Sweden)

    Dragica Vasileska

    2013-12-01

    Full Text Available In the last twenty years nanotechnology hasrevolutionized the world of information theory, computers andother important disciplines, such as medicine, where it hascontributed significantly in the creation of more sophisticateddiagnostic tools. Therefore, it is important for people working innanotechnology to better understand basic concepts to be morecreative and productive. To further foster the progress onNanotechnology in the USA, the National Science Foundation hascreated the Network for Computational Nanotechnology (NCNand the dissemination of all the information from member andnon-member participants of the NCN is enabled by thecommunity website www.nanoHUB.org. nanoHUB’s signatureservices online simulation that enables the operation ofsophisticated research and educational simulation engines with acommon browser. No software installation or local computingpower is needed. The simulation tools as well as nano-conceptsare augmented by educational materials, assignments, and toolbasedcurricula, which are assemblies of tools that help studentsexcel in a particular area.As elaborated later in the text, it is the visual mode of learningthat we are exploiting in achieving faster and better results withstudents that go through simulation tool-based curricula. Thereare several tool based curricula already developed on thenanoHUB and undergoing further development, out of which fiveare directly related to nanoelectronics. They are: ABACUS –device simulation module; ACUTE – Computational Electronicsmodule; ANTSY – bending toolkit; and AQME – quantummechanics module. The methodology behind tool-based curriculais discussed in details. Then, the current status of each module ispresented, including user statistics and student learningindicatives. Particular simulation tool is explored further todemonstrate the ease by which students can grasp information.Representative of Abacus is PN-Junction Lab; representative ofAQME is PCPBT tool; and

  12. An Investigation of Transformation-Based Learning in Discourse

    CERN Document Server

    Samuel, K B; Vijay-Shanker, K; Samuel, Ken; Carberry, Sandra

    1998-01-01

    This paper presents results from the first attempt to apply Transformation-Based Learning to a discourse-level Natural Language Processing task. To address two limitations of the standard algorithm, we developed a Monte Carlo version of Transformation-Based Learning to make the method tractable for a wider range of problems without degradation in accuracy, and we devised a committee method for assigning confidence measures to tags produced by Transformation-Based Learning. The paper describes these advances, presents experimental evidence that Transformation-Based Learning is as effective as alternative approaches (such as Decision Trees and N-Grams) for a discourse task called Dialogue Act Tagging, and argues that Transformation-Based Learning has desirable features that make it particularly appealing for the Dialogue Act Tagging task.

  13. What teacher education students learn about collaboration from problem-based learning

    Directory of Open Access Journals (Sweden)

    Rosalind Murray-Harvey

    2013-08-01

    Full Text Available Group work, an essential component of learning and teaching in problem-based learning (PBL, is compromised if students’ experiences of PBL are colored by dissatisfaction with the process or outcomes. For the potential benefits of PBL to be realized PBL group work must be genuinely collaborative to address students’ personal and professional learning needs. Australian teacher education students (n=122 provided written reflections on PBL that enabled representations of their group work experience to be mapped using an Attitude, Skills, and Knowledge (ASK framework to gauge understanding of the collaborative learning process (as learners and as future teachers. Attitudes identified as necessary for collaborative learning were valuing others’ perspectives, interdependence, and learning about self. The Skills dimension characterized interpersonal, problem solving and group skills. Features of the Knowledge dimension were: generation, application, and dissemination of knowledge. Pedagogical knowledge was also evident through learning connections made by students to their future teaching practice.

  14. Team-based learning, a learning strategy for clinical reasoning, in students with problem-based learning tutorial experiences.

    Science.gov (United States)

    Okubo, Yumiko; Ishiguro, Naoko; Suganuma, Taiyo; Nishikawa, Toshio; Takubo, Toshio; Kojimahara, Noriko; Yago, Rie; Nunoda, Shinichi; Sugihara, Shigetaka; Yoshioka, Toshimasa

    2012-01-01

    Acquiring clinical reasoning skills in lectures may be difficult, but it can be learnt through problem-solving in the context of clinical practice. Problem finding and solving are skills required for clinical reasoning; however, students who underwent problem-based learning (PBL) still have difficulty in acquiring clinical reasoning skills. We hypothesized that team-based learning (TBL), a learning strategy that provides the opportunity to solve problems by repeatedly taking tests, can enhance the clinical reasoning ability in medical students with PBL experiences during the pre-clinical years. TBL courses were designed for 4(th) year students in a 6-year program in 2008, 2009, and 2010. TBL individual scores, consisting of a combination of individual and group tests, were compared with scores of several examinations including computer-based testing (CBT), an original examination assessing clinical reasoning ability (problem-solving ability test; P-SAT), term examinations, and Objective Structured Clinical Examination (OSCE). CBT, OSCE and P-SAT scores were compared with those of students who learned clinical reasoning only through PBL tutorials in 2005, 2006, and 2007 (non-TBL students). Individual TBL scores of students did not correlate with scores of any other examination. Assessments on clinical reasoning ability, such as CBT, OSCE, and P-SAT scores, were significantly higher in TBL students compared with non-TBL students. Students found TBL to be effective, particularly in areas of problem solving by both individuals and teams, and feedback from specialists. In conclusion, TBL for clinical reasoning is useful in improving clinical reasoning ability in students with PBL experiences with limited clinical exposure.

  15. Systems Engineering Education Based on Evolutional Project-Based Learning

    Science.gov (United States)

    Inoue, Masahiro; Hasegawa, Hiroshi

    The knowledge and skills in systems engineering including project management are necessary for engineers who are engaged in planning and developing systems. Experiences of project execution are necessary for understanding systems engineering. Challenge is how to teach systems engineering to students who have scarce project experiences. In the education, giving the experience including a real experience and a pseudo-experience will be indispensable. In this paper, systems engineering education by evolutional Project-Based Learning (PBL) is designed and evaluated. In curriculum, exercises and lectures are executed alternately and evolutionally in three steps of PBLs ; Workshop of System Thinking, mathematical knowledge and technique are delivered in the first step PBL. Techniques of systems engineering are provided in the second step PBL. Finally project management is obtained in the third step PBL. Execution and evaluation of the education show that the Evolutional Project-Based Learning of systems engineering is effective not only to improve knowledge and experience of students but also to motivate students to study systems engineering.

  16. Personalised learning object based on multi-agent model and learners’ learning styles

    Directory of Open Access Journals (Sweden)

    Noppamas Pukkhem

    2011-09-01

    Full Text Available A multi-agent model is proposed in which learning styles and a word analysis technique to create a learning object recommendation system are used. On the basis of a learning style-based design, a concept map combination model is proposed to filter out unsuitable learning concepts from a given course. Our learner model classifies learners into eight styles and implements compatible computational methods consisting of three recommendations: i non-personalised, ii preferred feature-based, and iii neighbour-based collaborative filtering. The analysis of preference error (PE was performed by comparing the actual preferred learning object with the predicted one. In our experiments, the feature-based recommendation algorithm has the fewest PE.

  17. Entanglement-based machine learning on a quantum computer.

    Science.gov (United States)

    Cai, X-D; Wu, D; Su, Z-E; Chen, M-C; Wang, X-L; Li, Li; Liu, N-L; Lu, C-Y; Pan, J-W

    2015-03-20

    Machine learning, a branch of artificial intelligence, learns from previous experience to optimize performance, which is ubiquitous in various fields such as computer sciences, financial analysis, robotics, and bioinformatics. A challenge is that machine learning with the rapidly growing "big data" could become intractable for classical computers. Recently, quantum machine learning algorithms [Lloyd, Mohseni, and Rebentrost, arXiv.1307.0411] were proposed which could offer an exponential speedup over classical algorithms. Here, we report the first experimental entanglement-based classification of two-, four-, and eight-dimensional vectors to different clusters using a small-scale photonic quantum computer, which are then used to implement supervised and unsupervised machine learning. The results demonstrate the working principle of using quantum computers to manipulate and classify high-dimensional vectors, the core mathematical routine in machine learning. The method can, in principle, be scaled to larger numbers of qubits, and may provide a new route to accelerate machine learning.

  18. Generative Learning Objects Instantiated with Random Numbers Based Expressions

    Directory of Open Access Journals (Sweden)

    Ciprian Bogdan Chirila

    2015-12-01

    Full Text Available The development of interactive e-learning content requires special skills like programming techniques, web integration, graphic design etc. Generally, online educators do not possess such skills and their e-learning products tend to be static like presentation slides and textbooks. In this paper we propose a new interactive model of generative learning objects as a compromise betweenstatic, dull materials and dynamic, complex software e-learning materials developed by specialized teams. We find that random numbers based automatic initialization learning objects increases content diversity, interactivity thus enabling learners’ engagement. The resulted learning object model is at a limited level of complexity related to special e-learning software, intuitive and capable of increasing learners’ interactivity, engagement and motivation through dynamic content. The approach was applied successfully on several computer programing disciplines.

  19. Adaptive designs for learning based on MOOCs

    DEFF Research Database (Denmark)

    Gynther, Karsten

    2016-01-01

    Informed by research in MOOCs and adaptive learning systems the project has developed a design framework which can guide the development of SPOCs (Small Private Online Courses), adapted to experienced school teachers' different learning needs. In 2020 it will be a requirement that, Danish school...

  20. Web-Based English Language Learning

    Science.gov (United States)

    Sarica, Gulcin Nagehan; Cavus, Nadire

    2008-01-01

    Knowledge of another language is an advantage and it gives people to look at the world and in particular to the world's cultures with a broader perspective. Learning English as a second language is the process by which students learn it in addition to their native language. Today, internet is an important part of our lives as English. For this…

  1. Learning with Retrieval-Based Concept Mapping

    Science.gov (United States)

    Blunt, Janell R.; Karpicke, Jeffrey D.

    2014-01-01

    Students typically create concept maps while they view the material they are trying to learn. In these circumstances, concept mapping serves as an elaborative study activity--students are not required to retrieve the material they are learning. In 2 experiments, we examined the effectiveness of concept mapping when it is used as a retrieval…

  2. Enhancing computing skills of low-achieving students via e-learning: a design experiment of Web-based, problem-based learning and self-regulated learning.

    Science.gov (United States)

    Lee, Tsang-Hsiung; Shen, Pei-Di; Tsai, Chia-Wen

    2008-08-01

    A design experiment was conducted applying Web-based problem-based learning (PBL), self-regulated learning (SRL), or their combination to help low-achieving students improve their skills of deploying application software in a compulsory course at a vocational school in Taiwan. The effects were encouraging and mostly positive. However, students' inertia to change routines of learning inherited from a culture of taking standard tests found in e-learning practice is quite common. A teacher's awareness of these changes and associated resistance may increase likelihood of e-learning success for future trials. Some modifications of the design are thus suggested for the next round of the experiment.

  3. Project-based learning in the secondary chemistry classroom

    Science.gov (United States)

    Crane, Elizabeth L.

    This study investigated the use of project-based learning (PBL) in a high school chemistry classroom. PBL encourages the use of projects, which promote continual learning, rather than a summative project at the end of a unit after the learning has already been done. Along with implementing PBL, the study also incorporated many of the strategies included in the broader strategy known as Assessment for Learning (AfL), which stresses developing assessments that are part of the learning process rather than simply a measurement of the amount of learning that has occurred upon completion of a unit. The hypothesis of this research was that PBL would increase student comprehension and motivation as measured through pre and post-test data and a student survey. The new project-based unit required students to research and present the properties and structures of elements and how we use them. The expectation was that this approach would engage students with the material, the computer modeling would allow for more concrete visualization of structures and the project-based format would allow students to become more invested in their own learning. This study provided evidence to support the hypothesis that the implementation of project-based learning, supported by formative assessment and other assessment for learning strategies, will improve student comprehension and motivation in the secondary chemistry classroom.

  4. Optimal interference code based on machine learning

    Science.gov (United States)

    Qian, Ye; Chen, Qian; Hu, Xiaobo; Cao, Ercong; Qian, Weixian; Gu, Guohua

    2016-10-01

    In this paper, we analyze the characteristics of pseudo-random code, by the case of m sequence. Depending on the description of coding theory, we introduce the jamming methods. We simulate the interference effect or probability model by the means of MATLAB to consolidate. In accordance with the length of decoding time the adversary spends, we find out the optimal formula and optimal coefficients based on machine learning, then we get the new optimal interference code. First, when it comes to the phase of recognition, this study judges the effect of interference by the way of simulating the length of time over the decoding period of laser seeker. Then, we use laser active deception jamming simulate interference process in the tracking phase in the next block. In this study we choose the method of laser active deception jamming. In order to improve the performance of the interference, this paper simulates the model by MATLAB software. We find out the least number of pulse intervals which must be received, then we can make the conclusion that the precise interval number of the laser pointer for m sequence encoding. In order to find the shortest space, we make the choice of the greatest common divisor method. Then, combining with the coding regularity that has been found before, we restore pulse interval of pseudo-random code, which has been already received. Finally, we can control the time period of laser interference, get the optimal interference code, and also increase the probability of interference as well.

  5. An E-learning System based on Affective Computing

    Science.gov (United States)

    Duo, Sun; Song, Lu Xue

    In recent years, e-learning as a learning system is very popular. But the current e-learning systems cannot instruct students effectively since they do not consider the emotional state in the context of instruction. The emergence of the theory about "Affective computing" can solve this question. It can make the computer's intelligence no longer be a pure cognitive one. In this paper, we construct an emotional intelligent e-learning system based on "Affective computing". A dimensional model is put forward to recognize and analyze the student's emotion state and a virtual teacher's avatar is offered to regulate student's learning psychology with consideration of teaching style based on his personality trait. A "man-to-man" learning environment is built to simulate the traditional classroom's pedagogy in the system.

  6. Problem Based Learning and Education for Sustainable Development

    DEFF Research Database (Denmark)

    Guerra, Aida

    2012-01-01

    scientific and technological knowledge but instead align it with the social, economic and environmental dimensions of the professional practice. It is agreed among ESD experts that PBL is a suitable learning approach to integrate ESD in the engineering curricula. This paper provides an overview......An engineering education that integrates education for sustainable development (ESD) perspectives claims for a learning approach centred on students, interdisciplinary and problem oriented, and this cannot be achieve through an “add on” strategy. Example of such active learning approaches...... are problem based learning (PBL), project based learning (PjBL), case study, role play, group discussion, field work, etc. These learning approaches are capable of integrating education for sustainable development (ESD) in engineering education at different levels, and do not aim to substitute the core...

  7. The Development of an E-Learning-Based Learning Service for MKDP Curriculum and Learning at the Indonesia University of Education

    Science.gov (United States)

    Rusman

    2016-01-01

    E-learning is a general term used to refer to computer-enhanced learning based that facilitates whoever, wherever, and whenever the person is to be able to learn more fun, easier and cheaper by using Internet. In other words, E-learning is the use of network technologies to create, foster, deliver, and facilitate learning, anytime and anywhere. It…

  8. Multi-robot system learning based on evolutionary classification

    Directory of Open Access Journals (Sweden)

    Manko Sergey

    2016-01-01

    Full Text Available This paper presents a novel machine learning method for agents of a multi-robot system. The learning process is based on knowledge discovery through continual analysis of robot sensory information. We demonstrate that classification trees and evolutionary forests may be a basis for creation of autonomous robots capable both of learning and knowledge exchange with other agents in multi-robot system. The results of experimental studies confirm the effectiveness of the proposed approach.

  9. Knowledge discovery based on experiential learning corporate culture management

    Science.gov (United States)

    Tu, Kai-Jan

    2014-10-01

    A good corporate culture based on humanistic theory can make the enterprise's management very effective, all enterprise's members have strong cohesion and centripetal force. With experiential learning model, the enterprise can establish an enthusiastic learning spirit corporate culture, have innovation ability to gain the positive knowledge growth effect, and to meet the fierce global marketing competition. A case study on Trend's corporate culture can offer the proof of industry knowledge growth rate equation as the contribution to experiential learning corporate culture management.

  10. DESIGNING A MICROCONTROLLER BASED SMART MULTI LANGUAGE LEARNING WORD MASTER

    Directory of Open Access Journals (Sweden)

    Md.Sharif Ullah,

    2011-01-01

    Full Text Available The inconvenience encountered by the native learners in learning Bengali is there is no digital Bengali learning system except computer which is costly and not easy to use for all. In this paper we show a low power microcontroller based Multilanguage learning system to overcome the inconvenience mentioned above. This paper depicts the design procedure and the development of its hardware and software.

  11. Incorporating Digital Badges and Ontology into Project-Based Learning

    OpenAIRE

    2014-01-01

    The rapid development of technology makes learning goals much more complex, diverse, and keeping changing. In reality, each product of design must be 'ultimately particular', which complicates the holistic learning objectives of a technology training class in the school setting, and, in turn, it runs the risk of becoming disconnected in the minds of learners and teachers. In order to address this issue, a solution named DBOPBL (Digital Badges, Ontology & Project Based Learning) is put forward...

  12. Development of an Inquiry-Based Learning Support System Based on an Intelligent Knowledge Exploration Approach

    Science.gov (United States)

    Wu, Ji-Wei; Tseng, Judy C. R.; Hwang, Gwo-Jen

    2015-01-01

    Inquiry-Based Learning (IBL) is an effective approach for promoting active learning. When inquiry-based learning is incorporated into instruction, teachers provide guiding questions for students to actively explore the required knowledge in order to solve the problems. Although the World Wide Web (WWW) is a rich knowledge resource for students to…

  13. The Effect of Multimedia Based Learning in Chemistry Teaching and Learning on Students’ Self-Regulated Learning

    Directory of Open Access Journals (Sweden)

    Erfan Priyambodo

    2014-11-01

    Full Text Available In recent years, the uses of Multimedia Based Learning (MBL in classroom instruction increased widely. Overall, this implementation aims to improve students’ motivation and also their learning outcomes. This study was answering the effect of MBL toward students’ Self-Regulated Learning (SRL in chemistry teaching and learning. The experiment was conducted in class XI of senior high school in Yogyakarta. Researchers create some computer based media for chemistry materials and continued with expert judgement of the media. Students’ data SRL were measured using validated questionnaire. The questionnaire consists of three components, i.e. metacognitive, motivation and behavior. The results showed that there was significant differences in SRL of students before and after participating in chemistry teaching and learning which applying MBL.

  14. Learning in Virtual Forest: A Forest Ecosystem in the Web-Based Learning Environment

    Science.gov (United States)

    Jussila, Terttu; Virtanen, Viivi

    2014-01-01

    Virtual Forest is a web-based, open-access learning environment about forests designed for primary-school pupils between the ages of 10 and 13 years. It is pedagogically designed to develop an understanding of ecology, to enhance conceptual development and to give a holistic view of forest ecosystems. Various learning tools, such as concept maps,…

  15. Fostering Critical Thinking Skills in Students with Learning Disabilities through Online Problem-Based Learning

    Science.gov (United States)

    Flynn, Kathleen

    2014-01-01

    As a pedagogical approach, problem-based learning (PBL) has shown success for average and gifted students (HmeloSiver, 2004) and there are numerous incentives for its implementation in online learning environments (Savid-Baden, 2007; Chernobilsky, Nagarajan, & Hmelo-Silver, 2005). However, little research has been conducted regarding the…

  16. Mobile Learning for Higher Education in Problem-Based Learning Environments

    OpenAIRE

    Rongbutsri, Nikorn

    2011-01-01

    This paper describes the PhD project on Mobile Learning for Higher Education in Problem-Based Learning Environment which aims to understand how students gain benefit from using mobile devices in the aspect of project work collaboration. It demonstrates research questions, theoretical perspective, research methodology, and current progression.

  17. Promoting Life-Long Learning in a Multimedia-Based Learning Environment: A Malaysian Experience

    Science.gov (United States)

    Neo, Tse-Kian; Neo, Mai; Kwok, Wai-Jing; Tan, Jeen Yu; Chen-Haw, Lai; Embi, Zarina Che

    2012-01-01

    Many studies have indicated that by having students work in groups and participate in project-based activities provide a more active approach to their learning process. With the increased emphasis on social constructivism, the need to acquire communications, organizational and teamwork skills have become vital lifelong learning skills for the…

  18. Is Learning Styles-Based Instruction Effective? A Comprehensive Analysis of Recent Research on Learning Styles

    Science.gov (United States)

    Cuevas, Joshua

    2015-01-01

    In an influential publication in 2009, a group of cognitive psychologists revealed that there was a lack of empirical evidence supporting the concept of learning styles-based instruction and provided guidelines for the type of research design necessary to verify the learning styles hypothesis. This article examined the literature since 2009 to…

  19. A Game-Based Learning Approach to Improving Students' Learning Achievements in a Nutrition Course

    Science.gov (United States)

    Yien, Jui-Mei; Hung, Chun-Ming; Hwang, Gwo-Jen; Lin, Yueh-Chiao

    2011-01-01

    The aim of this study was to explore the influence of applying a game-based learning approach to nutrition education. The quasi-experimental nonequivalent-control group design was adopted in a four-week learning activity. The participants included sixty-six third graders in two classes of an elementary school. One of the classes was assigned to be…

  20. Project-Based Learning Communities in Developmental Education: A Case Study of Lessons Learned

    Science.gov (United States)

    Butler, Alison; Christofili, Monica

    2014-01-01

    This case study tracks the application of project-based learning (PBL) during four separate college terms at Portland Community College in Portland, Oregon. Each term follows a different learning community of first-term college students enrolled in a program of developmental education (DE), reading, writing, math, and college survival and success…

  1. End Games? Consumer-Based Learning in Higher Education and Its Implications for Lifelong Learning

    Science.gov (United States)

    Tomlinson, Michael

    2013-01-01

    This paper outlines core features of what it terms "consumer-based learning" and relates this to the context of increasing utilitarian goals and values of higher education. It argues that this presents challenges broader than the immediate teaching and learning environment and student experience, which also potentially impacts the future…

  2. Using heuristics to facilitate experiental learning in a simulation-based discovery learning environment

    NARCIS (Netherlands)

    Veermans, K.H.; Jong, de T.; Joolingen, van W.R.; Mason, L.; Andreuzza, S.; Arfè, B.; Favero, del L.

    2003-01-01

    Learners are often reported to experience difficulties with simulation-based discovery learning. Heuristics for discovery learning (rules of thumb that guide decision-making) can help learners to overcome these difficulties. In addition, the heuristics themselves are open for transfer. One way to in

  3. Mobile Learning for Higher Education in Problem-Based Learning Environments

    DEFF Research Database (Denmark)

    Rongbutsri, Nikorn

    2011-01-01

    This paper describes the PhD project on Mobile Learning for Higher Education in Problem-Based Learning Environment which aims to understand how students gain benefit from using mobile devices in the aspect of project work collaboration. It demonstrates research questions, theoretical perspective...

  4. Effect of worksheet scaffolds on student learning in problem-based learning

    NARCIS (Netherlands)

    S.S.Y. Choo (Serene); J.I. Rotgans (Jerome); E.H.J. Yew (Elaine); H.G. Schmidt (Henk)

    2011-01-01

    textabstractThe purpose of this study was to investigate the effect of worksheets as a scaffolding tool on students' learning achievement in a problem-based learning (PBL) environment. Seventeen PBL classes (N = 241) were randomly assigned to two experimental groups-one with a worksheet provided and

  5. Learning New Grammatical Structures in Task-Based Language Learning: The Effects of Recasts and Prompts

    Science.gov (United States)

    Van de Guchte, Marrit; Braaksma, Martine; Rijlaarsdam, Gert; Bimmel, Peter

    2015-01-01

    In the present study, we examine the effects of prompts and recasts on the acquisition of two new and different grammar structures in a task-based learning environment. Sixty-four 14-year-old 9th grade students (low intermediate) learning German as a foreign language were randomly assigned to three conditions: two experimental groups (one…

  6. Work-Based Learning and Work-Integrated Learning: Fostering Engagement with Employers

    Science.gov (United States)

    Atkinson, Georgina

    2016-01-01

    Work-based learning and the inclusion of the world of work into tertiary students' learning lie at the heart of the Australian vocational education and training (VET) system. Traditionally this has been through apprenticeships and traineeships, which have a strong focus on "on-the-job" training, but also through "work-oriented"…

  7. The Effects of Computer Supported Problem Based Learning on Students' Approaches to Learning

    Science.gov (United States)

    Ak, Serife

    2011-01-01

    The purpose of this paper is to investigate the effects of computer supported problem based learning on students' approaches to learning. The research was conducted as a pre-test and posttest one-grouped design used to achieve the objectives of the study. The experimental process of study lasted 5 weeks and was carried out on 78 university…

  8. Pupils' Views on an ICT-Based Learning Environment in Health Learning

    Science.gov (United States)

    Räihä, Teija; Tossavainen, Kerttu; Enkenberg, Jorma; Turunen, Hannele

    2014-01-01

    This paper presents a study that examined pupils' views on an ICT-based learning environment in health learning. The study was a part of the wider European Network of Health Promoting Schools programme (ENHPS; since 2008, Schools for Health in Europe, SHE) in Finland, and particularly its sub-project, From Puijo to the World with Health Lunch,…

  9. Re-Exploring Game-Assisted Learning Research: The Perspective of Learning Theoretical Bases

    Science.gov (United States)

    Wu, Wen-Hsiung; Chiou, Wen-Bin; Kao, Hao-Yun; Hu, Chung-Hsing Alex; Huang, Sih-Han

    2012-01-01

    Previous literature reviews or meta-analysis based studies on game-assisted learning have provided important results, but few studies have considered the importance of learning theory, and coverage of papers after 2007 is scant. This study presents a systematic review of the literature using a meta-analysis approach to provide a more comprehensive…

  10. Enquiry-Based Learning: Experiences of First Year Chemistry Students Learning Spectroscopy

    Science.gov (United States)

    Lucas, Timothy; Rowley, Natalie M.

    2011-01-01

    We explored the experiences of first year chemistry students of an Enquiry-Based Learning (EBL) approach to learning spectroscopy. An investigation of how students' perceived confidences changed as a result of their experience of using EBL in the spectroscopy course was carried out. Changes in the students' perceived confidence, both in their…

  11. New Blended Learning Strategy Based on Flipped-Learning for Vocational Work-Linked Training

    Science.gov (United States)

    El Hajji, Mohamed; El Bouzaidi, Rachid Drissi; Douzi, Hassan; Khouya, El Hassane

    2016-01-01

    In a changing Moroccan educational landscape, Addressing teaching development needs is becoming a major issue in vocational work-linked Training. In this context, this paper present a new blended learning strategy based on the flipped classroom, using a social learning platform as support. Through this strategy, we increased the time dedicated to…

  12. Redesigning Problem-Based Learning in the Knowledge Creation Paradigm for School Science Learning

    Science.gov (United States)

    Yeo, Jennifer; Tan, Seng Chee

    2014-01-01

    The introduction of problem-based learning into K-12 science classrooms faces the challenge of achieving the dual goal of learning science content and developing problem-solving skills. To overcome this content-process tension in science classrooms, we employed the knowledge-creation approach as a boundary object between the two seemingly…

  13. Students' Expectations of the Learning Process in Virtual Reality and Simulation-Based Learning Environments

    Science.gov (United States)

    Keskitalo, Tuulikki

    2012-01-01

    Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…

  14. The scientific learning approach using multimedia-based maze game to improve learning outcomes

    Science.gov (United States)

    Setiawan, Wawan; Hafitriani, Sarah; Prabawa, Harsa Wara

    2016-02-01

    The objective of curriculum 2013 is to improve the quality of education in Indonesia, which leads to improving the quality of learning. The scientific approach and supported empowerment media is one approach as massaged of curriculum 2013. This research aims to design a labyrinth game based multimedia and apply in the scientific learning approach. This study was conducted in one of the Vocational School in Subjects of Computer Network on 2 (two) classes of experimental and control. The method used Mix Method Research (MMR) which combines qualitative in multimedia design, and quantitative in the study of learning impact. The results of a survey showed that the general of vocational students like of network topology material (68%), like multimedia (74%), and in particular, like interactive multimedia games and flash (84%). Multimediabased maze game developed good eligibility based on media and material aspects of each value 840% and 82%. Student learning outcomes as a result of using a scientific approach to learning with a multimediabased labyrinth game increase with an average of gain index about (58%) and higher than conventional multimedia with index average gain of 0.41 (41%). Based on these results the scientific approach to learning by using multimediabased labyrinth game can improve the quality of learning and increase understanding of students. Multimedia of learning based labyrinth game, which developed, got a positive response from the students with a good qualification level (75%).

  15. Factors Affecting Perceived Learning of Engineering Students in Problem Based Learning Supported by Business Simulation

    Science.gov (United States)

    Chaparro-Pelaez, Julian; Iglesias-Pradas, Santiago; Pascual-Miguel, Felix J.; Hernandez-Garcia, Angel

    2013-01-01

    Although literature about problem based learning (PBL) is not scarce, there is little research on experiences about learning methodologies that combine PBL and the use of simulation tools. This lack of studies is even more notable in the case of engineering courses. The motivation for this study is to show how such a combination of PBL and…

  16. A FAQ-Based e-Learning Environment to Support Japanese Language Learning

    Science.gov (United States)

    Liu, Yuqin; Yin, Chengjiu; Ogata, Hiroaki; Qiao, Guojun; Yano, Yoneo

    2011-01-01

    In traditional classes, having many questions from learners is important because these questions indicate difficult points for learners and for teachers. This paper proposes a FAQ-based e-Learning environment to support Japanese language learning that focuses on learner questions. This knowledge sharing system enables learners to interact and…

  17. Meaningful Learning in the Teaching of Culture: The Project Based Learning Approach

    Science.gov (United States)

    Kean, Ang Chooi; Kwe, Ngu Moi

    2014-01-01

    This paper reports on a collaborative effort taken by a team of three teacher educators in using the Project Based Learning (PBL) approach in the teaching of Japanese culture with the aim to investigate the presence of actual "meaningful learning" among 15 students of a 12-Week Preparatory Japanese Language course under a teacher…

  18. E-learning to supplement and synergise practice–based learning in the emergency department

    Directory of Open Access Journals (Sweden)

    Fatimah Lateef

    2012-01-01

    Full Text Available Practice-based learning involves on- the-job learning as well as learning ‘of-the job’ in its realistic setting. It gives trainees and interns the exposure to a diversity of encounters as well as an understanding of the different workplace models, strategies and capabilities. It is now very commonly utilized in teaching and training in medical disciplines. The whole process emphasizes active learning, with collaboration between learners and supervisors, for the eventual delivery of best clinical care to patients.

  19. A reinforcement learning-based architecture for fuzzy logic control

    Science.gov (United States)

    Berenji, Hamid R.

    1992-01-01

    This paper introduces a new method for learning to refine a rule-based fuzzy logic controller. A reinforcement learning technique is used in conjunction with a multilayer neural network model of a fuzzy controller. The approximate reasoning based intelligent control (ARIC) architecture proposed here learns by updating its prediction of the physical system's behavior and fine tunes a control knowledge base. Its theory is related to Sutton's temporal difference (TD) method. Because ARIC has the advantage of using the control knowledge of an experienced operator and fine tuning it through the process of learning, it learns faster than systems that train networks from scratch. The approach is applied to a cart-pole balancing system.

  20. Team-based learning and ethics education in nursing.

    Science.gov (United States)

    Hickman, Susan E; Wocial, Lucia D

    2013-12-01

    This report describes the use of team-based learning concepts in an undergraduate nursing applied ethics course using established reporting guidelines. Team-based learning relies on actively engaging students in the learning process through small-group activities that facilitate the development of skills, including concept analysis, critical thinking, and problem solving. Students are divided into teams of five to seven members who collaborate throughout the semester to work through activities that build on ethics concepts introduced through reading and lectures. Nurse educators are challenged to develop educational approaches that will engage students and help them to apply what they learn from the study of ethics to the lived experience of clinical practice. The ultimate goal is to help students to develop into morally sensitive and competent professionals. Team-based learning represents a novel way to teach these skills to undergraduate nursing students.

  1. Computer-based Training in Medicine and Learning Theories.

    Science.gov (United States)

    Haag, Martin; Bauch, Matthias; Garde, Sebastian; Heid, Jörn; Weires, Thorsten; Leven, Franz-Josef

    2005-01-01

    Computer-based training (CBT) systems can efficiently support modern teaching and learning environments. In this paper, we demonstrate on the basis of the case-based CBT system CAMPUS that current learning theories and design principles (Bloom's Taxonomy and practice fields) are (i) relevant to CBT and (ii) are feasible to implement using computer-based training and adequate learning environments. Not all design principles can be fulfilled by the system alone, the integration of the system in adequate teaching and learning environments therefore is essential. Adequately integrated, CBT programs become valuable means to build or support practice fields for learners that build domain knowledge and problem-solving skills. Learning theories and their design principles can support in designing these systems as well as in assessing their value.

  2. Tree-Based Hierarchical Reinforcement Learning

    Science.gov (United States)

    2002-08-01

    algorithms for Reinforce- ment Learning and Semi-Markov Decision Problem solving ( Puterman , 1994; Sutton and Barto, 1998). This chapter formally describes...learn a policy. A policy is a method of controlling an agent in an environment, see Puterman (1994) for a complete taxonomy. In this thesis we...to work with and so we refer to the interested reader to Puterman (1994) and instead use the next approximation. The reformulation we use is known as

  3. PBL3.0: Integrating Learning Analytics and Semantics in Problem-Based Learning

    DEFF Research Database (Denmark)

    Zotou, Maria; Tambouris, Efthimios; Triantafyllou, Evangelia;

    2016-01-01

    will enable the annotation of learning resources in order to easily integrate them to the PBL approach and enable their discoverability when setting personalized learning pathways, 3) Adapt a set of open source software tools for supporting PBL_LA and the semantic model based on existing Learning Management...... in education and training, 6) Create an organic ecosystem of among others organizations, re-searchers, educators, students with an interest in PBL_LA. Finally, the project will develop a Community of Practice, where institutions and individuals from across Europe will be able to exchange knowledge...... and expertise on LA, learning semantics, innovative learning tools and approaches. This aims to support transnational cooperation and mutual learning on forward-looking issues between key stakeholders to provide solutions to current challenges in education and training....

  4. Student Engagement with a Content-Based Learning Design

    Science.gov (United States)

    Padilla Rodriguez, Brenda Cecilia; Armellini, Alejandro

    2013-01-01

    While learning is commonly conceptualised as a social, collaborative process in organisations, online courses often provide limited opportunities for communication between people. How do students engage with content-based courses? How do they find answers to their questions? How do they achieve the learning outcomes? This paper aims to answer…

  5. Organisational Problem Based Learning and Social Communities for SMEs

    Science.gov (United States)

    O'Brien, Emma; Hamburg, Ileana

    2013-01-01

    This paper highlights reasons for SMEs low uptake of training and argues that current offerings are not suitable for their needs. It highlights the need to leverage the benefits of work based learning through the use of technology. Social media and web 2.0 has significantly changed the way people learn and access knowledge. The body of knowledge…

  6. Web-Based Learning as a Tool of Knowledge Continuity

    Science.gov (United States)

    Jaaman, Saiful Hafizah; Ahmad, Rokiah Rozita; Rambely, Azmin Sham

    2013-01-01

    The outbreak of information in a borderless world has prompted lecturers to move forward together with the technological innovation and erudition of knowledge in performing his/her responsibility to educate the young generations to be able to stand above the crowd at the global scene. Teaching and Learning through web-based learning platform is a…

  7. Web-Based Learning: Cognitive Styles and Instructional Strategies

    Science.gov (United States)

    Alomyan, Hesham Raji

    2016-01-01

    This paper reports a study, which investigated whether different instructional strategies might interact with individual's cognitive style in learning. A web-based learning package was designed employing three strategies, Interactive Concept Maps, Illustration with Embedded Text and Text-Only. Group Embedded Figure Test was administered to 178…

  8. Enhancing Student Learning with Brain-Based Research

    Science.gov (United States)

    Bonnema, Ted R.

    2009-01-01

    This paper discusses brain-based learning and its relation to classroom instruction. A rapidly growing quantity of research currently exists regarding how the brain perceives, processes, and ultimately learns new information. In order to maximize their teaching efficacy, educators should have a basic understanding of key memory functions in the…

  9. ICT in Problem- and Project-based Learning

    DEFF Research Database (Denmark)

    Nielsen, Jørgen Lerche; Birch Andreasen, Lars

    2012-01-01

    The paper discusses how teaching and learning practices at universities can implement new information technologies, inspired by the traditions of problem- and project-based learning. The changing roles in the teacher-student relationship, and students’ development of information literacy are disc...

  10. Motivating programming students by Problem Based Learning and LEGO robots

    DEFF Research Database (Denmark)

    Lykke, Marianne; Coto Chotto, Mayela; Mora, Sonia

    2014-01-01

    . For this reason the school is focusing on different teaching methods to help their students master these skills. This paper introduces an experimental, controlled comparison study of three learning designs, involving a problem based learning (PBL) approach in connection with the use of LEGO Mindstorms to improve...

  11. Task-Based Language Teaching and Expansive Learning Theory

    Science.gov (United States)

    Robertson, Margaret

    2014-01-01

    Task-Based Language Teaching (TBLT) has become increasingly recognized as an effective pedagogy, but its location in generalized sociocultural theories of learning has led to misunderstandings and criticism. The purpose of this article is to explain the congruence between TBLT and Expansive Learning Theory and the benefits of doing so. The merit…

  12. Aspect-based Relevance Learning for Image Retrieval

    NARCIS (Netherlands)

    Huiskes, M.J.

    2005-01-01

    We analyze the special structure of the relevance feedback learning problem, focusing particularly on the effects of image selection by partial relevance on the clustering behavior of feedback examples. We propose a scheme, aspect-based relevance learning, which guarantees that feedback on feature v

  13. Preparing Instructional Designers for Game-Based Learning: Part 1

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  14. Remote Labs and Game-Based Learning for Process Control

    Science.gov (United States)

    Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz

    2013-01-01

    Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…

  15. Characteristics of Problems in Problem-based Learning

    NARCIS (Netherlands)

    N. Sockalingam (Nachamma)

    2010-01-01

    textabstractThis thesis focuses on characteristics of problems in Problem-based Learning (PBL). Problems initiate the students’ learning process in PBL. Several studies have shown that the quality of problems has a positive influence on students’ academic achievement and interest. In addition, the q

  16. Learning by Experience in the Project-Bases Organization

    NARCIS (Netherlands)

    J.R. Turner (Rodney); A. Keegan (Anne); L. Crawford

    2000-01-01

    textabstractThis paper describes how project-based organizations use structured experience to aid the learning and development of individuals, and how they capture their experience of projects to feed that back into the improved management of future projects and the experiential learning of individu

  17. The Guinea Pigs of a Problem-Based Learning Curriculum

    Science.gov (United States)

    Reddy, Sarasvathie; McKenna, Sioux

    2016-01-01

    Participants in a study on learning the clinical aspects of medicine in a problem-based learning (PBL) curriculum repeatedly referred to themselves as "Guinea pigs" at the mercy of a curriculum experiment. This article interrogates and problematises the "Guinea pig" identity ascribed to and assumed by the first cohort of…

  18. Manifold-Based Reinforcement Learning via Locally Linear Reconstruction.

    Science.gov (United States)

    Xu, Xin; Huang, Zhenhua; Zuo, Lei; He, Haibo

    2017-04-01

    Feature representation is critical not only for pattern recognition tasks but also for reinforcement learning (RL) methods to solve learning control problems under uncertainties. In this paper, a manifold-based RL approach using the principle of locally linear reconstruction (LLR) is proposed for Markov decision processes with large or continuous state spaces. In the proposed approach, an LLR-based feature learning scheme is developed for value function approximation in RL, where a set of smooth feature vectors is generated by preserving the local approximation properties of neighboring points in the original state space. By using the proposed feature learning scheme, an LLR-based approximate policy iteration (API) algorithm is designed for learning control problems with large or continuous state spaces. The relationship between the value approximation error of a new data point and the estimated values of its nearest neighbors is analyzed. In order to compare different feature representation and learning approaches for RL, a comprehensive simulation and experimental study was conducted on three benchmark learning control problems. It is illustrated that under a wide range of parameter settings, the LLR-based API algorithm can obtain better learning control performance than the previous API methods with different feature representation schemes.

  19. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    Science.gov (United States)

    Xu, Xinhao; Ke, Fengfeng

    2016-01-01

    This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…

  20. Facilitating Problem Framing in Project-Based Learning

    Science.gov (United States)

    Svihla, Vanessa; Reeve, Richard

    2016-01-01

    While problem solving is a relatively well understood process, problem framing is less well understood, particularly with regard to supporting students to learn as they frame problems. Project-based learning classrooms are an ideal setting to investigate how teachers facilitate this process. Using participant observation, this study investigated…

  1. ICT in Problem- and Project-based Learning

    DEFF Research Database (Denmark)

    Andreasen, Lars Birch; Lerche Nielsen, Jørgen

    2012-01-01

    The paper discusses how teaching and learning practices at universities can implement new information technologies, inspired by the traditions of problem- and project-based learning. The changing roles in the teacher-student relationship, and students’ development of information literacy...

  2. Leadership for Nursing Work-Based Mobile Learning

    Science.gov (United States)

    Fahlman, Dorothy

    2016-01-01

    This paper reflects on work-based mobile learning in the Canadian healthcare system for registered nurses' ongoing skills development and continuing professional development. It calls on distributed leadership to address the organizational contextual factors for making this mode of learning sustainable. [For the full proceedings, see ED571335.

  3. Individual Differences and Learning Performance in Computer-based Training

    Science.gov (United States)

    2011-02-01

    Navigation in hypermedia learning systems: experts vs. novices. Computers in Human Behavior , 22, 251–266. Chi, M. T. H., Glaser, R., & Rees, E...communication technologies on performance in a Web-based learning program. Computers in Human Behavior , 22(6), 962-970. Shivpuri, S., Schmitt, N., Oswald

  4. Evaluation of a Problem Based Learning Curriculum Using Content Analysis

    Science.gov (United States)

    Prihatiningsih, Titi Savitri; Qomariyah, Nurul

    2016-01-01

    Faculty of Medicine UGM has implemented Problem Based Learning (PBL) since 1985. Seven jump tutorial discussions are applied. A scenario is used as a trigger to stimulate students to identify learning objectives (LOs) in step five which are used as the basis for self study in step six. For each scenario, the Block Team formulates the LOs which are…

  5. Implementation of Problem-Based Learning in Environmental Chemistry

    Science.gov (United States)

    Jansson, Stina; So¨derstro¨m, Hanna; Andersson, Patrik L.; Nording, Malin L.

    2015-01-01

    Environmental Chemistry covers a range of topics within the discipline of chemistry, from toxicology to legislation, which warrants interdisciplinary study. Consequently, problem-based learning (PBL), a style of student-centered learning which facilitates the integration of multiple subjects, was investigated to determine if it would be a more…

  6. Community-Based Learning: Practices, Challenges, and Reflections

    Science.gov (United States)

    Morton, Mavis

    2009-01-01

    This paper will highlight an innovate practice in teaching and learning by reflecting on two fourth-year sociology seminar classes that participated in a community-based learning project at York University. Fifty students collaborated in three to six person teams to work on a problem/issue identified by one of five not-for-profit organizations who…

  7. Evaluating potentialities and constrains of Problem Based Learning curriculum

    DEFF Research Database (Denmark)

    Guerra, Aida

    2013-01-01

    This paper presents a research design to evaluate Problem Based Learning (PBL) curriculum potentialities and constrains for future changes. PBL literature lacks examples of how to evaluate and analyse established PBL learning environments to address new challenges posed. The research design......) in the curriculum and a mean to choose cases for further case study (third phase)....

  8. Mobile Learning Application Based on RSS Feed Technology

    Science.gov (United States)

    Mohanna, Mahmoud; Capus, Laurence

    2013-01-01

    This paper presents a mobile learning application for a learning course at higher education level. Based on the RSS feed technology, the presented mobile application establishes an in-time communication channel between the instructor and his/her students to keep them up-to-date with all course important dates, instructions and information in…

  9. Task-based Teaching and Learning in English Listening Class

    Institute of Scientific and Technical Information of China (English)

    鲍蓉芳

    2008-01-01

    In technical college English listening class, task-based teaching and learning method can not only create harmonious environment for students' learning, but also motivate students' enthusiasm in listening class, thus students can benefit a great deal in listening class and the listening can be carried out successfully.

  10. A Survey of Technologies Supporting Virtual Project Based Learning

    DEFF Research Database (Denmark)

    Dirckinck-Holmfeld, Lone

    2002-01-01

    for evaluation is proposed where negotiation of meaning, coordination and resource management are identified as the key concepts in virtual project based learning. Three e-learning systems are selected for the survey, Virtual-U, Lotus Learningspace and Lotus Quickplace, as each system offers different strategies...

  11. Problem effectiveness in a course using problem-based learning

    NARCIS (Netherlands)

    D.H.J.M. Dolmans (Diana); W.H. Gijselaers (Wim); H.G. Schmidt (Henk); S.B. van der Meer

    1993-01-01

    textabstractBackground. Problem-based learning (PBL) emphasizes active generation of learning issues by students. Both students and reachers, however, tend to worry that not all important knowledge will be acquired. To explore this question, problem effectiveness (i.e., for each problem, the degree

  12. Case-Based Learning, Pedagogical Innovation, and Semantic Web Technologies

    Science.gov (United States)

    Martinez-Garcia, A.; Morris, S.; Tscholl, M.; Tracy, F.; Carmichael, P.

    2012-01-01

    This paper explores the potential of Semantic Web technologies to support teaching and learning in a variety of higher education settings in which some form of case-based learning is the pedagogy of choice. It draws on the empirical work of a major three year research and development project in the United Kingdom: "Ensemble: Semantic…

  13. Simulation based virtual learning environment in medical genetics counseling

    DEFF Research Database (Denmark)

    Makransky, Guido; Bonde, Mads T.; Wulff, Julie S. G.

    2016-01-01

    that they would feel more confident counseling a patient after the simulation. CONCLUSIONS: The simulation based learning environment increased students' learning, intrinsic motivation, and self-efficacy (although the strength of these effects differed depending on their pre-test knowledge), and increased...

  14. The Adaptation of Mobile Learning System Based on Business Rules

    Institute of Scientific and Technical Information of China (English)

    2010-01-01

    <正>In the mobile learning system,it is important to adapt to mobile devices.Most of mobile learning systems are not quickly suitable for mobile devices.In order to provide adaptive mobile services,the approach for adaptation is proposed in this paper.Firstly,context of mobile devices and its influence on mobile learning system are analized and business rules based on these analysis are presented.Then,using the approach,the mobile learning system is constructed.The example implies this approach can adapt the mobile service to the mobile devices flexibly.

  15. Enabling Problem Based Learning through Web 2.0 Technologies

    DEFF Research Database (Denmark)

    Tambouris, Efthimios; Panopoulou, Eleni; Tarabanis, Konstantinos

    2012-01-01

    Advances in Information and Communications Technology (ICT), particularly the so-called Web 2.0, are affecting all aspects of our life: how we communicate, how we shop, how we socialise, and how we learn. Facilitating learning through the use of ICT, also known as eLearning, is a vital part...... of modern educational systems. Established pedagogical strategies, such as Problem Based Learning (PBL), are being adapted for online use in conjunction with modern Web 2.0 technologies and tools. However, even though Web 2.0 and progressive social-networking technologies are automatically associated...

  16. Robot path planning in dynamic environment based on reinforcement learning

    Institute of Scientific and Technical Information of China (English)

    2001-01-01

    Proposes an adaptive learning method based on reinforcement learning for robot path planning prob lem, which enables the robot to adaptively learn and perform effective path planning, to avoid the moving obsta cles and reach the target. Thereby achieving automatic construction of path planning strategy and making the system adaptive to multi-robots system dynamic environments, and concludes from computer simulation experi ment that the method is powerful to solve the problem of multi-robot path planning, and it is a meaningful try to apply reinforcement learning techniques in multi-robot systems to develop the system's intelligence degree.

  17. Chaos identification based on CMAC with replacing eligibility learning

    Institute of Scientific and Technical Information of China (English)

    SUN Yan-zhong

    2009-01-01

    In the conventional CMAC learning scheme, the correcting amounts of errors are equally distributed into all addressed weight, regardless the temporal credibility of those weights. In order to solve the temporal credit assignment problem of the CMAC, an improved CMAC neural network based on replacing eligibility learning concept was designed. The proposed improved leaning approach uses the replacing eligibility learning concept of the reinforcement learning to improve the prediction capability. The simulations for chaotic system identification show that the improved CMAC neural network is effective.

  18. Problem-based learning packages: considerations for neophyte package writers.

    Science.gov (United States)

    Hengstberger-Sims, C; McMillan, M A

    1993-02-01

    Adopting problem-based learning (PBL) as the major educational approach in the implementation of a nursing curriculum requires the development of numerous learning stimulus packages. When reviewing the experience of the Division of Nursing within the Faculty of Health at the University of Western Sydney, Macarthur in Australia, several considerations for package writers were identified and are discussed. These include needs assessment, integration of the curricula content strands, multi-media learning stimuli, context, role and the incorporation of ongoing client management. The need for nurturance of writers and peer review of the developed packages is also addressed, as is a review of the impact of different learning stimuli.

  19. Improving Workplace-Based Learning for Undergraduate Medical Students.

    Science.gov (United States)

    Sajjad, Madiha; Mahboob, Usman

    2015-01-01

    Workplace-based learning is considered as one of the most effective way of translating medical theory into clinical practice. Although employed traditionally at postgraduate level, this strategy can be used in undergraduate students coming for clerkships in clinical departments. There are many challenges to workplace learning such as, unfavorable physical environment, lack of interest by clinical staff and teachers, and lack of student motivation. Clinical teachers can help bridge this gap and improve workplace learning through individual and collaborative team effort. Knowledge of various educational theories and principles and their application at workplace can enhance student learning and motivation, for which faculty development is much needed. Different teaching and learning activities can be used and tailored according to the clinical setting. Active reflection by students and constructive feedback from the clinicians forms the backbone of effective workplace learning.

  20. Explanation-based learning of data oriented parsing

    CERN Document Server

    Simaan, K

    1997-01-01

    This paper presents a new view of Explanation-Based Learning (EBL) of natural language parsing. Rather than employing EBL for specializing parsers by inferring new ones, this paper suggests employing EBL for learning how to reduce ambiguity only partially. The present method consists of an EBL algorithm for learning partial-parsers, and a parsing algorithm which combines partial-parsers with existing ``full-parsers". The learned partial-parsers, implementable as Cascades of Finite State Transducers (CFSTs), recognize and combine constituents efficiently, prohibiting spurious overgeneration. The parsing algorithm combines a learned partial-parser with a given full-parser such that the role of the full-parser is limited to combining the constituents, recognized by the partial-parser, and to recognizing unrecognized portions of the input sentence. Besides the reduction of the parse-space prior to disambiguation, the present method provides a way for refining existing disambiguation models that learn stochastic g...

  1. Towards a Personalised, Learning Style Based Collaborative Blended Learning Model with Individual Assessment

    Directory of Open Access Journals (Sweden)

    Ilona BÉRES

    2012-04-01

    Full Text Available In this paper we aim to describe the process by which our personalised web-based collaborative teaching/learning methodology (CECIP - Collaboration - Evaluation - Critical thinking - Individual assessment - learner Profile evolved originating from Vygotsky's theory and based on the (C collaborative construction of student's knowledge, (E developing evaluation and assessment skills, (C developing critical thinking skills, (I integrating individual evaluation and (P generating learner profile. Our CECIP methodology integrates individual learning style dimensions and their preferences into e-learning environment by filling out MBTI, Gardner, GEFT and Felder-Silverman questionnaires during our four-semester-research. The paper covers the theoretical foundations of Learning Styles giving analogies to preferred learning strategies. A three-part-research process is described through which the described CECIP model emerged: (1 analysing Learning Styles and Learning Management Systems that claim to support their work; (2 raising the background knowledge of students in cognitive psychology in order to improve design and evaluation methodologies of multimedia learning materials; (3 personalising tasks and assessment based on Bloom's Taxonomy.

  2. A meta-learning system based on genetic algorithms

    Science.gov (United States)

    Pellerin, Eric; Pigeon, Luc; Delisle, Sylvain

    2004-04-01

    The design of an efficient machine learning process through self-adaptation is a great challenge. The goal of meta-learning is to build a self-adaptive learning system that is constantly adapting to its specific (and dynamic) environment. To that end, the meta-learning mechanism must improve its bias dynamically by updating the current learning strategy in accordance with its available experiences or meta-knowledge. We suggest using genetic algorithms as the basis of an adaptive system. In this work, we propose a meta-learning system based on a combination of the a priori and a posteriori concepts. A priori refers to input information and knowledge available at the beginning in order to built and evolve one or more sets of parameters by exploiting the context of the system"s information. The self-learning component is based on genetic algorithms and neural Darwinism. A posteriori refers to the implicit knowledge discovered by estimation of the future states of parameters and is also applied to the finding of optimal parameters values. The in-progress research presented here suggests a framework for the discovery of knowledge that can support human experts in their intelligence information assessment tasks. The conclusion presents avenues for further research in genetic algorithms and their capability to learn to learn.

  3. Interactive Internet Based Pendulum for Learning Mechatronics

    Science.gov (United States)

    Sethson, Magnus R.

    2003-01-01

    This paper describes an Internet based remote experimental setup of a double lined pendulum mechanism for students experiments at the M. Sc. Level. Some of the first year experience using this web-based setup in classes is referred. In most of the courses given at the division of mechanical engineering systems at Linkoeping Institute of Technology we provide experimental setups to enhance the teaching Of M.Sc. students. Many of these experimental setups involve mechatronical systems. Disciplines like fluid power, electronics, and mechanics and also software technologies are used in each experiment. As our campus has recently been split into two different cities some new concepts for distance learning have been studied. The one described here tries to implement remotely controlled mechatronic setups for teaching basic programming of real-time operating systems and analysis of the dynamics of mechanical systems. The students control the regulators for the pendulum through a web interface and get measurement results and a movie back through their email. The present setup uses a double linked pendulum that is controlled by a DC-motor and monitored through both camera and angular position sensors. All software needed is hosted on a double-processor PC running the RedHat 7.1. distribution complemented with real-time scheduling using DIAPM-RTAI 1.7. The Internet site is presented to the students using PHP, Apache and MySQL. All of the used software originates from the open source domain. The experience from integrating these technologies and security issues is discussed together with the web-camera interface. One of the important experiences from this project so far is the need for a good visual feedback. This is both in terms of video speed but also in resolution. It has been noticed that when the students makes misstates and wants to search the failure they want clear, large images with high resolution to support their personal believes in the cause of the failure. Even

  4. The use of a mobile assistant learning system for health education based on project-based learning.

    Science.gov (United States)

    Wu, Ting-Ting

    2014-10-01

    With the development of mobile devices and wireless technology, mobile technology has gradually infiltrated nursing practice courses to facilitate instruction. Mobile devices save manpower and reduce errors while enhancing nursing students' professional knowledge and skills. To achieve teaching objectives and address the drawbacks of traditional education, this study presents a mobile assistant learning system to help nursing students prepare health education materials. The proposed system is based on a project-based learning strategy to assist nursing students with internalizing professional knowledge and developing critical thinking skills. Experimental results show that the proposed mobile system and project-based learning strategy can promote learning effectiveness and efficiency. Most nursing students and nursing educators showed positive attitudes toward this mobile learning system and looked forward to using it again in related courses in the future.

  5. Standardized quality in MOOC based learning

    Directory of Open Access Journals (Sweden)

    Maiorescu Irina

    2015-04-01

    Full Text Available Quality in the field of e-learning and, particularly, in the field of MOOC( Massive Open Online Courses, is a topic of growing importance in both academic institutions and in the private sector as it has generally been proved that quality management can contribute to improving the performance of organizations, regardless of their object of activity. Despite the fact that there are standards relating to quality management in a general manner, professionals, academic staff, specialists and bodies felt the need for having a standardized approach of the quality in the sector of e-learning. Therefore, in the last years, in different countries quality guidelines have been developed and used for e-Learning or distance education (for example the ASTD criteria for e- Learning, the BLA Quality Mark, Quality Platform Learning by D-ELAN etc.. The current paper aims to give insights to this new form of online education provided by MOOC platforms using the specific quality standard approach.

  6. Role-playing in the problem-based learning class.

    Science.gov (United States)

    Chan, Zenobia C Y

    2012-01-01

    Learning and teaching have been conceptualized and executed in many styles, such as self-learning, peer learning, and interaction between the learner and mentor. Today, openness to alternative ideas and embracing innovative approaches in nursing education are encouraged in order to meet students' learning interests and needs, and to address ever-changing healthcare requests. Problem-based learning has been widely adopted in nursing education, with various positive effects on students' learning, such as motivated learning, team work, problem-solving skills and critical thinking. Role-plays have been demonstrated as an effective learning strategy that includes an active and experiential feature that facilitates students' autonomy in their health-related learning. However, there is a lack of discussion of whether and how role-play can be used in problem-based learning (PBL). This paper shows the development of a classroom-based innovation using role-play in the PBL class for higher diploma year-one nurse students (a total of 20 students, five per group). This paper consists of five sections: a) the literature on PBL and nurse education, and role-plays as the innovation; b) the PBL case scenario with the illustration of the two role-play scripts, c) student evaluation on role-play in the PBL class; d) discussions on both achievements and limitations of this innovation, and e) the conclusion. It is hoped that this paper will be an example to other nurse educators who are keen on exploring interactive and student-driven learning and teaching strategies in the PBL class.

  7. Promoting Different Kinds of Learners towards Active Learning in the Web-Based Environment

    Directory of Open Access Journals (Sweden)

    Anu HAAPALA

    2006-10-01

    Full Text Available According to many recent studies the effect of learning style on academic performance has been found to be significant and mismatch between teaching and learning styles causes learning failure and frustration. Thus balancing the teaching style and the students' learning style is very important. When emphasizing the individual learning processes, web-based learning offers a good opportunity for differentiating ways of learning. So far the aim of this study is to describe different learners (categorized by cognitive learning styles and their learning processes in relation to their learning outcomes and perceptions of learning experience on a web-based course. The results of the study showed that there were different kinds of learners, who utilized and experienced the learning material differently. The students varied both in their cognitive learning styles and in their learning processes, but not in the learning results, measured by grades. As an implication, some recommendations were presented for developing the web-based learning environment.

  8. Nursing problem-based learning activity: song writing and singing.

    Science.gov (United States)

    Chan, Zenobia C Y

    2014-08-01

    The function of song is not only to deliver individual's messages, but also to serve as a learning approach to facilitate students' learning. To observe the effectiveness of songs in facilitating students' learning, a Problem-based Learning (PBL) class with twenty students was divided into four groups with five students per group. Each group was asked to write a song based on two given scenarios, to sing the song out loud, and to participate in a follow-up focus group interview afterwards. The four songs reflected the students' understanding of academic knowledge and their perspectives toward the protagonists in the presented scenarios. Two songs are presented in this paper to demonstrate how the approach was carried out in the nursing PBL class. This paper aims to show the implication of song writing and singing in PBL and shed some light on teaching and learning.

  9. Assessment for Learning in Inquiry Based Science Education

    DEFF Research Database (Denmark)

    Fornaguera, Cristina Carulla

    ’s activity theory perspectives, this study looks critically at assessment for learning within IBSE activity research shaped by an individualistic approach to learning. The thesis proposed a movement towards an approach using a socio-cultural perspective. The researcher's process of learning structured......The study looks at assessment for learning and Inquiry Based Science Education —IBSE— as concepts established in a diversity of geographical areas, where the traditional summative assessment shapes what most individuals share as being experienced as assessment. Based on Leontiev and Radford...... the analytical process. The main contribution was the analysis and the results of researcher movement from a view of assessment considering learning as a psychological process in the mind, independent of the everyday life of individuals, towards one considering the inseparability of collective and individual...

  10. The Effect of Academic Discipline and Gender Difference on Taiwanese College Students' Learning Styles and Strategies in Web-Based Learning Environments

    Science.gov (United States)

    Ku, David Tawei; Chang, Chiung-Sui

    2011-01-01

    This paper explores students' learning styles in relation to learning strategies in web-based learning environments, and in particular, how academic discipline and gender differences affect learning styles and learning strategies in web-based learning for college students in Taiwan. The results show that regardless of learning strategy, academic…

  11. Mobile Learning Environment System (MLES): The Case of Android-based Learning Application on Undergraduates' Learning

    CERN Document Server

    Hanafi, Hafizul Fahri

    2012-01-01

    Of late, mobile technology has introduced new, novel environment that can be capitalized to further enrich the teaching and learning process in classrooms. Taking cognizance of this promising setting, a study was undertaken to investigate the impact of such an environment enabled by android platform on the learning process among undergraduates of Sultan Idris Education University, Malaysia; in particular, this paper discusses critical aspects of the design and implementation of the android learning system. Data were collected through a survey involving 56 respondents, and these data were analyzed by using SPSS 12.0. Findings showed that the respondents were very receptive to the interactivity, accessibility, and convenience of the system, but they were quite frustrated with the occasional interruptions due to internet connectivity problems. Overall, the mobile learning system can be utilized as an inexpensive but potent learning tool that complements undergraduates' learning process.

  12. Mobile Learning Environment System (MLES: The Case of Android-based Learning Application on Undergraduates’ Learning

    Directory of Open Access Journals (Sweden)

    Hafizul Fahri Hanafi

    2012-03-01

    Full Text Available Of late, mobile technology has introduced new, novel environment that can be capitalized to further enrich the teaching and learning process in classrooms. Taking cognizance of this promising setting, a study was undertaken to investigate the impact of such an environment enabled by android platform on the learning process among undergraduates of Sultan Idris Education University, Malaysia; in particular, this paper discusses critical aspects of the design and implementation of the android learning system. Data were collected through a survey involving 56 respondents, and these data were analyzed by using SPSS 12.0. Findings showed that the respondents were very receptive to the interactivity, accessibility, and convenience of the system, but they were quite frustrated with the occasional interruptions due to internet connectivity problems. Overall, the mobile learning system can be utilized as an inexpensive but potent learning tool that complements undergraduates’ learning process

  13. Meaningful learning: theoretical support for concept-based teaching.

    Science.gov (United States)

    Getha-Eby, Teresa J; Beery, Theresa; Xu, Yin; O'Brien, Beth A

    2014-09-01

    Novice nurses’ inability to transfer classroom knowledge to the bedside has been implicated in adverse patient outcomes, including death. Concept-based teaching is a pedagogy found to improve knowledge transfer. Concept-based teaching emanates from a constructivist paradigm of teaching and learning and can be implemented most effectively when the underlying theory and principles are applied. Ausubel’s theory of meaningful learning and its construct of substantive knowledge integration provides a model to help educators to understand, implement, and evaluate concept-based teaching. Contemporary findings from the fields of cognitive psychology, human development, and neurobiology provide empirical evidence of the relationship between concept-based teaching, meaningful learning, and knowledge transfer. This article describes constructivist principles and meaningful learning as they apply to nursing pedagogy.

  14. Swarm-based Sequencing Recommendations in E-learning

    NARCIS (Netherlands)

    Van den Berg, Bert; Tattersall, Colin; Janssen, José; Brouns, Francis; Kurvers, Hub; Koper, Rob

    2005-01-01

    Van den Berg, B., Tattersall, C., Janssen, J., Brouns, F., Kurvers, H., & Koper, R. (2006). Swarm-based Sequencing Recommendations in E-learning. International Journal of Computer Science & Applications, III(III), 1-11.

  15. Image Recovery Algorithm Based on Learned Dictionary

    Directory of Open Access Journals (Sweden)

    Xinghui Zhu

    2014-01-01

    Full Text Available We proposed a recovery scheme for image deblurring. The scheme is under the framework of sparse representation and it has three main contributions. Firstly, considering the sparse property of natural image, the nonlocal overcompleted dictionaries are learned for image patches in our scheme. And, then, we coded the patches in each nonlocal clustering with the corresponding learned dictionary to recover the whole latent image. In addition, for some practical applications, we also proposed a method to evaluate the blur kernel to make the algorithm usable in blind image recovery. The experimental results demonstrated that the proposed scheme is competitive with some current state-of-the-art methods.

  16. Recent machine learning advancements in sensor-based mobility analysis: Deep learning for Parkinson's disease assessment.

    Science.gov (United States)

    Eskofier, Bjoern M; Lee, Sunghoon I; Daneault, Jean-Francois; Golabchi, Fatemeh N; Ferreira-Carvalho, Gabriela; Vergara-Diaz, Gloria; Sapienza, Stefano; Costante, Gianluca; Klucken, Jochen; Kautz, Thomas; Bonato, Paolo

    2016-08-01

    The development of wearable sensors has opened the door for long-term assessment of movement disorders. However, there is still a need for developing methods suitable to monitor motor symptoms in and outside the clinic. The purpose of this paper was to investigate deep learning as a method for this monitoring. Deep learning recently broke records in speech and image classification, but it has not been fully investigated as a potential approach to analyze wearable sensor data. We collected data from ten patients with idiopathic Parkinson's disease using inertial measurement units. Several motor tasks were expert-labeled and used for classification. We specifically focused on the detection of bradykinesia. For this, we compared standard machine learning pipelines with deep learning based on convolutional neural networks. Our results showed that deep learning outperformed other state-of-the-art machine learning algorithms by at least 4.6 % in terms of classification rate. We contribute a discussion of the advantages and disadvantages of deep learning for sensor-based movement assessment and conclude that deep learning is a promising method for this field.

  17. Adaptive Web-Based Instruction for Enhancing Learning Ability

    OpenAIRE

    Techataweewan, Wawta

    2010-01-01

    International audience; Web technology in an instructional environment is primarily dedicated to distributing course materials to supplement traditional classroom learning. It also uses designed intelligence to adapt to learners' specific needs. The main purposes of this study were to construct and determine the efficiency of adaptive web-based instruction for LIS students. The web-based content was designed to adapt to three levels of learning ability: high, moderate and low. The system auto...

  18. Current and Future Trends in Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2014-05-01

    Full Text Available The first number of the second volume of the EAI Transactions on Serious Games focuses on the results presented on the European Conference on Game-Based Learning. This event, already on the 8th edition, has set standards in terms of presentation of research and practice and in the pointing out of new and future trends in the development of Game-Based Learning. As such, we are quite thrilled to be able to report them here.

  19. Project-based Distrubuted Learning and Adult Learners

    Directory of Open Access Journals (Sweden)

    Dr. Erkan TEKINARSLAN

    2004-04-01

    Full Text Available Project-based Distrubuted Learning and Adult Learners Dr. Erkan TEKINARSLAN Abant Izzet Baysal University TURKEY ABSTRACT Adult learners participating in a project-based distributed learning environment, the MBA Without Boundaries (MBAWB program at Ohio University, reported that project-based learning in a distributed learning environment is meaningful for adult learners because of the active involvement in the projects and transferability of the learning issues to the work place. According to the adult learners, important advantages of the project-based online environment are time and place flexibilities, maintaining everyday activities while attending a graduate program, diverse backgrounds of the adult learners, experience with authentic problems of the projects, applicability of learning issues to real life, active participation in the learning process, and combination of online interactions with residencies. However, the learners reported teammates who do not make enough contributions to a team project as the most common problem. Some learners complained about the distance barriers, family and work responsibilities, and technological failures during the online interactions.

  20. New Realities and the Implications for Problem Based Learning

    DEFF Research Database (Denmark)

    Sørensen, Olav Jull

    2004-01-01

    The background for this article is the big changes we have experienced since the idea of the problem based learning model was conceived at Aalborg University in the beginning of the 1970s. Assuming that no teaching model is context free, the challenge is to confront the basics of the problem......-life learning and, finally, the integrative use of ICT (Information and Communication Technologies) and the Internet. If these modifications are made, the problem-based learning model will be able to cope with the new realities to a larger extent than more conventional university models....

  1. 4.1 Web-based interactive learning programmes.

    Science.gov (United States)

    Nattestad, Anders; Attstrom, Rolf; Mattheos, Nikos; Ramseier, Christoph; Canegallo, Lorenza; Eaton, Ken; Feeney, Luke; Goffin, Guy; Markovska, Neda; Maixner, William; Persson, Rutger; Reynolds, Patricia; Ruotoistenmaki, Juha; Schittek, Martin; Spohn, Eric; Sudzina, Mike

    2002-01-01

    In the future, the training of competent dentists will need to take advantage of up-to-date digital technologies and learning practices. In order to accomplish this, the following goals should be considered: i) the design of 'customizable' web-based curriculum matrices that accommodate the training philosophies and resources of individual dental schools; ii) the development of digital instructional modules that can be incorporated or downloaded into specific parts of a curriculum; iii) the establishment of an e-consortium, which provides peer view and guidance in the design of teaching modules, and which is responsible for the storage, maintenance, and distribution of teaching modules within the consortium; iv) the development of central human and physical resources at each dental school to enable the seamless delivery of instructional modules in a variety of learning environments; and v) the assessment and provision of ICT training to students and faculty with respect to the use of computers and related digital technologies and educational software programmes. These goals should lead to the creation of a 'virtual dental school'. Within this project summative and formative evaluations should be performed during both the production and development of teaching material (e-learning material) and the learning process. During the learning process the following aspects should be measured and evaluated: i) students' behaviour; and ii) effectiveness, retention and the transfer of e-learned material into the clinical situation. To obtain evidence of the efficacy of e-learning material a certain amount of research has to be done in the near future. It is suggested that all parameters currently known have to be implemented during the development of a learning programme. Previous workers have evaluated the following elements with e-learning: i) planning, ii) programming and technical development, iii) learning behaviours, iv) learning outcomes of both the programme and the

  2. Efficient learning strategy of Chinese characters based on network approach.

    Science.gov (United States)

    Yan, Xiaoyong; Fan, Ying; Di, Zengru; Havlin, Shlomo; Wu, Jinshan

    2013-01-01

    We develop an efficient learning strategy of Chinese characters based on the network of the hierarchical structural relations between Chinese characters. A more efficient strategy is that of learning the same number of useful Chinese characters in less effort or time. We construct a node-weighted network of Chinese characters, where character usage frequencies are used as node weights. Using this hierarchical node-weighted network, we propose a new learning method, the distributed node weight (DNW) strategy, which is based on a new measure of nodes' importance that considers both the weight of the nodes and its location in the network hierarchical structure. Chinese character learning strategies, particularly their learning order, are analyzed as dynamical processes over the network. We compare the efficiency of three theoretical learning methods and two commonly used methods from mainstream Chinese textbooks, one for Chinese elementary school students and the other for students learning Chinese as a second language. We find that the DNW method significantly outperforms the others, implying that the efficiency of current learning methods of major textbooks can be greatly improved.

  3. Location-Based Learning through Augmented Reality

    Science.gov (United States)

    Chou, Te-Lien; Chanlin, Lih-Juan

    2014-01-01

    A context-aware and mixed-reality exploring tool cannot only effectively provide an information-rich environment to users, but also allows them to quickly utilize useful resources and enhance environment awareness. This study integrates Augmented Reality (AR) technology into smartphones to create a stimulating learning experience at a university…

  4. Place-Based Learning and Mobile Technology

    Science.gov (United States)

    LaBelle, Chris

    2011-01-01

    When delivered on a mobile device, interpretive tours of a locale afford powerful learning experiences. As mobile devices become more powerful, content for these devices that is individualized and location-specific has become more common. In light of this trend, Oregon State University Extension developed a GPS-enabled iPhone tree tour…

  5. Gender-based Learning Dilemmas in Organizations.

    Science.gov (United States)

    Abrahamsson, Lena

    2001-01-01

    A study of eight Swedish companies that reverted to previous forms of work organization shows how gender influences organizational change. The learning organization concept challenges gender order, but gender segregation and stereotypic gender-coding of work are strong mechanisms for reversing change and obstructing individual and organizational…

  6. Wiki Based Collaborative Learning in Interuniversity Scenarios

    Science.gov (United States)

    Katzlinger, Elisabeth; Herzog, Michael A.

    2014-01-01

    In business education advanced collaboration skills and media literacy are important for surviving in a globalized business where virtual communication between enterprises is part of the day-by-day business. To transform these global working situations into higher education, a learning scenario between two universities in Germany and Austria was…

  7. Using Problem Based Learning Methods from Engineering Education in company based development

    DEFF Research Database (Denmark)

    Kofoed, Lise Busk; Jørgensen, Frances

    2007-01-01

    This paper discusses how Problem-Based Learning (PBL) methods were used to support a Danish company in its efforts to become more of a 'learning organisation', characterized by sharing of knowledge and experiences. One of the central barriers to organisational learning in this company involved a ...

  8. Supporting Online Video-Based Correction for Language Learning through Markup-Based Video Editing.

    Science.gov (United States)

    Hada, Yoshiaki; Ogata, Hiroaki; Yano, Yoneo

    This paper focuses on an online video based correction system for language learning. The prototype system using the proposed model supports learning between a native English teacher and a non-native learner using a videoconference system. It extends the videoconference system so that it can record the conversation of a learning scene. If a teacher…

  9. Examining High-School Students' Preferences toward Learning Environments, Personal Beliefs and Concept Learning in Web-Based Contexts

    Science.gov (United States)

    Yang, Fang-Ying; Chang, Cheng-Chieh

    2009-01-01

    The purpose of the study is to explore three kinds of personal affective traits among high-school students and their effects on web-based concept learning. The affective traits include personal preferences about web-based learning environments, personal epistemological beliefs, and beliefs about web-based learning. One hundred 11th graders…

  10. Exploring the Role of Flow Experience, Learning Performance and Potential Behavior Clusters in Elementary Students' Game-Based Learning

    Science.gov (United States)

    Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse

    2016-01-01

    Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…

  11. The Benefits of Adopting a Problem-Based Learning Approach on Students' Learning Developments in Secondary Geography Lessons

    Science.gov (United States)

    Caesar, Mohd Iqbal Mohd; Jawawi, Rosmawijah; Matzin, Rohani; Shahrill, Masitah; Jaidin, Jainatul Halida; Mundia, Lawrence

    2016-01-01

    Problem-based learning (PBL) provides an appealing framework for teaching and learning not only within the subject of geography but also across other disciplines. It promotes a healthy environment for active learning with its diverse sets of activities, helping students carry out investigative inquiry in the learning processes. This study examines…

  12. Developing a Mobile Learning Management System for Outdoors Nature Science Activities Based on 5E Learning Cycle

    Science.gov (United States)

    Lai, Ah-Fur; Lai, Horng-Yih; Chuang, Wei-Hsiang; Wu, Zih-Heng

    2015-01-01

    Traditional outdoor learning activities such as inquiry-based learning in nature science encounter many dilemmas. Due to prompt development of mobile computing and widespread of mobile devices, mobile learning becomes a big trend on education. The main purpose of this study is to develop a mobile-learning management system for overcoming the…

  13. Putting the Learning in Case Learning? The Effects of Case-Based Approaches on Student Knowledge, Attitudes, and Engagement

    Science.gov (United States)

    Krain, Matthew

    2016-01-01

    This study revisits case learning's effects on student engagement and assesses student learning as a result of the use of case studies and problem-based learning. The author replicates a previous study that used indirect assessment techniques to get at case learning's impact, and then extends the analysis using a pre- and post-test experimental…

  14. On-line interprofessional learning: introducing constructivism through enquiry-based learning and peer review.

    Science.gov (United States)

    Hughes, Matthew; Ventura, Susie; Dando, Mark

    2004-08-01

    Interest in on-line methods of learning has accelerated in recent years. There has also been an interest in developing student-centred approaches to learning and interprofessional education. This paper illustrates the issues in designing a large (more than 700 students), on-line, inter-professional module for third year, undergraduate students drawn from nine professional healthcare courses and from four campus sites. It uses an enquiry-based learning approach. The learning theories of Piaget, Vygotsky and Schön are integrated with the on-line frameworks of Salmon and Collis et al., together with conclusions drawn from the literature and our own experiences, to produce a design that encourages students to learn through participation, re-iteration, peer-review and reflection. Consideration is given to improving student motivation and attitudes towards change, both in the design and the delivery of the module.

  15. Ontology Based Dynamic e-Learning Flow Composition of Learning Web Services

    Directory of Open Access Journals (Sweden)

    M. Farida Begam

    2014-06-01

    Full Text Available Web Services has instigated it’s transcend and now education has been made simple through Web Services. With the advent of Web Services, education has become far more personal, flexible and available across global borders. Workflow is a sequence of business tasks to be realized for the execution of user’ request. Identifying required e-learning web services and dynamic composition and realization of those services is a challenging process. In this study we have suggested e-learning services workflow composing architecture and relevant algorithms for matching and composing e-learning flow for the learners with different learning styles. We suggested non logic based hybrid matching and composing algorithms which uses OWL-S profile and process ontologies for dynamic workflow composition of e-learning web services.

  16. A dynamic coefficient polynomial predistorter based on direct learning architecture

    Institute of Scientific and Technical Information of China (English)

    Li Bo; Ge Jianhua; Ai Bo

    2008-01-01

    A dynamic coefficient polynomial predistorter based on direct learning architecture is proposed. Compared to the existing polynomial predistorter, on the one hand, the proposed predistorter based on the direct learning architecture is more robust to initial conditions of the tap coefficients than that based on indirect learning architecture; on the other hand, by using two polynomial coefficient combinations, different polynomial coefficient combination can be selected when the input signal amplitude changes, which effectively decreases the estimate error. This paper introduces the direct learning architecture and gives the dynamic coefficient polynomial expression. A simplified nonlinear recursive least-squares (RLS) algorithm for polynomial coefficient estimation is also derived in detail. Computer simulations show that the proposed predistorter can attain 31dB, 28dB and 40dB spectrum suppression gain when our method is applied to the traveling wave tube amplifier (TWTA), solid state power amplifier (SSPA) and polynomial power amplifier (PA) model, respectively.

  17. Web-Based Reading Annotation System with an Attention-Based Self-Regulated Learning Mechanism for Promoting Reading Performance

    Science.gov (United States)

    Chen, Chih-Ming; Huang, Sheng-Hui

    2014-01-01

    Due to the rapid development of information technology, web-based learning has become a dominant trend. That is, learners can often learn anytime and anywhere without being restricted by time and space. Autonomic learning primarily occurs in web-based learning environments, and self-regulated learning (SRL) is key to autonomic learning…

  18. Learning-based Nonlinear Model Predictive Control to Improve Vision-based Mobile Robot Path Tracking

    Science.gov (United States)

    2015-07-01

    Learning -based Nonlinear Model Predictive Control to Improve Vision-based Mobile Robot Path Tracking Chris J. Ostafew Institute for Aerospace Studies... learning from experience. Schoellig et al. (2012) and Ostafew et al. (2013) present ILC algorithms for quadrotors and mobile robots, respectively...presents a Learning -based Nonlinear Model Predictive Control (LB-NMPC) algo- rithm for a path-repeating, mobile robot negotiating large-scale, GPS

  19. Bare-Bones Teaching-Learning-Based Optimization

    Directory of Open Access Journals (Sweden)

    Feng Zou

    2014-01-01

    Full Text Available Teaching-learning-based optimization (TLBO algorithm which simulates the teaching-learning process of the class room is one of the recently proposed swarm intelligent (SI algorithms. In this paper, a new TLBO variant called bare-bones teaching-learning-based optimization (BBTLBO is presented to solve the global optimization problems. In this method, each learner of teacher phase employs an interactive learning strategy, which is the hybridization of the learning strategy of teacher phase in the standard TLBO and Gaussian sampling learning based on neighborhood search, and each learner of learner phase employs the learning strategy of learner phase in the standard TLBO or the new neighborhood search strategy. To verify the performance of our approaches, 20 benchmark functions and two real-world problems are utilized. Conducted experiments can been observed that the BBTLBO performs significantly better than, or at least comparable to, TLBO and some existing bare-bones algorithms. The results indicate that the proposed algorithm is competitive to some other optimization algorithms.

  20. E-Learning and Evidence Based Practice in Schools

    Science.gov (United States)

    Quong, Terrence

    2016-01-01

    JCTIC has used open source software to develop a unique school online environment that has made evidence based practice viable in their school. In this paper the proposition is made that eLearning enables evidence based practice which in turn leads to improved student outcomes. Much has been written about evidence based practice in schools, but…

  1. On Cognitive Style in English Web-based Autonomous Learning

    Institute of Scientific and Technical Information of China (English)

    刘茜

    2014-01-01

    Since Henry Holec first put forward the term‘Autonomy’in 1980’s, autonomous learning has been drawing the uni⁃versal attention of scholars both at home and abroad. Promoting learners’ability of self-regulated learning has been taken as one of the important goals of modern education. College English autonomous learning based on network environment does not mean free study without any restraints or monitoring, but rather involves the self-monitoring and external monitoring. Meanwhile, dif⁃ferent learners may have different cognitive styles in their learning processes, which may have an influence on the improvement of the learners’efficiency in the autonomous language learning. Proper monitoring models coordinating with the students ’differ⁃ent field cognitive styles.

  2. Grapheme-color synaesthesia benefits rule-based Category learning.

    Science.gov (United States)

    Watson, Marcus R; Blair, Mark R; Kozik, Pavel; Akins, Kathleen A; Enns, James T

    2012-09-01

    Researchers have long suspected that grapheme-color synaesthesia is useful, but research on its utility has so far focused primarily on episodic memory and perceptual discrimination. Here we ask whether it can be harnessed during rule-based Category learning. Participants learned through trial and error to classify grapheme pairs that were organized into categories on the basis of their associated synaesthetic colors. The performance of synaesthetes was similar to non-synaesthetes viewing graphemes that were physically colored in the same way. Specifically, synaesthetes learned to categorize stimuli effectively, they were able to transfer this learning to novel stimuli, and they falsely recognized grapheme-pair foils, all like non-synaesthetes viewing colored graphemes. These findings demonstrate that synaesthesia can be exploited when learning the kind of material taught in many classroom settings.

  3. Age-related changes in consolidation of perceptual and muscle-based learning of motor skills

    OpenAIRE

    Rebecca M. C. Spencer; Pace-Schott, Edward F.

    2013-01-01

    Improvements in motor sequence learning come about via goal-based learning of the sequence of visual stimuli and muscle-based learning of the sequence of movement responses. In young adults, consolidation of goal-based learning is observed after intervals of sleep but not following wake, whereas consolidation of muscle-based learning is greater following intervals with wake compared to sleep. While the benefit of sleep on motor sequence learning has been shown to decline with age, how sleep c...

  4. Discharge estimation based on machine learning

    Institute of Scientific and Technical Information of China (English)

    Zhu JIANG; Hui-yan WANG; Wen-wu SONG

    2013-01-01

    To overcome the limitations of the traditional stage-discharge models in describing the dynamic characteristics of a river, a machine learning method of non-parametric regression, the locally weighted regression method was used to estimate discharge. With the purpose of improving the precision and efficiency of river discharge estimation, a novel machine learning method is proposed:the clustering-tree weighted regression method. First, the training instances are clustered. Second, the k-nearest neighbor method is used to cluster new stage samples into the best-fit cluster. Finally, the daily discharge is estimated. In the estimation process, the interference of irrelevant information can be avoided, so that the precision and efficiency of daily discharge estimation are improved. Observed data from the Luding Hydrological Station were used for testing. The simulation results demonstrate that the precision of this method is high. This provides a new effective method for discharge estimation.

  5. Clustering Based Feature Learning on Variable Stars

    CERN Document Server

    Mackenzie, Cristóbal; Protopapas, Pavlos

    2016-01-01

    The success of automatic classification of variable stars strongly depends on the lightcurve representation. Usually, lightcurves are represented as a vector of many statistical descriptors designed by astronomers called features. These descriptors commonly demand significant computational power to calculate, require substantial research effort to develop and do not guarantee good performance on the final classification task. Today, lightcurve representation is not entirely automatic; algorithms that extract lightcurve features are designed by humans and must be manually tuned up for every survey. The vast amounts of data that will be generated in future surveys like LSST mean astronomers must develop analysis pipelines that are both scalable and automated. Recently, substantial efforts have been made in the machine learning community to develop methods that prescind from expert-designed and manually tuned features for features that are automatically learned from data. In this work we present what is, to our ...

  6. Original science-based music and student learning

    Science.gov (United States)

    Smolinski, Keith

    American middle school student science scores have been stagnating for several years, demonstrating a need for better learning strategies to aid teachers in instruction and students in content learning. It has also been suggested by researchers that music can be used to aid students in their learning and memory. Employing the theoretical framework of brain-based learning, the purpose of this study was to examine the impact of original, science-based music on student content learning and student perceptions of the music and its impact on learning. Students in the treatment group at a public middle school learned songs with lyrics related to the content of a 4-week cells unit in science; whereas an equally sized control group was taught the same material using existing methods. The content retention and learning experiences of the students in this study were examined using a concurrent triangulation, mixed-methods study. Independent sample t test and ANOVA analyses were employed to determine that the science posttest scores of students in the treatment group (N = 93) were significantly higher than the posttest scores of students in the control group (N = 93), and that the relative gains of the boys in the treatment group exceeded those of the girls. The qualitative analysis of 10 individual interviews and 3 focus group interviews followed Patton's method of a priori coding, cross checking, and thematic analysis to examine the perceptions of the treatment group. These results confirmed that the majority of the students thought the music served as an effective learning tool and enhanced recall. This study promoted social change because students and teachers gained insight into how music can be used in science classrooms to aid in the learning of science content. Researchers could also utilize the findings for continued investigation of the interdisciplinary use of music in educational settings.

  7. Portfolio-based learning and assessment.

    Science.gov (United States)

    Joshi, Mohit Kumar; Gupta, Piyush; Singh, Tejinder

    2015-03-08

    Assessment using portfolios has recently gained wider acceptance, and is being considered relevant to several educational aspects in medicine, including formative and summative assessment during resident training, revalidation and continuing professional development. In this article, we provide an overview of the use of portfolio as an assessment and learning tool. We have discussed the rationale of using portfolio in medical education, its advantages and criticisms, and some of the associated challenges and dilemmas.

  8. Dimension-based statistical learning of vowels.

    Science.gov (United States)

    Liu, Ran; Holt, Lori L

    2015-12-01

    Speech perception depends on long-term representations that reflect regularities of the native language. However, listeners rapidly adapt when speech acoustics deviate from these regularities due to talker idiosyncrasies such as foreign accents and dialects. To better understand these dual aspects of speech perception, we probe native English listeners' baseline perceptual weighting of 2 acoustic dimensions (spectral quality and vowel duration) toward vowel categorization and examine how they subsequently adapt to an "artificial accent" that deviates from English norms in the correlation between the 2 dimensions. At baseline, listeners rely relatively more on spectral quality than vowel duration to signal vowel category, but duration nonetheless contributes. Upon encountering an "artificial accent" in which the spectral-duration correlation is perturbed relative to English language norms, listeners rapidly down-weight reliance on duration. Listeners exhibit this type of short-term statistical learning even in the context of nonwords, confirming that lexical information is not necessary to this form of adaptive plasticity in speech perception. Moreover, learning generalizes to both novel lexical contexts and acoustically distinct altered voices. These findings are discussed in the context of a mechanistic proposal for how supervised learning may contribute to this type of adaptive plasticity in speech perception.

  9. Affordance Learning Based on Subtask's Optimal Strategy

    Directory of Open Access Journals (Sweden)

    Huaqing Min

    2015-08-01

    Full Text Available Affordances define the relationships between the robot and environment, in terms of actions that the robot is able to perform. Prior work is mainly about predicting the possibility of a reactive action, and the object's affordance is invariable. However, in the domain of dynamic programming, a robot’s task could often be decomposed into several subtasks, and each subtask could limit the search space. As a result, the robot only needs to replan its sub strategy when an unexpected situation happens, and an object’s affordance might change over time depending on the robot’s state and current subtask. In this paper, we propose a novel affordance model linking the subtask, object, robot state and optimal action. An affordance represents the first action of the optimal strategy under the current subtask when detecting an object, and its influence is promoted from a primitive action to the subtask strategy. Furthermore, hierarchical reinforcement learning and state abstraction mechanism are introduced to learn the task graph and reduce state space. In the navigation experiment, the robot equipped with a camera could learn the objects’ crucial characteristics, and gain their affordances in different subtasks.

  10. Fifty years of computer analysis in chest imaging: rule-based, machine learning, deep learning.

    Science.gov (United States)

    van Ginneken, Bram

    2017-03-01

    Half a century ago, the term "computer-aided diagnosis" (CAD) was introduced in the scientific literature. Pulmonary imaging, with chest radiography and computed tomography, has always been one of the focus areas in this field. In this study, I describe how machine learning became the dominant technology for tackling CAD in the lungs, generally producing better results than do classical rule-based approaches, and how the field is now rapidly changing: in the last few years, we have seen how even better results can be obtained with deep learning. The key differences among rule-based processing, machine learning, and deep learning are summarized and illustrated for various applications of CAD in the chest.

  11. Educational Game Design. Bridging the gab between computer based learning and experimental learning environments

    DEFF Research Database (Denmark)

    Andersen, Kristine

    2007-01-01

    Considering the rapidly growing amount of digital educational materials only few of them bridge the gab between experimental learning environments and computer based learning environments (Gardner, 1991). Observations from two cases in primary school and lower secondary school in the subject......, based on the narrative approach for experimental learning subjects, relying on ideas from Csikszentmihalyis notion of flow (Csikszentmihalyi, 1991), storyline-pedagogy (Meldgaard, 1994) and ideas from Howard Gardner (Gardner, 1991). The model forms the basis for educational games to be used in home...... economics, and thus is a step on the road to produce a learning resource in an area, until now mostly populated with electronic recipe-managers and digital health-tracking ditto....

  12. A Parametric Learning and Identification Based Robust Iterative Learning Control for Time Varying Delay Systems

    Directory of Open Access Journals (Sweden)

    Lun Zhai

    2014-01-01

    Full Text Available A parametric learning based robust iterative learning control (ILC scheme is applied to the time varying delay multiple-input and multiple-output (MIMO linear systems. The convergence conditions are derived by using the H∞ and linear matrix inequality (LMI approaches, and the convergence speed is analyzed as well. A practical identification strategy is applied to optimize the learning laws and to improve the robustness and performance of the control system. Numerical simulations are illustrated to validate the above concepts.

  13. A New Design Approach to Game-Based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2012-01-01

    This paper puts forward a new design perspective for gamebased learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn – without the interference of teachers – whatever subject they...... or more different, yet interconnected, elements; namely a teacher, a web-based platform and an immersive game or play world.......This paper puts forward a new design perspective for gamebased learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn – without the interference of teachers – whatever subject...... they wanted while sitting in front of a computer. This describes a caricature, I know, but it still lurks in the background whenever we speak of, read or write about learning with computer games. The entire field of learning with games is called ‘serious games’, since they find themselves on a direct...

  14. Smart learning services based on smart cloud computing.

    Science.gov (United States)

    Kim, Svetlana; Song, Su-Mi; Yoon, Yong-Ik

    2011-01-01

    Context-aware technologies can make e-learning services smarter and more efficient since context-aware services are based on the user's behavior. To add those technologies into existing e-learning services, a service architecture model is needed to transform the existing e-learning environment, which is situation-aware, into the environment that understands context as well. The context-awareness in e-learning may include the awareness of user profile and terminal context. In this paper, we propose a new notion of service that provides context-awareness to smart learning content in a cloud computing environment. We suggest the elastic four smarts (E4S)--smart pull, smart prospect, smart content, and smart push--concept to the cloud services so smart learning services are possible. The E4S focuses on meeting the users' needs by collecting and analyzing users' behavior, prospecting future services, building corresponding contents, and delivering the contents through cloud computing environment. Users' behavior can be collected through mobile devices such as smart phones that have built-in sensors. As results, the proposed smart e-learning model in cloud computing environment provides personalized and customized learning services to its users.

  15. Simulation-based learning: Just like the real thing

    Directory of Open Access Journals (Sweden)

    Lateef Fatimah

    2010-01-01

    Full Text Available Simulation is a technique for practice and learning that can be applied to many different disciplines and trainees. It is a technique (not a technology to replace and amplify real experiences with guided ones, often "immersive" in nature, that evoke or replicate substantial aspects of the real world in a fully interactive fashion. Simulation-based learning can be the way to develop health professionals′ knowledge, skills, and attitudes, whilst protecting patients from unnecessary risks. Simulation-based medical education can be a platform which provides a valuable tool in learning to mitigate ethical tensions and resolve practical dilemmas. Simulation-based training techniques, tools, and strategies can be applied in designing structured learning experiences, as well as be used as a measurement tool linked to targeted teamwork competencies and learning objectives. It has been widely applied in fields such aviation and the military. In medicine, simulation offers good scope for training of interdisciplinary medical teams. The realistic scenarios and equipment allows for retraining and practice till one can master the procedure or skill. An increasing number of health care institutions and medical schools are now turning to simulation-based learning. Teamwork training conducted in the simulated environment may offer an additive benefit to the traditional didactic instruction, enhance performance, and possibly also help reduce errors.

  16. Assessment and facilitation in accreditation: experiental learning in undergraduate work based learning programme.

    OpenAIRE

    Workman, Barbara

    2007-01-01

    This action research project explored the process of accreditation of prior experiential learning (APEL) within the Work Based Learning Programme at Middlesex University. Four action research cycles were completed, in which data was generated from one cycle to inform the next. The first cycle evaluated the APEL module from the undergraduate student’s perspective, while the second gathered the tacit knowledge of assessment, facilitation and accreditation from the perspective of the academic ad...

  17. Using Wikis as a Support and Assessment Tool in Collaborative Digital Game-Based Learning Environments

    Science.gov (United States)

    Samur, Yavuz

    2011-01-01

    In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…

  18. Concept Cartoons Supported Problem Based Learning Method in Middle School Science Classrooms

    Science.gov (United States)

    Balim, Ali Günay; Inel-Ekici, Didem; Özcan, Erkan

    2016-01-01

    Problem based learning, in which events from daily life are presented as interesting scenarios, is one of the active learning approaches that encourages students to self-direct learning. Problem based learning, generally used in higher education, requires students to use high end thinking skills in learning environments. In order to use…

  19. Investigation of college students’ intrinsic motivation in project based learning

    Directory of Open Access Journals (Sweden)

    Mehmet Akif Ocak

    2010-01-01

    Full Text Available The purpose of this research is to examine the impact of project-based learning on the students' intrinsic motivation in a college level course. Research using qualitative and quantitative techniques together was conducted within a period of 14 weeks. As a means of data collection, Kempler (2006's adaptation of the Internal Motivation Measurement Survey was used for the quantitative research. Besides, a questionnaire consisting of open-ended questions related to intrinsic motivation components were conducted for the qualitative part. Research results revealed that there was a positive and significant relationship between components of the learning environment and interest. Also, a moderate and significant relationship was found between components of the learning environment and cognitive engagement. Findings indicated that there was no meaningful relationship between components of the learning environment and academic efficacy. The important results from the study showed that courses will be treated as project-based learning needs careful design and good way of planning. Prepared learning environment was seen as a social learning environment by the students. Academic pressure on students occurred very often and development of information exchange was observed more frequently.

  20. Investigation of students’ intrinsic motivation in project based learning

    Directory of Open Access Journals (Sweden)

    Mehmet Akif Ocak

    2010-04-01

    Full Text Available The purpose of this research is to examine the impact of project-based learning on the students' intrinsic motivation in a college level course. Research using qualitative and quantitative techniques together was conducted within a period of 14 weeks. As a means of data collection, Kempler (2006's adaptation of the Internal Motivation Measurement Survey was used for the quantitative research. Besides, a questionnaire consisting of open-ended questions related to intrinsic motivation components were conducted for the qualitative part. Research results revealed that there was a positive and significant relationship between components of the learning environment and interest. Also, a moderate and significant relationship was found between components of the learning environment and cognitive engagement. Findings indicated that there was no meaningful relationship between components of the learning environment and academic efficacy. The important results from the study showed that courses will be treated as project-based learning needs careful design and good way of planning.  Prepared learning environment was seen as a social learning environment by the students. Academic pressure on students occurred very often and development of information exchange was observed more frequently.

  1. Generalized SMO algorithm for SVM-based multitask learning.

    Science.gov (United States)

    Cai, Feng; Cherkassky, Vladimir

    2012-06-01

    Exploiting additional information to improve traditional inductive learning is an active research area in machine learning. In many supervised-learning applications, training data can be naturally separated into several groups, and incorporating this group information into learning may improve generalization. Recently, Vapnik proposed a general approach to formalizing such problems, known as "learning with structured data" and its support vector machine (SVM) based optimization formulation called SVM+. Liang and Cherkassky showed the connection between SVM+ and multitask learning (MTL) approaches in machine learning, and proposed an SVM-based formulation for MTL called SVM+MTL for classification. Training the SVM+MTL classifier requires the solution of a large quadratic programming optimization problem which scales as O(n(3)) with sample size n. So there is a need to develop computationally efficient algorithms for implementing SVM+MTL. This brief generalizes Platt's sequential minimal optimization (SMO) algorithm to the SVM+MTL setting. Empirical results show that, for typical SVM+MTL problems, the proposed generalized SMO achieves over 100 times speed-up, in comparison with general-purpose optimization routines.

  2. Sleep-dependent consolidation of value-based learning.

    Science.gov (United States)

    Baran, Bengi; Daniels, Dasha; Spencer, Rebecca M C

    2013-01-01

    It has been suggested that sleep selectively enhances memories with future relevance. Given that sleep's benefits can vary by item within a learning context, the present study investigated whether the amount of sleep-dependent consolidation may vary across items based on the value of the to-be-learned material. For this purpose, we used a value-based learning paradigm in which participants studied words paired with point values. There were two groups; participants either studied the words in the evening and were tested after a 12 hr interval containing a full night of sleep, or studied the words in the morning and were tested after 12 hr of continuous daytime wake. Free recall (F(1,36) = 19.35, pvalue for sleep and wake groups (p = .74). Thus, while encoding may vary with the value of the to-be-learned item, sleep-dependent consolidation does not.

  3. Manifold learning based registration algorithms applied to multimodal images.

    Science.gov (United States)

    Azampour, Mohammad Farid; Ghaffari, Aboozar; Hamidinekoo, Azam; Fatemizadeh, Emad

    2014-01-01

    Manifold learning algorithms are proposed to be used in image processing based on their ability in preserving data structures while reducing the dimension and the exposure of data structure in lower dimension. Multi-modal images have the same structure and can be registered together as monomodal images if only structural information is shown. As a result, manifold learning is able to transform multi-modal images to mono-modal ones and subsequently do the registration using mono-modal methods. Based on this application, in this paper novel similarity measures are proposed for multi-modal images in which Laplacian eigenmaps are employed as manifold learning algorithm and are tested against rigid registration of PET/MR images. Results show the feasibility of using manifold learning as a way of calculating the similarity between multimodal images.

  4. E-LEARNING PERSONALIZATION BASED ON DYNAMIC LEARNERS’ PREFERENCE

    Directory of Open Access Journals (Sweden)

    El Hassan Abelwahed

    2011-06-01

    Full Text Available Personalized e-learning implementation is recognized one of the most interesting research areas in thedistance web-based education. Since the learning style of each learner is different we must to fit elearning to the different needs of learners. This paper discusses teaching strategies matching with learner’s personality using the Myers-Briggs Type Indicator (MBTI tools. Based on an innovative approach, a framework for building an adaptive learning management system by considering learner’s preference has been developed. The learner’s profile is initialized according to the results obtained by the student in the index of learning styles questionnaire and then fine-tuned during the course of the interaction using the Bayesian model. Moreover, an experiment was conducted to evaluate the performance of our approach. The result reveals the system effectiveness for which it appears that theproposed approach may be promising.

  5. Physics-Based Learning Models for Ship Hydrodynamics

    CERN Document Server

    Weymouth, Gabriel D

    2014-01-01

    We present the concepts of physics-based learning models (PBLM) and their relevance and application to the field of ship hydrodynamics. The utility of physics-based learning is motivated by contrasting generic learning models for regression predictions, which do not presume any knowledge of the system other than the training data provided with methods such as semi-empirical models, which incorporate physical insights along with data-fitting. PBLM provides a framework wherein intermediate models, which capture (some) physical aspects of the problem, are incorporated into modern generic learning tools to substantially improve the predictions of the latter, minimizing the reliance on costly experimental measurements or high-resolution high-fidelity numerical solutions. To illustrate the versatility and efficacy of PBLM, we present three wave-ship interaction problems: 1) at speed waterline profiles; 2) ship motions in head seas; and 3) three-dimensional breaking bow waves. PBLM is shown to be robust and produce ...

  6. Web-Based Tools for Collaborative Evaluation of Learning Resources

    Directory of Open Access Journals (Sweden)

    John C. Nesbit

    2005-10-01

    Full Text Available The emergence of large repositories of web-based learning resources has increased the need for valid and usable evaluation tools. This paper reviews current approaches to learning object evaluation and introduces eLera, a set of web-based tools we have developed for communities of teachers, learners, instructional designers and developers. Compatible with current metadata standards, eLera provides a learning object review instrument (LORI and other features supporting collaborative evaluation. eLera provides limited translation of evaluations and subject taxonomies across communities using different languages and terminology. eLera is designed to assist researchers to gather data on evaluation processes and has been used to teach educators how to assess the quality of multimedia learning resources.

  7. Web-Based Instruction and Learning: Analysis and Needs Assessment

    Science.gov (United States)

    Grabowski, Barbara; McCarthy, Marianne; Koszalka, Tiffany

    1998-01-01

    An analysis and needs assessment was conducted to identify kindergarten through grade 14 (K-14) customer needs with regard to using the World Wide Web (WWW) for instruction and to identify obstacles K-14 teachers face in utilizing NASA Learning Technologies products in the classroom. The needs assessment was conducted as part of the Dryden Learning Technologies Project which is a collaboration between Dryden Flight Research Center (DFRC), Edwards, California and Tne Pennsylvania State University (PSU), University Park, Pennsylvania. The overall project is a multiyear effort to conduct research in the development of teacher training and tools for Web-based science, mathematics and technology instruction and learning.

  8. Theory-based Bayesian models of inductive learning and reasoning.

    Science.gov (United States)

    Tenenbaum, Joshua B; Griffiths, Thomas L; Kemp, Charles

    2006-07-01

    Inductive inference allows humans to make powerful generalizations from sparse data when learning about word meanings, unobserved properties, causal relationships, and many other aspects of the world. Traditional accounts of induction emphasize either the power of statistical learning, or the importance of strong constraints from structured domain knowledge, intuitive theories or schemas. We argue that both components are necessary to explain the nature, use and acquisition of human knowledge, and we introduce a theory-based Bayesian framework for modeling inductive learning and reasoning as statistical inferences over structured knowledge representations.

  9. Internships as case-based learning for professional practice

    DEFF Research Database (Denmark)

    Piihl, Jesper; Rasmussen, Jens Smed; Rowley, Jennifer

    2014-01-01

    Internship programs can enhance generic learning outcomes by develop-ing students’ ability to interact with stakeholders in real world complexi-ties and contribute to changes in knowledge and practice. Experience from Denmark and Australia is used as background to show how intern-ship programs can...... be designed to integrate differences in conceptions of knowledge in professional practices and pressures from short deadlines. The chapter explores how internship can enhance students’ learning and how students develop their role as academics-in-practice. Internships qualify as case based learning when...

  10. Project-Organized Problem-Based Learning in Distance Education

    DEFF Research Database (Denmark)

    Jensen, Lars Peter; Helbo, Jan; Knudsen, Morten

    2003-01-01

    in a new Master of Information Technology education. The main conclusions are, that the project work is a strong learning motivator, enhancing peer collaboration, for off-campus students as well. However, the concept cannot be directly transferred to off-campus learning. In this paper, the main problems......Project organized problem based learning is a successful concept for on-campus engineering education at Aalborg University. Recently this "Aalborg concept" has been used in networked distance education as well. This paper describes the experiences from two years of Internet-mediated project work...

  11. A CONTENT ANALYSIS ON PROBLEM-BASED LEARNING APPROACH

    OpenAIRE

    BİBER, Mahir; Esen ERSOY; KÖSE BİBER, Sezer

    2014-01-01

    Problem Based Learning is one of the learning models that contain the general principles of active learning and students can use scientific process skills. Within this research it was aimed to investigate in detail the postgraduate thesis held in Turkey about PBL approach. The content analysis method was used in the research. The study sample was consisted of a total of 64 masters and PhD thesis made between the years 2012-2013 and reached over the web. A “Content Analysis Template” prepared ...

  12. A CONTENT ANALYSIS ON PROBLEM-BASED LEARNING APPROACH

    OpenAIRE

    BİBER, Mahir; Esen ERSOY; KÖSE BİBER, Sezer

    2015-01-01

    Problem Based Learning is one of the learning models that contain the general principles of active learning and students can use scientific process skills. Within this research it was aimed to investigate in detail the postgraduate thesis held in Turkey about PBL approach. The content analysis method was used in the research. The study sample was consisted of a total of 64 masters and PhD thesis made between the years 2012-2013 and reached over the web. A “Content Analysis Template” prepared ...

  13. SLA for E-Learning System Based on Cloud Computing

    Directory of Open Access Journals (Sweden)

    Doaa Elmatary

    2015-10-01

    Full Text Available The Service Level Agreement (SLA becomes an important issue especially over the Cloud Computing and online services that based on the ‘pay-as-you-use’ fashion. Establishing the Service level agreements (SLAs, which can be defined as a negotiation between the service provider and the user, is needed for many types of current applications as the E-Learning systems. The work in this paper presents an idea of optimizing the SLA parameters to serve any E-Learning system over the Cloud Computing platform, with defining the negotiation process, the suitable frame work, and the sequence diagram to accommodate the E-Learning systems.

  14. Method for Learning Effciency Improvements Based on Gaze Location Notifications on e-learning Content Screen Display

    Directory of Open Access Journals (Sweden)

    Kohei Arai

    2012-06-01

    Full Text Available Method for learning efficiency improvement based on gaze notifications on e-learning content screen display is proposed. Experimental results with e-learning two types of contents (Relatively small motion of e-learning content and e-learning content with moving picture and annotation marks show that 0.8038 to 0.9615 of R square value are observed between duration time period of proper gaze location and achievement test score.

  15. Collaborative learning model inquiring based on digital game

    Science.gov (United States)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

    With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.

  16. Investigating Science Interest in a Game-Based Learning Project

    Science.gov (United States)

    Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi

    2014-01-01

    The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…

  17. Quiz Lounge Game-Based Learning on Mobile Devices

    OpenAIRE

    Bettina Harriehausen-Mühlbauer

    2013-01-01

    The Quiz Lounge project is a collaboration between Hochschule Darmstadt and Lufthansa AG. The goal of the project was the development of a mobile learning application. With the application, the Lufthansa managers should be able to learn about data privacy topics playfully and interactively. The application is based on a quiz concept and asks the user for answers to a series of ten questions which increase in difficulty level. While playing the game the user can use two "lifeline" helpers, the...

  18. Reinforcement learning based backstepping control of power system oscillations

    Energy Technology Data Exchange (ETDEWEB)

    Karimi, Ali; Eftekharnejad, Sara; Feliachi, Ali [Advanced Power and Electric Research Center (APERC), West Virginia University, Morgantown, WV 26506-6109 (United States)

    2009-11-15

    This paper proposes a reinforcement learning based backstepping control technique for damping oscillations in electric power systems using the generators excitation systems. Decentralized controllers are first designed using the backstepping technique. Then, reinforcement learning is used to tune the gains of these controllers to adapt to various operating conditions. Simulation results for a two area power system show that the proposed control technique provides better damping than (i) conventional power system stabilizers and (ii) backstepping fixed gain controllers. (author)

  19. Improving Workplace-Based Learning for Undergraduate Medical Students

    OpenAIRE

    Sajjad, Madiha; Mahboob, Usman

    2015-01-01

    Workplace-based learning is considered as one of the most effective way of translating medical theory into clinical practice. Although employed traditionally at postgraduate level, this strategy can be used in undergraduate students coming for clerkships in clinical departments. There are many challenges to workplace learning such as, unfavorable physical environment, lack of interest by clinical staff and teachers, and lack of student motivation. Clinical teachers can help bridge this gap an...

  20. GALILEE: AN INTERNET WEB BASED DISTANCE LEARNING SUPPORT SYSTEM

    Directory of Open Access Journals (Sweden)

    Arthur Budiman

    1999-01-01

    Full Text Available This paper presents a project of Web-based Distance Learning support system. The system has been built based on the Internet and World Wide Web facility. The system could be accessed with a web browser which is directed to a certain web server address so that students can do learning process just like in the real situation, such as student admissions, taking course materials, syllabus, assignments, students grades, class discussions through web, and doing online quizzes. Students could also join collaboration works by giving opinions, feedback and student produced paper/web which can be shared to the entire learning community. Therefore, it will build a collaborative learning environment where lectures together with students make constructive knowledge databases for entire learning community. This system has been developed based on Active Server Pages (ASP technology from Microsoft which is embedded in a web server. Web pages reside in a web server which is connected to an SQL Database Server. Database server is used to store structured data such as lectures/students personal information, course lists, syllabus and its descriptions, announcement texts from lecturers, commentaries for discussion forum, student's study evaluations, scores for each assignment, quizzes for each course, assignments text from lectures, assignments which are collected by students and students contribution/materials. This system has been maintained by an administrator for maintaining and developing web pages using HTML. The administrator also does ASP scripts programming to convert web pages into active server pages. Lectures and students could contribute some course materials and share their ideas through their web browser. This web-based collaborative learning system gives the students more active role in the information gathering and learning process, making the distance students feel part of a learning community, therefore increasing motivation, comprehension and

  1. An Improved Teaching-Learning-Based Optimization with Differential Learning and Its Application

    Directory of Open Access Journals (Sweden)

    Feng Zou

    2015-01-01

    Full Text Available The teaching-learning-based optimization (TLBO algorithm is a population-based optimization algorithm which is based on the effect of the influence of a teacher on the output of learners in a class. A variant of teaching-learning-based optimization (TLBO algorithm with differential learning (DLTLBO is proposed in the paper. In this method, DLTLBO utilizes a learning strategy based on neighborhood search of teacher phase in the standard TLBO to generate a new mutation vector, while utilizing a differential learning to generate another new mutation vector. Then DLTLBO employs the crossover operation to generate new solutions so as to increase the diversity of the population. By the integration of the local search and the global search, DLTLBO achieves a tradeoff between exploration and exploitation. To demonstrate the effectiveness of our approaches, 24 benchmark functions are used for simulating and testing. Moreover, DLTLBO is used for parameter estimation of digital IIR filter and experimental results show that DLTLBO is superior or comparable to other given algorithms for the employed examples.

  2. Web-Based History Learning Environments: Helping All Students Learn and Like History

    Science.gov (United States)

    Okolo, Cynthia M.; Englert, Carol Sue; Bouck, Emily C.; Heutsche, Anne M.

    2007-01-01

    This article explores the benefits of the Internet to enhance history instruction for all learners. The authors describe a Web-based learning environment, the Virtual History Museum (VHM), that helps teachers create motivating, inquiry-based history units. VHM also allows teachers to build supports for learners with disabilities or other learning…

  3. Knowledge Extraction based on Evolutionary Learning (KEEL

    Directory of Open Access Journals (Sweden)

    Manju Narwal

    2012-07-01

    Full Text Available The purpose of this paper is to describe some basic concepts about keel including evolutionary learning , keel structure with dataset and analysis of genetic fuzzy system. The aim of this section is to present the KEEL framework, describing some guidelines to help a potential developer to build new methods inside the KEEL environment. The next sections will deal with the formats of the configuration files of KEEL which include data sets files, method descriptions and so on. And , the last section describes the API dataset of KEEL, which is used to handle and check the dataset files .

  4. Incorporation of Perception-based Information in Robot Learning Using Fuzzy Reinforcement Learning Agents

    Institute of Scientific and Technical Information of China (English)

    ZHOU Changjiu; MENG Qingchun; GUO Zhongwen; QU Weifen; YIN Bo

    2002-01-01

    Robot learning in unstructured environments has been proved to be an extremely challenging problem, mainly because of many uncertainties always present in the real world. Human beings, on the other hand, seem to cope very well with uncertain and unpredictable environments, often relying on perception-based information. Furthermore, humans beings can also utilize perceptions to guide their learning on those parts of the perception-action space that are actually relevant to the task. Therefore, we conduct a research aimed at improving robot learning through the incorporation of both perceptionbased and measurement-based information. For this reason, a fuzzy reinforcement learning (FRL) agent is proposed in this paper. Based on a neural-fuzzy architecture, different kinds of information can be incorporated into the FRL agent to initialise its action network, critic network and evaluation feedback module so as to accelerate its learning. By making use of the global optimisation capability of GAs (genetic algorithms), a GA-based FRL (GAFRL) agent is presented to solve the local minima problem in traditional actor-critic reinforcement learning. On the other hand, with the prediction capability of the critic network, GAs can perform a more effective global search. Different GAFRL agents are constructed and verified by using the simulation model of a physical biped robot. The simulation analysis shows that the biped learning rate for dynamic balance can be improved by incorporating perception-based information on biped balancing and walking evaluation.The biped robot can find its application in ocean exploration, detection or sea rescue activity, as well as military maritime activity.

  5. Active-learning versus teacher-centered instruction for learning acids and bases

    Science.gov (United States)

    Acar Sesen, Burcin; Tarhan, Leman

    2011-07-01

    Background and purpose: Active-learning as a student-centered learning process has begun to take more interest in constructing scientific knowledge. For this reason, this study aimed to investigate the effectiveness of active-learning implementation on high-school students' understanding of 'acids and bases'. Sample The sample of this study was 45 high-school students (average age 17 years) from two different classes, which were randomly assigned to the experimental (n = 21) and control groups (n = 25), in a high school in Turkey. Design and methods A pre-test consisting of 25 items was applied to both experimental and control groups before the treatment in order to identify student prerequisite knowledge about their proficiency for learning 'acids and bases'. A one-way analysis of variance (ANOVA) was conducted to compare the pre-test scores for groups and no significant difference was found between experimental (ME = 40.14) and control groups (MC = 41.92) in terms of mean scores (F 1,43 = 2.66, p > 0.05). The experimental group was taught using an active-learning curriculum developed by the authors and the control group was taught using traditional course content based on teacher-centered instruction. After the implementation, 'Acids and Bases Achievement Test' scores were collected for both groups. Results ANOVA results showed that students' 'Acids and Bases Achievement Test' post-test scores differed significantly in terms of groups (F 1,43 = 102.53; p test and individual interview results, it was found that high-school students in the experimental group had fewer misconceptions and understood the concepts more meaningfully than students in control group. Conclusion The study revealed that active-learning implementation is more effective at improving students' learning achievement and preventing misconceptions.

  6. Computer-Based Learning in Open and Distance Learning Institutions in Nigeria: Cautions on Use of Internet for Counseling

    Science.gov (United States)

    Okopi, Fidel Onjefu; Odeyemi, Olajumoke Janet; Adesina, Adewale

    2015-01-01

    The study has identified the areas of strengths and weaknesses in the current use of Computer Based Learning (CBL) tools in Open and Distance Learning (ODL) institutions in Nigeria. To achieve these objectives, the following research questions were proposed: (i) What are the computer-based learning tools (soft and hard ware) that are actually in…

  7. An Augmented Reality-Based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities

    Science.gov (United States)

    Chiang, Tosti H. C.; Yang, Stephen J. H.; Hwang, Gwo-Jen

    2014-01-01

    In this study, an augmented reality-based mobile learning system is proposed for conducting inquiry-based learning activities. An experiment has been conducted to examine the effectiveness of the proposed approach in terms of learning achievements and motivations. The subjects were 57 fourth graders from two classes taught by the same teacher in…

  8. Acquisition and Retention of STEM Concepts through Inquiry Based Learning

    Science.gov (United States)

    Lombardi, Candice

    This study explores the integration of STEM (science, technology, engineering, and mathematics) concepts through inquiry based learning. Students are exposed to a constructivist style learning environment where they create understanding for themselves. This way of learning lets students plan and justify their ideas and beliefs while discussing and examining the ideas of their classmates. Students are engaged in solving a scientific problem in a meaningful, inquiry-based manner through hypothesis testing, experimentation, and investigation. This mode of learning introduces students to real life, authentic science experiences within the confines of a typical classroom. The focus of the unit is for the students to create connections and understanding about geography and the globe in order to ultimately identify the exact latitude and longitude of 10 mystery sites. The students learn about latitude and longitude and apply their knowledge through a set of clues to determine where their Mystery Class is located. Journey North provides an internationally accessed game of hide-and-seek called Mystery Class Seasons Challenge. Throughout this challenge, over the course of eleven weeks, students will record, graph, interpret and analysis data and research to ultimate identify the location of ten mystery locations. Students will track seasonal changes in sunlight while investigating, examining and researching clues to find these ten secret sites around the world. My research was done to prove the success of students' ability to learn new mathematics, science, technology and engineering concepts through inquiry based design.

  9. Problem-based learning biotechnology courses in chemical engineering.

    Science.gov (United States)

    Glatz, Charles E; Gonzalez, Ramon; Huba, Mary E; Mallapragada, Surya K; Narasimhan, Balaji; Reilly, Peter J; Saunders, Kevin P; Shanks, Jacqueline V

    2006-01-01

    We have developed a series of upper undergraduate/graduate lecture and laboratory courses on biotechnological topics to supplement existing biochemical engineering, bioseparations, and biomedical engineering lecture courses. The laboratory courses are based on problem-based learning techniques, featuring two- and three-person teams, journaling, and performance rubrics for guidance and assessment. Participants initially have found them to be difficult, since they had little experience with problem-based learning. To increase enrollment, we are combining the laboratory courses into 2-credit groupings and allowing students to substitute one of them for the second of our 2-credit chemical engineering unit operations laboratory courses.

  10. PROBLEM BASED LEARNING: ADAPTING MODEL OF MONITORING AND ASSESSMENT TOWARDS CHANGING TO STUDENT CENTERED LEARNING

    Directory of Open Access Journals (Sweden)

    Alias Masek

    2010-05-01

    Full Text Available Exam oriented system has long time been practiced whether in the school or at higher educational level. It is common to see that students learn to rote memorization as preparation to pass in the examination. As consequences, the graduates’ ability to apply knowledge in the workplace becomes an issue to be debated. This has led to the loud calls for the new authentic learning environment that may increase students’ ability to apply knowledge, skills and at the same time promoting students’ with higher order thinking levels such as problem solving and critical thinking skills. Within this, the need on educational revamp is seem crucial, and this should be done from the grass root levels. Therefore, student centered learning using Problem Based Learning (PBL approach is suggested to be introduced in integrated living skills subject. The model will be designed to focus on monitoring and assessment methods in fostering student continuous development in three domain areas of knowledge, technical and personal skills. Moreover, this method is believed to be able to incorporate lifelong learning and self directed learning skills that helps student to sustain in our educational system. Thus, the study aims to look into the possible ways of adapting PBL monitoring and assessment methods into existing practices in lifelong learning settings in TVET.

  11. Interactions between students and tutor in problem-based learning: the significance of deep learning.

    Science.gov (United States)

    Azer, Samy A

    2009-05-01

    Problem-based learning (PBL) is an excellent opportunity for students to take responsibility for their learning and to develop a number of cognitive skills. These include identifying problems in the trigger, generating hypotheses, constructing mechanisms, developing an enquiry plan, ranking their hypotheses on the basis of available evidence, interpreting clinical and laboratory findings, identifying their learning needs, and dealing with uncertainty. Students also need to work collaboratively in their group, communicate effectively, and take active roles in the tutorials. Therefore, interaction in the group between students and their tutor is vital to ensure deep learning and successful outcomes. The aims of this paper are to discuss the key principles for successful interaction in PBL tutorials and to highlight the major symptoms of superficial learning and poor interactions. This comprises a wide range of symptoms for different group problems, including superficial learning. By early detection of such problems, tutors will be able to explore actions with the group and negotiate changes that can foster group dynamics and enforce deep learning.

  12. Q-learning-based cross-layer Learning Engine design for cognitive radio network

    Science.gov (United States)

    Liu, Congbin; Jiang, Hong; Yang, Yanchao; Ma, Jinghui

    2013-03-01

    In cognitive radio (CR) networks, Learning Engine has considerable significance on dynamic spectrum access (DSA) and implementation of cognitive function. In this paper, a cross-layer learning engine design scheme is proposed by jointly considering physical-layer dynamic channel selection, modulation and coding scheme, data-link layer frame length in CR networks, with the purpose to maximize system throughput and simultaneously meet heterogeneous Quality of Service (QoS) requirements. The wireless fading channel is modeled as a continuous state space Markov decision process (MDP) and the licensed network activity is abstracted as a finite-state one. We introduce Q-learning algorithm to realize the function of learning from state space and adapt wireless environment. And meanwhile a large scale Qfunction approximator based on support vector machine (SVM) is employed to effectively reduce storage requirement and decrease the operation complexity. A cross-layer learning engine communication platform is realized by using Matlab simulator. the simulation results demonstrate that while lacking system prior knowledge, the learning engine can effectively achieve configuration function by system cross-layer learning approach, and furthermore, it can converge to the best—i.e., realize reconfiguration function in CR networks while meeting users' QoS.

  13. ESSEA: Inquiry-Based, Online Learning Communities

    Science.gov (United States)

    Schwerin, T. G.

    2002-12-01

    The Earth System Science Education Alliance (ESSEA) is a partnership between the Institute for Global Environmental Strategies (IGES) and the Center for Educational Technologies (CET) at Wheeling Jesuit University, through funding from NASA's Earth Science Enterprise. ESSEA is supporting universities, colleges, and science education organizations in offering Earth system science online graduate courses that have been developed within the CET at Wheeling Jesuit University. ESSEA has created a national professional development program aimed at improving the knowledge, skills, and resources of Earth system science educators, offering state-of-the-art, rigorous, online courses to promote understanding of Earth system science. The three available ESS courses use an innovative instructional design model and are delivered over the Internet - they feature student-centered, knowledge-building virtual communities, the optimal method for teaching and learning. Participants in these exciting professional development courses experience online, collaborative learning, while mastering new content that addresses National Education Science Standards; develop confidence in using technology; design new classroom activities; and identify new Earth system science resources. The courses have been successfully implemented for both in-service and pre-service teacher education.

  14. WEB MINING BASED FRAMEWORK FOR ONTOLOGY LEARNING

    Directory of Open Access Journals (Sweden)

    C.Ramesh

    2015-07-01

    Full Text Available Today, the notion of Semantic Web has emerged as a prominent solution to the problem of organizing the immense information provided by World Wide Web, and its focus on supporting a better co-operation between humans and machines is noteworthy. Ontology forms the major component of Semantic Web in its realization. However, manual method of ontology construction is time-consuming, costly, error-prone and inflexible to change and in addition, it requires a complete participation of knowledge engineer or domain expert. To address this issue, researchers hoped that a semi-automatic or automatic process would result in faster and better ontology construction and enrichment. Ontology learning has become recently a major area of research, whose goal is to facilitate construction of ontologies, which reduces the effort in developing ontology for a new domain. However, there are few research studies that attempt to construct ontology from semi-structured Web pages. In this paper, we present a complete framework for ontology learning that facilitates the semi-automation of constructing and enriching web site ontology from semi structured Web pages. The proposed framework employs Web Content Mining and Web Usage mining in extracting conceptual relationship from Web. The main idea behind this concept was to incorporate the web author's ideas as well as web users’ intentions in the ontology development and its evolution.

  15. Supporting Foreign Language Vocabulary Learning through Kinect-Based Gaming

    Science.gov (United States)

    Urun, Mehmet Faith; Aksoy, Hasan; Comez, Rasim

    2017-01-01

    This study aimed to explore the effectiveness of a Kinect-based game called Tom Clancy's Ghost Recon: Future Soldier to investigate possible contributions of game-based learning in a virtual language classroom at a state university in Ankara, Turkey. A quasi-experimental design where the treatment group (N= 26) was subjected to kinect-based…

  16. Peer Assessment and Evaluation in Team-Based Learning

    Science.gov (United States)

    Cestone, Christina M.; Levine, Ruth E.; Lane, Derek R.

    2008-01-01

    In contrast to traditional courses, in which students are accountable only to the instructor, effective implementation of any group-based instructional format, including team-based learning (TBL), requires that students be accountable to both the instructor and their peers. Unfortunately, some instructors resist using groups because of concerns…

  17. Curriculum-Based Learning Communities Centered within a Discipline

    Science.gov (United States)

    Zrull, Mark C.; Rocheleau, Courtney A.; Smith, M. Corinne; Bergman, Shawn M.

    2012-01-01

    This article focuses on curriculum-based learning communities (LCs). In these LCs, manipulation of the curriculum is intentional and often innovative, with the overarching goals of developing meaningful connections among students, between students and faculty, and between students and their coursework. The variety of curriculum-based models…

  18. Team-Based Learning: The Importance of Attendance

    Science.gov (United States)

    Jakobsen, Krisztina V.; McIlreavy, Megan; Marrs, Sarah

    2014-01-01

    Using a quasi-experimental design, the authors examined student performance (i.e., exam scores) in a traditional, lecture-based course (n = 43) and a team-based learning (TBL) course (n = 47). Students from James Madison University, USA--who were unaware that the two sections of the course were taught using different methods--self-selected into…

  19. An Active Learning Exercise for Introducing Agent-Based Modeling

    Science.gov (United States)

    Pinder, Jonathan P.

    2013-01-01

    Recent developments in agent-based modeling as a method of systems analysis and optimization indicate that students in business analytics need an introduction to the terminology, concepts, and framework of agent-based modeling. This article presents an active learning exercise for MBA students in business analytics that demonstrates agent-based…

  20. Factors Impeding Implementation of Web-Based Distance Learning

    Science.gov (United States)

    Falowo, Rasheed Olaniyi

    2007-01-01

    Economic and technological changes are occurring at an accelerating rate in our information and communication-based society, making life-long learning for everyone a necessity. This is particularly the case in the transition period from industrial production to a knowledge and communication-based society. The confluence of technology,…

  1. Community-based immersive 3D-video learning games in Streetview with StreetLearn / ARLearn

    OpenAIRE

    Klemke, Roland; Ternier, Stefaan

    2012-01-01

    Klemke, R., & Ternier, S. (2012, 26 April). Community-based immersive 3D-video learning games in Streetview with StreetLearn/ARLearn. Presentation to Stichting Benjamin Foundation, Heerlen, The Netherlands.

  2. Development of Interactive Media for ICT Learning at Elementary School Based on Student Self Learning

    Directory of Open Access Journals (Sweden)

    Sri Huning Anwariningsih

    2013-05-01

    Full Text Available The implementation of information and comunication technology (ICT curriculum at elementary school is the educational sector development. ICT subject is a practical subject which require a direct practice to make easier in the student understanding. Therefore, a teacher is demanded to make a learning media which helps the student to understand the material of study. This research is aimed at describing the model of ICT study in elementary school and using of learning media. Moreover, the description can be bocome one of the basic from the development of interactive study model base on student self learning. Besides, the arraging of this study model is hoped to make habitual and self learning.

  3. An Electronic Library-Based Learning Environment for Supporting Web-Based Problem-Solving Activities

    Science.gov (United States)

    Tsai, Pei-Shan; Hwang, Gwo-Jen; Tsai, Chin-Chung; Hung, Chun-Ming; Huang, Iwen

    2012-01-01

    This study aims to develop an electronic library-based learning environment to support teachers in developing web-based problem-solving activities and analyzing the online problem-solving behaviors of students. Two experiments were performed in this study. In study 1, an experiment on 103 elementary and high school teachers (the learning activity…

  4. The Effects of a Concept Map-Based Support Tool on Simulation-Based Inquiry Learning

    Science.gov (United States)

    Hagemans, Mieke G.; van der Meij, Hans; de Jong, Ton

    2013-01-01

    Students often need support to optimize their learning in inquiry learning environments. In 2 studies, we investigated the effects of adding concept-map-based support to a simulation-based inquiry environment on kinematics. The concept map displayed the main domain concepts and their relations, while dynamic color coding of the concepts displayed…

  5. Informed Systems: Enabling Collaborative Evidence Based Organizational Learning

    Directory of Open Access Journals (Sweden)

    Mary M. Somerville

    2015-12-01

    Full Text Available Objective – In response to unrelenting disruptions in academic publishing and higher education ecosystems, the Informed Systems approach supports evidence based professional activities to make decisions and take actions. This conceptual paper presents two core models, Informed Systems Leadership Model and Collaborative Evidence-Based Information Process Model, whereby co-workers learn to make informed decisions by identifying the decisions to be made and the information required for those decisions. This is accomplished through collaborative design and iterative evaluation of workplace systems, relationships, and practices. Over time, increasingly effective and efficient structures and processes for using information to learn further organizational renewal and advance nimble responsiveness amidst dynamically changing circumstances. Methods – The integrated Informed Systems approach to fostering persistent workplace inquiry has its genesis in three theories that together activate and enable robust information usage and organizational learning. The information- and learning-intensive theories of Peter Checkland in England, which advance systems design, stimulate participants’ appreciation during the design process of the potential for using information to learn. Within a co-designed environment, intentional social practices continue workplace learning, described by Christine Bruce in Australia as informed learning enacted through information experiences. In addition, in Japan, Ikujiro Nonaka’s theories foster information exchange processes and knowledge creation activities within and across organizational units. In combination, these theories promote the kind of learning made possible through evolving and transferable capacity to use information to learn through design and usage of collaborative communication systems with associated professional practices. Informed Systems therein draws from three antecedent theories to create an original

  6. Student engagement with a content-based learning design

    Directory of Open Access Journals (Sweden)

    Brenda Cecilia Padilla Rodriguez

    2013-09-01

    Full Text Available While learning is commonly conceptualised as a social, collaborative process in organisations, online courses often provide limited opportunities for communication between people. How do students engage with content-based courses? How do they find answers to their questions? How do they achieve the learning outcomes? This paper aims to answer these questions by focusing on students’ experiences in an online content-based course delivered in a large Mexican organisation. Sales supervisors (n=47 participated as students. Four main data sources were used to evaluate engagement with and learning from the course: surveys (n=40, think-aloud sessions (n=8, activity logs (n=47 and exams (n=43. Findings suggest that: (1 Students engage with a content-based course by following the guidance available and attempting to make the materials relevant to their own context. (2 Students are resourceful when trying to find support. If the materials do not provide the answers to their questions, they search for alternatives such as colleagues to talk to. (3 Content-based online learning designs may be engaging and effective. However, broadening the range of support options available to students may derive in more meaningful, contextualised and rewarding learning experiences.

  7. PHOTON PBL: problem-based learning in photonics technology education

    Science.gov (United States)

    Massa, Nicholas; Audet, Richard; Donnelly, Judith; Hanes, Fenna; Kehrhahn, Marijke

    2007-06-01

    Problem-based learning (PBL) is an educational approach whereby students learn course content by actively and collaboratively solving real-world problems presented in a context similar to that in which the learning is to be applied. Research shows that PBL improves student learning and retention, critical thinking and problem-solving skills, and the ability to skillfully apply knowledge to new situations - skills deemed critical to lifelong learning. Used extensively in medical education since the 1970's, and widely adopted in other fields including business, law, and education, PBL is emerging as an alternative to traditional lecture-based courses in engineering and technology education. In today's ever-changing global economy where photonics technicians are required to work productively in teams to solve complex problems across disciplines as well as cultures, PBL represents an exciting alternative to traditional lecture-based photonics education. In this paper we present the PHOTON PBL project, a National Science Foundation Advanced Technology Education (NSF-ATE) project aimed at creating, in partnership with the photonics industry and university research labs from across the US, a comprehensive series of multimedia-based PBL instructional resource materials and offering faculty professional development in the use of PBL in photonics technology education. Quantitative and qualitative research will be conducted on the effectiveness of PBL in photonics technician education.

  8. [Training -- competency-based education -- learning theory and practice].

    Science.gov (United States)

    Breuer, Georg

    2013-11-01

    A lifelong learning process is necessarily the basis for the specialization and expertise in the field of anesthesiology. Thus competency as a physician is a complex, multidimensional construction of knowledge, skills and attitudes to be able to solve and persist the complex daily work challenges in a flexible and responsible way. Experts therefore showflexible and intuitive capabilities in pursuing their profession. Accordingly modern competency based learning objectives are very helpful. The DGAI Commission for “Further Education” already thought ahead in defining a competencybased curriculum for the specialization in the field of anesthesiology and could be integrated into the frameworks of the German Medical Association. In addition to the curricular framework elements of assessment are necessary. A single oral exam is consequently not representative for different levels of competencies. However, there is beside the responsibility of the learners for their learning processalso a high obligation of the clinical teachers to attend the learning process and to ensure a positive learning atmosphere with scope for feedback. Some competencies potentially could be better learned in a “sheltered” room based on simulation outside the OR, for example to train rare incidents or emergency procedures. In general there should be ongoing effort to enhance the process of expertise development, also in context of patient safety and quality management.

  9. A Proposal of Adaptive PID Controller Based on Reinforcement Learning

    Institute of Scientific and Technical Information of China (English)

    WANG Xue-song; CHENG Yu-hu; SUN Wei

    2007-01-01

    Aimed at the lack of self-tuning PID parameters in conventional PID controllers, the structure and learning algorithm of an adaptive PID controller based on reinforcement learning were proposed. Actor-Critic learning was used to tune PID parameters in an adaptive way by taking advantage of the model-free and on-line learning properties of reinforcement learning effectively. In order to reduce the demand of storage space and to improve the learning efficiency,a single RBF neural network was used to approximate the policy function of Actor and the value function of Critic simultaneously. The inputs of RBF network are the system error, as well as the first and the second-order differences of error. The Actor can realize the mapping from the system state to PID parameters, while the Critic evaluates the outputs of the Actor and produces TD error. Based on TD error performance index and gradient descent method, the updating rules of RBF kernel function and network weights were given. Simulation results show that the proposed controller is efficient for complex nonlinear systems and it is perfectly adaptable and strongly robust, which is better than that of a conventional PID controller.

  10. Image-Based Learning Approach Applied to Time Series Forecasting

    Directory of Open Access Journals (Sweden)

    J. C. Chimal-Eguía

    2012-06-01

    Full Text Available In this paper, a new learning approach based on time-series image information is presented. In order to implementthis new learning technique, a novel time-series input data representation is also defined. This input datarepresentation is based on information obtained by image axis division into boxes. The difference between this newinput data representation and the classical is that this technique is not time-dependent. This new information isimplemented in the new Image-Based Learning Approach (IBLA and by means of a probabilistic mechanism thislearning technique is applied to the interesting problem of time series forecasting. The experimental results indicatethat by using the methodology proposed in this article, it is possible to obtain better results than with the classicaltechniques such as artificial neuronal networks and support vector machines.

  11. Fast Affinity Propagation Clustering based on Machine Learning

    Directory of Open Access Journals (Sweden)

    Shailendra Kumar Shrivastava

    2013-01-01

    Full Text Available Affinity propagation (AP was recently introduced as an un-supervised learning algorithm for exemplar based clustering. In this paper a novel Fast Affinity Propagation clustering Approach based on Machine Learning (FAPML has been proposed. FAPML tries to put data points into clusters based on the history of the data points belonging to clusters in early stages. In FAPML we introduce affinity learning constant and dispersion constant which supervise the clustering process. FAPML also enforces the exemplar consistency and one of 'N constraints. Experiments conducted on many data sets such as Olivetti faces, Mushroom, Documents summarization, Thyroid, Yeast, Wine quality Red, Balance etc. show that FAPML is up to 54 % faster than the original AP with better Net Similarity.

  12. Agent-Based Design for E-learning Environment

    Directory of Open Access Journals (Sweden)

    Khadidja Harbouche

    2007-01-01

    Full Text Available We presented an agent-based e-learning environment. Our aim was to allow many users to interact collectively and intelligently with the environment. In this cooperation model, human users and artificial agents carry out tasks in the learners’ service. We define the internal structure of our kernel supposed to work within Internet/Intranet settings. Design was structured in three parts: individual learning space, collaborative space, and cooperative space. We advocate the employment of an agent-based approach, a suitable for two main reasons: agents were a natural metaphor of human acts, and the learning systems are generally complex. Prometheus methodology used for the design and emphasis placed on the agent-based features.

  13. Facilitating Problem-Based Learning in Teams with Scrum

    DEFF Research Database (Denmark)

    Ovesen, Nis

    2013-01-01

    is no exception: Each semester, students are divided into groups and work with various problems or issues partly defined by themselves within the frame of the semester theme. During the first year at Aalborg University, students are taught how to manage and plan projects independently with the use of common......, Scrum allows for midstream-changes and continuous revision of the project brief. This paper discusses what design students gain from applying project management practices from Scrum to a project-organised and problem-based learning environment when trying to meet the learning goals of a design......Project-organised and problem-based learning (POPBL) is becoming increasingly popular across universities all over the world, and hence this, it is also gaining currency in some university-based design educations. At Aalborg University, the curriculum in Industrial Design engineering...

  14. A Variance Based Active Learning Approach for Named Entity Recognition

    Science.gov (United States)

    Hassanzadeh, Hamed; Keyvanpour, Mohammadreza

    The cost of manually annotating corpora is one of the significant issues in many text based tasks such as text mining, semantic annotation and generally information extraction. Active Learning is an approach that deals with reduction of labeling costs. In this paper we proposed an effective active learning approach based on minimal variance that reduces manual annotation cost by using a small number of manually labeled examples. In our approach we use a confidence measure based on the model's variance that reaches a considerable accuracy for annotating entities. Conditional Random Field (CRF) is chosen as the underlying learning model due to its promising performance in many sequence labeling tasks. The experiments show that the proposed method needs considerably fewer manual labeled samples to produce a desirable result.

  15. Promoting higher order thinking skills using inquiry-based learning

    Science.gov (United States)

    Madhuri, G. V.; S. S. N Kantamreddi, V.; Goteti, L. N. S. Prakash

    2012-05-01

    Active learning pedagogies play an important role in enhancing higher order cognitive skills among the student community. In this work, a laboratory course for first year engineering chemistry is designed and executed using an inquiry-based learning pedagogical approach. The goal of this module is to promote higher order thinking skills in chemistry. Laboratory exercises are designed based on Bloom's taxonomy and a just-in-time facilitation approach is used. A pre-laboratory discussion outlining the theory of the experiment and its relevance is carried out to enable the students to analyse real-life problems. The performance of the students is assessed based on their ability to perform the experiment, design new experiments and correlate practical utility of the course module with real life. The novelty of the present approach lies in the fact that the learning outcomes of the existing experiments are achieved through establishing a relationship with real-world problems.

  16. GPIM: Google Glassware for inquiry-based learning

    Directory of Open Access Journals (Sweden)

    Angel Suarez

    2015-05-01

    Full Text Available Wearable technology is a new genre of technology that is appearing to enhance learning in context. This manuscript introduces a Google Glass application to support Inquiry-based Learning (IBL. Applying Google Glass to IBL, we aim to transform the learning process into a more seamless, personal and meaningful learning experience. Google Glass aids users from a first person perspective with hands-free interaction. This paper first introduces the educational background and the framework behind the application. Next, the Personal Inquiry Manager (PIM of the weSPOT project is introduced. The design and functionalities of Glassware PIM (GPIM are explained in detail. The paper concludes with open issues for future research, especially focused on evaluation and further developments.

  17. The ubiquity of model-based reinforcement learning.

    Science.gov (United States)

    Doll, Bradley B; Simon, Dylan A; Daw, Nathaniel D

    2012-12-01

    The reward prediction error (RPE) theory of dopamine (DA) function has enjoyed great success in the neuroscience of learning and decision-making. This theory is derived from model-free reinforcement learning (RL), in which choices are made simply on the basis of previously realized rewards. Recently, attention has turned to correlates of more flexible, albeit computationally complex, model-based methods in the brain. These methods are distinguished from model-free learning by their evaluation of candidate actions using expected future outcomes according to a world model. Puzzlingly, signatures from these computations seem to be pervasive in the very same regions previously thought to support model-free learning. Here, we review recent behavioral and neural evidence about these two systems, in attempt to reconcile their enigmatic cohabitation in the brain.

  18. Supporting Problem Solving with Case-Stories Learning Scenario and Video-based Collaborative Learning Technology

    Directory of Open Access Journals (Sweden)

    Chun Hu

    2004-04-01

    Full Text Available In this paper, we suggest that case-based resources, which are used for assisting cognition during problem solving, can be structured around the work of narratives in social cultural psychology. Theories and other research methods have proposed structures within narratives and stories which may be useful to the design of case-based resources. Moreover, embedded within cases are stories which are contextually rich, supporting the epistemological groundings of situated cognition. Therefore the purposes of this paper are to discuss possible frameworks of case-stories; derive design principles as to “what” constitutes a good case story or narrative; and suggest how technology can support story-based learning. We adopt video-based Computer-Supported Collaborative Learning (CSCL technology to support problem solving with case-stories learning scenarios. Our hypothesis in this paper is that well-designed case-based resources are able to aid in the cognitive processes undergirding problem solving and meaning making. We also suggest the use of an emerging video-based collaborative learning technology to support such an instructional strategy.

  19. Vienna E-Lecturing (VEL): Learning How to Learn Self-Regulated in an Internet-Based Blended Learning Setting

    Science.gov (United States)

    Schober, Barbara; Wagner, Petra; Reimann, Ralph; Spiel, Christiane

    2008-01-01

    The article describes the "Vienna E-Lecturing" (VEL), a complex internet-based blended-learning setting developed for students at the University of Vienna (Austria). As part of the introduction to research methods in psychology, VEL aids in imparting factual knowledge regarding research methods and evaluation, as well as promotes…

  20. Study on Distance Learning Support Services Strategy Based on Effective Interaction

    Institute of Scientific and Technical Information of China (English)

    王文琳; 靳桂阳

    2014-01-01

    Achieving effective interaction can the students get good learning results, and enhance the quality of distance learning. The paper firstly analyzes the research on distance learning support services and the problems of distance learning interaction in or-der to clarify the significance of implementing effective interaction. Then it puts forward the learning support services strategies based on effective interaction, which means to promote distance learning interaction and enhance the students' self-learning abili-ty.

  1. A Cognitive Support System to Scaffold Students' Problem-Based Learning in a Web-Based Learning Environment

    Science.gov (United States)

    Ge, Xun; Planas, Lourdes G.; Er, Nelson

    2010-01-01

    An experimental study was conducted to investigate the effects of question prompts and peer review on scaffolding students' problem-based learning in a web-based cognitive support system. Ninety-six pharmacy students were randomly assigned to a treatment or control condition. The students in both conditions were asked to generate solutions to a…

  2. Enhancing Student Learning in Knowledge-Based Courses: Integrating Team-Based Learning in Mass Communication Theory Classes

    Science.gov (United States)

    Han, Gang; Newell, Jay

    2014-01-01

    This study explores the adoption of the team-based learning (TBL) method in knowledge-based and theory-oriented journalism and mass communication (J&MC) courses. It first reviews the origin and concept of TBL, the relevant theories, and then introduces the TBL method and implementation, including procedures and assessments, employed in an…

  3. WORK BASED HIGHER LEARNING FOR THE DANISH TOURISM SECTOR

    DEFF Research Database (Denmark)

    Lindegaard, Klaus; Voergård-Olesen, Rikke Karen

    2012-01-01

    need for development through further and higher education of employees is widely recognized, while Danish higher education is challenged to develop a more demand-led approach. The research done consists of completed empirical studies and literature review on Danish tourism and Danish higher education...... to be suitable for the tourism industry and needs to be developed within the higher education institutions in Denmark.......The paper reports on an investigation of the business needs for work based higher learning in the Danish tourism sector and the match with the supply of higher education, emphasizing opportunities and barriers for work based learning (WBL) in the Danish University System. The Danish tourism sector...

  4. Team-Based Learning in an Information Literacy Course

    Directory of Open Access Journals (Sweden)

    Trudi E. Jacobson

    2012-04-01

    Full Text Available The author implemented team-based learning (TBL in a credit-bearing information literacy course that meets a general education requirement at the University at Albany. TBL is a highly structured teaching method that includes a number of components not found in more traditional use of teams in the classroom. It required substantive changes in the course, which were notably repaid by the impact on student preparedness and engagement. The main elements of team-based learning are explained in the setting of this course.

  5. Evaluating the Project based Organizational Teaching-Learning Process

    Directory of Open Access Journals (Sweden)

    S. Justus

    2013-06-01

    Full Text Available Organizational Training and Learning are among the 22 key process areas in CMM. These two processes are subject for improvement based on its framework and execution. In this paper, we have worked on project-based frameworks for organizational training and learning and have attempted to validate them in the software developmental organizations and in an institution teaching software engineering.The empirical validation is carried out with those case studies and significant results are obtained in assessing the improvement in the two process areas. Moreover, this work is also extended to accommodate improvement in the regular conventional OTL processes.

  6. Team-Based Learning: A New Approach Toward Improving Education

    Directory of Open Access Journals (Sweden)

    Rita Rezaee

    2016-11-01

    Full Text Available  Team-based learning is designed to provide students with both conceptual and procedural knowledge, aiming to enhance active learning and critical thinking. In the present study, team-based learning and lecture methods in teaching the “hospital organization and management” course among hospital management students were compared. This quasi-experimental study was conducted on 25 undergraduate students of management. Teaching sessions were divided into two parts. The first part was taught with interactive lectures and the second part with team-based learning method. The students' knowledge was measured before, immediately and two months (late post-test after teaching. Finally, the mean scores of the final exam and students' satisfaction towards the methods of teaching were measured. There was an improvement in test scores of the students after the TBL sessions when compared to the test scores after lecture sessions (P<0.001. Also, TBL group had significantly a higher amount of knowledge retention compared to the lecture group (P<0.001, but no significant relationship was found between the mean scores of the final exam in the TBL and lecture groups (P=0.116. Finally, the majority of the respondents were more satisfied with TBL sessions compared to the ones held through lecture (P=0.037. The results indicated that TBL provides a better outcome for students. We found that the TBL approach allowed us to create an active learning environment that contributed to the improvement of the students’ performances.

  7. Team-Based Simulations: Learning Ethical Conduct in Teacher Trainee Programs

    Science.gov (United States)

    Shapira-Lishchinsky, Orly

    2013-01-01

    This study aimed to identify the learning aspects of team-based simulations (TBS) through the analysis of ethical incidents experienced by 50 teacher trainees. A four-dimensional model emerged: learning to make decisions in a "supportive-forgiving" environment; learning to develop standards of care; learning to reduce misconduct; and learning to…

  8. The Effect of Computer Game-Based Learning on FL Vocabulary Transferability

    Science.gov (United States)

    Franciosi, Stephan J.

    2017-01-01

    In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…

  9. Folklore-Based Learning on the Web--Pedagogy, Case Study, and Evaluation

    Science.gov (United States)

    Lee, Jimmy Ho-Man; Lee, Fong-Lok; Lau, Tai-Shing

    2006-01-01

    Folklore-based learning is a kind of situated learning paradigm in which students learn by solving problems embedded in a near-real situation. The proposed learning approach employs further interesting story plots from folklores as the background situation to motivate students to participate in learning activities. It is believed that such a…

  10. Project Based Learning Activities in Engineering Education

    Directory of Open Access Journals (Sweden)

    Tiago Faustino Andrade

    2013-03-01

    Full Text Available In the present work, the author reports examples of his involvement in different teaching/learning methodologies during his five years of the Integrated Master Degree in Mechanical Engineering at the Faculty of Engineering of University of Porto. The aim is to explain how useful those experiences have been, allowing him to explore many techno-scientific activities within his engineering education while student as well as other transferable skills and later, up to the present, as a professional in academic environment. The author wishes to underline the excellent opportunity he had to practice reflection processes as an essential methodology of his engineering education.

  11. Dissimilarity-based multiple instance learning

    DEFF Research Database (Denmark)

    Sørensen, Lauge; Loog, Marco; Tax, David M. J.

    2010-01-01

    classifier. This approach is less restrictive than kernel-based approaches and therefore allows for the usage of a wider range of proximity measures. Two conceptually different types of dissimilarity measures are considered: one based on point set distance measures and one based on the earth movers distance...... between distributions of within- and between set point distances, thereby taking relations within and between sets into account. Experiments on five publicly available data sets show competitive performance in terms of classification accuracy compared to previously published results....

  12. [Problem-based learning, a strategy to employ it].

    Science.gov (United States)

    Guillamet Lloveras, Ana; Celma Vicente, Matilde; González Carrión, Pilar; Cano-Caballero Gálvez, Ma Dolores; Pérez Ramírez, Francisca

    2009-02-01

    The Virgen de las Nieves University School of Nursing has adopted the methodology of Problem-Based Learning (ABP in Spanish acronym) as a supplementary method to gain specific transversal competencies. In so doing, all basic required/obligatory subjects necessary for a degree have been partially affected. With the objective of identifying and administering all the structural and cultural barriers which could impede the success or effectiveness of its adoption, a strategic analysis at the School was carried out. This technique was based on a) knowing the strong and weak points the School has for adopting the Problem-Based Learning methodology; b) describing the structural problems and necessities to carry out this teaching innovation; c) to discover the needs professors have regarding knowledge and skills related to Problem-Based Learning; d) to prepare students by informing them about the characteristics of Problem-Based Learning; e) to evaluate the results obtained by means of professor and student opinions, f) to adopt the improvements identified. The stages followed were: strategic analysis, preparation, pilot program, adoption and evaluation.

  13. Semi-automatic video semantic annotation based on active learning

    Science.gov (United States)

    Song, Yan; Hua, Xian-Sheng; Dai, Li-Rong; Wang, Ren-Hua

    2005-07-01

    In this paper, we propose a novel semi-automatic annotation scheme for home videos based on active learning. It is well-known that there is a large gap between semantics and low-level features. To narrow down this gap, relevance feedback has been introduced in a number of literatures. Furthermore, to accelerate the convergence to the optimal result, several active learning schemes, in which the most informative samples are chosen to be annotated, have been proposed in literature instead of randomly selecting samples. In this paper, a representative active learning method is proposed, which local consistency of video content is effectively taken into consideration. The main idea is to exploit the global and local statistical characteristics of videos, and the temporal relationship between shots. The global model is trained on a smaller pre-labeled video dataset, and the local information is obtained online in the process of active learning, and will be used to adjust the initial global model adaptively. The experiment results show that the proposed active learning scheme has significantly improved the annotation performance compared with random selecting and common active learning method.

  14. Designing Collaborative Learning Environments Using Educational Scenarios Based on SR

    Directory of Open Access Journals (Sweden)

    Fotini Paraskeva

    2009-01-01

    Full Text Available As more and more studies acknowledge that students are basic contributors to the learning process, factors such as self concept, (computer self-efficacy and self-regulation are important in enhancing human performance. Nevertheless, these learner characteristics have received little attention in the e-learning environment. This paper presents the results of a study indicating significant positive relationships between learner characteristics, such as self-concept (academic achievement and job achievement, Computer Self Efficacy (CSE and Self-Regulation (SR constructs. Acknowledging the requirement for a strong shift of students towards developing self-regulated scenarios and strategies, we suggest that collaborative e-learning environments should be designed according to the self-regulated theory and self-beliefs. As a result, in this study we present a model examining how we can design educational scenarios based on self-regulation theory in a collaborative e-learning environment. This model is a tool for conducting experiments in e-learning university courses, studying the design, development and evaluation of the collaborative learning process.

  15. Towards an Adaptive competency-based learning System using assessment

    Directory of Open Access Journals (Sweden)

    Noureddine El Faddouli

    2011-01-01

    Full Text Available E-learning is not restricted to publishing online content. The challenge is to apply pedagogical models using new information and communication technologies in order to adjust the learning process. This adaptation will take place by proposing an adaptive learning system. There are several e-learning environment adaptation approaches such as adaptive hypermedia and semantic web. In our proposed system, we focus on evaluation that has not been, up till now, given its real value in the e-learning environment. The purpose is to implement an adaptive learning system for individualized pedagogical paths through a personalized diagnosis of learners' performances. This proposed system relies mainly on assessment and the competency-based approach as a framework. To achieve this goal, we adopt an enhanced cycle of formative assessment while adhering to a service-oriented architecture. The system will be implemented as an activity in a pedagogical scenario defined responding to the learner's needs, while aligning with norms and standards.

  16. Incremental Learning of Skill Collections based on Intrinsic Motivation

    Directory of Open Access Journals (Sweden)

    Jan Hendrik Metzen

    2013-07-01

    Full Text Available Life-long learning of reusable, versatile skills is a key prerequisite forembodied agents that act in a complex, dynamic environment and are faced withdifferent tasks over their lifetime. We address the question of how an agentcan learn useful skills efficiently during a developmental period,i.e., when no task is imposed on him and no external reward signal is provided.Learning of skills in a developmental period needs to be incremental andself-motivated. We propose a new incremental, task-independent skill discoveryapproach that is suited for continuous domains. Furthermore, the agent learnsspecific skills based on intrinsic motivation mechanisms thatdetermine on which skills learning is focused at a given point in time. Weevaluate the approach in a reinforcement learning setup in two continuousdomains with complex dynamics. We show that an intrinsically motivated, skilllearning agent outperforms an agent which learns task solutions from scratch.Furthermore, we compare different intrinsic motivation mechanisms and howefficiently they make use of the agent's developmental period.

  17. Motivation, students' needs and learning outcomes: a hybrid game-based app for enhanced language learning.

    Science.gov (United States)

    Berns, Anke; Isla-Montes, José-Luis; Palomo-Duarte, Manuel; Dodero, Juan-Manuel

    2016-01-01

    In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve

  18. The effects of a problem-based learning digital game on continuing motivation to learn science

    Science.gov (United States)

    Toprac, Paul K.

    The purpose of this study was to determine whether playing a problem-based learning (PBL) computer game, Alien Rescue III, would promote continuing motivation (CM) to learn science, and to explore the possible sources of CM. Another goal was to determine whether CM and interest to learn science in the classroom were identical constructs. CM was defined as the pursuit of academic learning goals in noninstructional contexts that were initially encountered in the classroom. Alien Rescue was played for a total of 9 hours in the seventh grade of a private middle school with 44 students, total, participating. The study used a design-based research approach that attempted to triangulate quantitative and qualitative methods. A science knowledge test, and two self-report questionnaires---one measuring motivation and one measuring CM---were administered preintervention, postintervention, and follow-up. Qualitative data was also collected, including student interviews, classroom observations, written responses, and a science teacher interview. Repeated measures ANOVAs were used to determine any significant changes in scores. A multiple regression analysis was used to explore whether a model of CM could be determined using the Eccles' expectancy-value achievement motivation model. The constant comparative method was used to obtain relevant information from the qualitative data. Based on contradictory quantitative and qualitative findings, results were mixed as to whether students exhibited an increase in CM to learn space science. Students continued to freely engage Alien Rescue during the mid-class break, but this does not strictly adhere to the definition of CM. However, many students did find space science more interesting than anticipated and developed increased desire to learn more in class, if not outside of class. Results also suggest that CM and interest in learning more in class are separate but related constructs. Finally, no satisfactory model emerged from the

  19. Task-Based Learning and Content and Language Integrated Learning Materials Design: Process and Product

    Science.gov (United States)

    Moore, Pat; Lorenzo, Francisco

    2015-01-01

    Content and language integrated learning (CLIL) represents an increasingly popular approach to bilingual education in Europe. In this article, we describe and discuss a project which, in response to teachers' pleas for materials, led to the production of a significant bank of task-based primary and secondary CLIL units for three L2s (English,…

  20. Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning

    Science.gov (United States)

    Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng

    2012-01-01

    This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…

  1. Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning

    Science.gov (United States)

    Alaswad, Zina; Nadolny, Larysa

    2015-01-01

    The use of games and game structures in educational contexts is growing in popularity. An increasing number of technologies have been developed to meet the needs of designing a course as a game. This article discussed the design process in game-based learning and reviewed the research on structuring a course with a focus on feedback, goals, and…

  2. Development and Evaluation of an RFID-Based Ubiquitous Learning Environment for Outdoor Learning

    Science.gov (United States)

    Tan, Tan-Hsu; Liu, Tsung-Yu; Chang, Chi-Cheng

    2007-01-01

    Many issues have been identified in outdoor teaching, especially in places that lack the capacity to effectively present information about such subjects as historical relics, rare animals, and geological landscapes. This study proposes an Environment of Ubiquitous Learning with Educational Resources (EULER) based on radio frequency identification…

  3. Does the Extent of Problem Familiarity Influence Students' Learning in Problem-Based Learning?

    Science.gov (United States)

    Sockalingam, Nachamma; Schmidt, Henk G.

    2013-01-01

    This study investigated the relationship between problem familiarity and students' learning in a problem-based course. Problem familiarity in this study refers to the extent to which a problem fits with students' prior knowledge and experiences. As part of regular course work, 172 students were given two problems on different occasions.…

  4. An Exploration of the Attitude and Learning Effectiveness of Business College Students towards Game Based Learning

    Science.gov (United States)

    Chang, Chiung-Sui; Huang, Ya-Ping; Chien, Fei-Ling

    2014-01-01

    This study aimed to explore the attitude and learning effectiveness in game based simulations from college students' perspective. The participants included 189 business college students in Taiwan. The main instrument employed in this study was McDonald's video game. Additionally, participant selection, data collection and analysis, and results…

  5. Design of Open Content Social Learning That Increases Learning Efficiency and Engagement Based on Open Pedagogy

    Science.gov (United States)

    John, Benneaser; Thavavel, V.; Jayaraj, Jayakumar; Muthukumar, A.; Jeevanandam, Poornaselvan Kittu

    2016-01-01

    Academic writing skills are crucial when students, e.g., in teacher education programs, write their undergraduate theses. A multi-modal web-based and self-regulated learning resource on academic writing was developed, using texts, hypertext, moving images, podcasts and templates. A study, using surveys and a focus group, showed that students used…

  6. Modeling the learning of the English past tense with memory-based learning

    NARCIS (Netherlands)

    van Noord, Rik; Spenader, Jennifer K.

    2015-01-01

    Modeling the acquisition and final state of English past tense inflection has been an ongoing challenge since the mid-eighties. A number of rule-based and connectionist models have been proposed over the years, but the former usually have no explanation of how the rules are learned and the latter of

  7. Evaluating a "Second Life" Problem-Based Learning (PBL) Demonstrator Project: What Can We Learn?

    Science.gov (United States)

    Beaumont, Chris; Savin-Baden, Maggi; Conradi, Emily; Poulton, Terry

    2014-01-01

    This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support problem-based learning. The project designed, created and evaluated eight scenarios within "Second Life" (SL) for undergraduate courses in health care management and paramedic training. Evaluation was…

  8. Computer-Based Learning of Neuroanatomy: A Longitudinal Study of Learning, Transfer, and Retention

    Science.gov (United States)

    Chariker, Julia H.; Naaz, Farah; Pani, John R.

    2011-01-01

    A longitudinal experiment was conducted to evaluate the effectiveness of new methods for learning neuroanatomy with computer-based instruction. Using a three-dimensional graphical model of the human brain and sections derived from the model, tools for exploring neuroanatomy were developed to encourage "adaptive exploration". This is an…

  9. Development of an Adaptive Learning System with Multiple Perspectives based on Students' Learning Styles and Cognitive Styles

    Science.gov (United States)

    Yang, Tzu-Chi; Hwang, Gwo-Jen; Yang, Stephen Jen-Hwa

    2013-01-01

    In this study, an adaptive learning system is developed by taking multiple dimensions of personalized features into account. A personalized presentation module is proposed for developing adaptive learning systems based on the field dependent/independent cognitive style model and the eight dimensions of Felder-Silverman's learning style. An…

  10. British Council, Work-Based Learning Research Centre and Islamic University Gaza E-Learning Workshop: Five Years on

    Science.gov (United States)

    Basiel, Anthony; Commins, Ralph

    2010-01-01

    This article describes the process for training Palestinians in Gaza on developing e-learning courses using WebCT. The training was delivered at a distance using information and communications technologies. The project used a problem-based approach to introduce e learning concepts and practice for the pedagogy of online content, learning theory,…

  11. Computer-Supported Team-Based Learning: The Impact of Motivation, Enjoyment and Team Contributions on Learning Outcomes

    Science.gov (United States)

    Gomez, Elizabeth Avery; Wu, Dezhi; Passerini, Katia

    2010-01-01

    The benefits of teamwork and collaboration have long been advocated by many educational theories, such as constructivist and social learning models. Among the various applications of collaborative learning, the iterative team-based learning (TBL) process proposed by Michaelsen, Fink, and Knight (2002) has been successfully used in the classroom…

  12. Accreditation of Prior Experiential Learning as a Catalyst for Lifelong Learning: Analysis and Proposals Based on French Experiments

    Science.gov (United States)

    Sanseau, Pierre-Yves; Ansart, Sandrine

    2013-01-01

    In this paper, the researchers analyse how lifelong learning can be enriched and develop a different perspective based on the experiment involving the accreditation of prior experiential learning (APEL) conducted in France at the university level. The French system for the accreditation of prior experiential learning, called Validation des Acquis…

  13. Analysis of an Interactive Technology Supported Problem-Based Learning STEM Project Using Selected Learning Sciences Interest Areas (SLSIA)

    Science.gov (United States)

    Kumar, David Devraj

    2017-01-01

    This paper reports an analysis of an interactive technology-supported, problem-based learning (PBL) project in science, technology, engineering and mathematics (STEM) from a Learning Sciences perspective using the Selected Learning Sciences Interest Areas (SLSIA). The SLSIA was adapted from the "What kinds of topics do ISLS [International…

  14. The relationship between student-generated learning issues and self-study in problem-based learning

    NARCIS (Netherlands)

    D.H.J.M. Dolmans (Diana); H.G. Schmidt (Henk); W.H. Gijselaers (Wim)

    1994-01-01

    textabstractA major assumption of problem-based learning (PBL) is that learning issues, generated by students while discussing a problem, are used as guides for self-directed learning activities. This assumption, though basic to PBL, has never been tested. At the University of Limburg, the Netherlan

  15. Comparing Learning Gains: Audio Versus Text-based Instructor Communication in a Blended Online Learning Environment

    Science.gov (United States)

    Shimizu, Dominique

    Though blended course audio feedback has been associated with several measures of course satisfaction at the postsecondary and graduate levels compared to text feedback, it may take longer to prepare and positive results are largely unverified in K-12 literature. The purpose of this quantitative study was to investigate the time investment and learning impact of audio communications with 228 secondary students in a blended online learning biology unit at a central Florida public high school. A short, individualized audio message regarding the student's progress was given to each student in the audio group; similar text-based messages were given to each student in the text-based group on the same schedule; a control got no feedback. A pretest and posttest were employed to measure learning gains in the three groups. To compare the learning gains in two types of feedback with each other and to no feedback, a controlled, randomized, experimental design was implemented. In addition, the creation and posting of audio and text feedback communications were timed in order to assess whether audio feedback took longer to produce than text only feedback. While audio feedback communications did take longer to create and post, there was no difference between learning gains as measured by posttest scores when student received audio, text-based, or no feedback. Future studies using a similar randomized, controlled experimental design are recommended to verify these results and test whether the trend holds in a broader range of subjects, over different time frames, and using a variety of assessment types to measure student learning.

  16. Airline Passenger Profiling Based on Fuzzy Deep Machine Learning.

    Science.gov (United States)

    Zheng, Yu-Jun; Sheng, Wei-Guo; Sun, Xing-Ming; Chen, Sheng-Yong

    2016-09-27

    Passenger profiling plays a vital part of commercial aviation security, but classical methods become very inefficient in handling the rapidly increasing amounts of electronic records. This paper proposes a deep learning approach to passenger profiling. The center of our approach is a Pythagorean fuzzy deep Boltzmann machine (PFDBM), whose parameters are expressed by Pythagorean fuzzy numbers such that each neuron can learn how a feature affects the production of the correct output from both the positive and negative sides. We propose a hybrid algorithm combining a gradient-based method and an evolutionary algorithm for training the PFDBM. Based on the novel learning model, we develop a deep neural network (DNN) for classifying normal passengers and potential attackers, and further develop an integrated DNN for identifying group attackers whose individual features are insufficient to reveal the abnormality. Experiments on data sets from Air China show that our approach provides much higher learning ability and classification accuracy than existing profilers. It is expected that the fuzzy deep learning approach can be adapted for a variety of complex pattern analysis tasks.

  17. Game-Based Learning for Green Building Education

    Directory of Open Access Journals (Sweden)

    Yi-Kai Juan

    2015-05-01

    Full Text Available To improve education regarding sustainability and green buildings, we designed a multiplayer (2–4 people green building strategy game called GBGame to deliver knowledge of and introduce applied technologies for green buildings. To verify the game’s learning effect, we conducted separate measurements using the ARCS motivation model and a paper-based exam among 72 students majoring in architecture. These students were divided into an experimental group (who played the game and a control group (who underwent lecture-based instruction. Results indicate that (1 game players had stronger learning motivation than those who attended the lectures; (2 players who learned through the game generally exhibited better learning effectiveness than non-players; (3 following cross-validation, we discovered a highly significant correlation between the learning effect and players’ attention, perception of relevance, confidence, and satisfaction during the game; and (4 the game system was found to be attractive to the students, implying that it can be an effective instructional and recreational material to use during green building education.

  18. Conceptual framework for knowledge-based learning environments

    Institute of Scientific and Technical Information of China (English)

    Mustafa Alshawi

    2004-01-01

    The traditional concept of "one-size-fits-all" educational and training programmes is no more fully adequate to meet the increasing demand worldwide. E-learning, as an alternative approach to traditional face-toface education, is creating immense challenges for educational institutions to develop new approaches for the production and delivery of cost effective and efficient e-contents. Although, there have been many developments in web-based programmes, they have not fully attained their potential due to a variety of factors. These include:1 ) lack of exchangeability between learning materials, 2) delivery mechanisms incompatible with the pedagogical design, 3) low student interaction and insensitive learning processes, 4) absence of intelligent online programme advice and guidance, 5) inflexibility in meeting diverse needs, and 6) institutionally centred ineffective implementation strategies. This paper addresses the critical elements for successful delivery of e-learning environments and then focuses on proposing a framework for the development of an integrated knowledge-based learning environment which has the potential to producer cost effective and personalised training programmes.

  19. Impact of Stress and Glucocorticoids on Schema-Based Learning.

    Science.gov (United States)

    Kluen, Lisa Marieke; Nixon, Patricia; Agorastos, Agorastos; Wiedemann, Klaus; Schwabe, Lars

    2016-12-14

    Pre-existing knowledge, a 'schema', facilitates the encoding, consolidation, and retrieval of schema-relevant information. Such schema-based memory is key to every form of education and provides intriguing insights into the integration of new information and prior knowledge. Stress is known to have a critical impact on memory processes, mainly through the action of glucocorticoids and catecholamines. However, whether stress and these major stress mediators affect schema-based learning is completely unknown. To address this question, we performed two experiments, in which participants acquired a schema on day 1 and learned schema-related as well as schema-unrelated information on day 2. In the first experiment, participants underwent a stress or control manipulation either immediately or about 25 min before schema-based memory testing. The second experiment tested whether glucocorticoid and/or noradrenergic activation is sufficient to modulate schema-based memory. To this end, participants received orally a placebo, hydrocortisone, the α2-adrenoceptor-antagonist yohimbine, leading to increased noradrenergic stimulation, or both drugs, before completing the schema-based memory test. Our data indicate that stress, irrespective of the exact timing of the stress exposure, impaired schema-based learning, while leaving learning of schema-unrelated information intact. A very similar effect was obtained after hydrocortisone, but not yohimbine, administration. These data show that stress disrupts participants' ability to benefit from prior knowledge during learning and that glucocorticoid activation is sufficient to produce this effect. Our findings provide novel insights into the impact of stress and stress hormones on the dynamics of human memory and have important practical implications, specifically for educational contexts.Neuropsychopharmacology advance online publication, 14 December 2016; doi:10.1038/npp.2016.256.

  20. Blending problem-based learning with Web technology positively impacts student learning outcomes in acid-base physiology.

    Science.gov (United States)

    Taradi, Suncana Kukolja; Taradi, Milan; Radic, Kresimir; Pokrajac, Niksa

    2005-03-01

    World Wide Web (Web)-based learning (WBL), problem-based learning (PBL), and collaborative learning are at present the most powerful educational options in higher education. A blended (hybrid) course combines traditional face-to-face and WBL approaches in an educational environment that is nonspecific as to time and place. To provide educational services for an undergraduate second-year elective course in acid-base physiology, a rich, student-centered educational Web-environment designed to support PBL was created by using Web Course Tools courseware. The course is designed to require students to work in small collaborative groups using problem solving activities to develop topic understanding. The aim of the study was to identify the impact of the blended WBL-PBL-collaborative learning environment on student learning outcomes. Student test scores and satisfaction survey results from a blended WBL-PBL-based test group (n = 37) were compared with a control group whose instructional opportunities were from a traditional in-class PBL model (n = 84). WBL students scored significantly (t = 3.3952; P = 0.0009) better on the final acid-base physiology examination and expressed a positive attitude to the new learning environment in the satisfaction survey. Expressed in terms of a difference effect, the mean of the treated group (WBL) is at the 76th percentile of the untreated (face-to-face) group, which stands for a "medium" effect size. Thus student progress in the blended WBL-PBL collaborative environment was positively affected by the use of technology.

  1. Advances in Web-Based Learning ICWL 2012

    NARCIS (Netherlands)

    Popescu, Elvira; Li, Qing; Klamma, Ralf; Leung, Howard; Specht, Marcus

    2013-01-01

    Popescu, E., Li, Q., Klamma, R., Leung, H., & Specht, M. (Eds.) (2012). Advances in Web-Based Learning ICWL 2012. Proceedings of the 11th International Conference. September, 2-4, 2012, Sinaia, Romania. Lecture Notes in Computer Science Volume 7558 2012. Springer, Berlin.

  2. Usability Evaluation of a Web-Based Learning System

    Science.gov (United States)

    Nguyen, Thao

    2012-01-01

    The paper proposes a contingent, learner-centred usability evaluation method and a prototype tool of such systems. This is a new usability evaluation method for web-based learning systems using a set of empirically-supported usability factors and can be done effectively with limited resources. During the evaluation process, the method allows for…

  3. Function approximation for learning control : a key sample based approach

    NARCIS (Netherlands)

    Kruif, de Bastiaan Johannes

    2004-01-01

    Two function approximators are introduced in this thesis for use in learning control. These function approximators identify a relation between input and output based on samples. Two different, but closely related function approximators are introduced: the key sample machine and the recursive key sam

  4. Function approximation for learning control : a key sample based approach

    OpenAIRE

    2004-01-01

    Two function approximators are introduced in this thesis for use in learning control. These function approximators identify a relation between input and output based on samples. Two different, but closely related function approximators are introduced: the key sample machine and the recursive key sample machine.

  5. Empowering English through Project-Based Learning with ICT

    Science.gov (United States)

    Marwan, Ardi

    2015-01-01

    This paper reports the findings of an action research implementing project-based learning (PBL) with information and communication technology (ICT) in an English classroom. Twenty-five students from a vocational higher institution were interviewed after the conduct of three project activities over a six-week period. They were also observed while…

  6. Digital Game-Based Learning in Accounting and Business Education

    Science.gov (United States)

    Carenys, Jordi; Moya, Soledad

    2016-01-01

    This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL's effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital…

  7. Adaptive Knowledge Management of Project-Based Learning

    Science.gov (United States)

    Tilchin, Oleg; Kittany, Mohamed

    2016-01-01

    The goal of an approach to Adaptive Knowledge Management (AKM) of project-based learning (PBL) is to intensify subject study through guiding, inducing, and facilitating development knowledge, accountability skills, and collaborative skills of students. Knowledge development is attained by knowledge acquisition, knowledge sharing, and knowledge…

  8. The Importance of Infrastructure for Support for Community Based Learning

    Science.gov (United States)

    Rosenberg, Helen; Karp, Debra

    2012-01-01

    The Community Based Learning (CBL) Certificate and the Civic Honors Program provide unique opportunities for students to receive college credit for their civic participation. The authors describe these programs and the historical and administrative changes at the University of Wisconsin-Parkside, which created an environment for their development…

  9. Cognitive engagement in the problem-based learning classroom

    NARCIS (Netherlands)

    J.I. Rotgans (Jerome); H.G. Schmidt (Henk)

    2011-01-01

    textabstractThe objective of the present study was to examine to what extent autonomy in problem-based learning (PBL) results in cognitive engagement with the topic at hand. To that end, a short self-report instrument was devised and validated. Moreover, it was examined how cognitive engagement deve

  10. GPIM: Google Glassware for Inquiry-Based Learning

    NARCIS (Netherlands)

    Suarez, Angel; Ternier, Stefaan; Kalz, Marco; Specht, Marcus

    2014-01-01

    Over the past few years, the use of mobile personal devices has witnessed a widespread take-up. With wearable technology like head-up- displays a new genre of educational technology is appearing to enhance contextualized learning. This paper reports about a Google Glass prototype for Inquiry-Based L

  11. Design-Based Research for Professional Learning for "Cultural Mathematics"

    Science.gov (United States)

    Kravia, Geori; Owens, Kay

    2014-01-01

    Design-based research is being used to develop and refine the principles used in professional learning workshops with teachers from three different Papua New Guinean ecologies: highlands, coastal, and inland in a coastal province. The appropriateness of the design of principles for Papua New Guinean Elementary Schools is tried over several phases…

  12. Problem-based and project-oriented learning

    DEFF Research Database (Denmark)

    Blaabjerg, Frede; Teodorescu, Remus; Chen, Zhe

    2005-01-01

    . Generally, the content of the curriculum should be more expanded without extra study time. This paper presents a teaching approach, which makes it possible very fast for the students to obtain in-depth skills into new research areas, and this method is the problem-oriented and project-based learning...

  13. Designing Digital Problem Based Learning Tasks that Motivate Students

    Science.gov (United States)

    van Loon, Anne-Marieke; Ros, Anje; Martens, Rob

    2013-01-01

    This study examines whether teachers are able to apply the principles of autonomy support and structure support in designing digital problem based learning (PBL) tasks. We examine whether these tasks are more autonomy- and structure-supportive and whether primary and secondary school students experience greater autonomy, competence, and motivation…

  14. Making Digital Game-Based Learning Work: Domain Knowledge Transparency

    Science.gov (United States)

    Wang, Feihong; Burton, John K.

    2010-01-01

    During the past two decades, the popularity of computer and video games has prompted games to be a source of study for educational applications (Dickey, 2007). The most distinguishing characteristic of games is their capability to engage and motivate their players (Kiili, 2005). Educators started to explore game-based learning by testing…

  15. Project-Based Learning in Geotechnics: Cooperative versus Collaborative Teamwork

    Science.gov (United States)

    Pinho-Lopes, Margarida; Macedo, Joaquim

    2016-01-01

    Since 2007/2008 project-based learning models have been used to deliver two fundamental courses on Geotechnics in University of Aveiro, Portugal. These models have evolved and have encompassed either cooperative or collaborative teamwork. Using data collected in five editions of each course (Soil Mechanics I and Soil Mechanics II), the different…

  16. Project organized Problem-based learning in Distance Education

    DEFF Research Database (Denmark)

    Jensen, Lars Peter; Helbo, Jan; Knudsen, Morten

    2002-01-01

    Project organized problem based learning is a successful concept for on-campus engineering education at Aalborg University. Recently this "Aalborg concept" has been used in networked distance education as well. This paper describes the experiences from two years of Internet-mediated project work...

  17. Recognition-Based Physical Response to Facilitate EFL Learning

    Science.gov (United States)

    Hwang, Wu-Yuin; Shih, Timothy K.; Yeh, Shih-Ching; Chou, Ke-Chien; Ma, Zhao-Heng; Sommool, Worapot

    2014-01-01

    This study, based on total physical response and cognitive psychology, proposed a Kinesthetic English Learning System (KELS), which utilized Microsoft's Kinect technology to build kinesthetic interaction with life-related contexts in English. A subject test with 39 tenth-grade students was conducted following empirical research method in order to…

  18. Deep Learning based Super-Resolution for Improved Action Recognition

    DEFF Research Database (Denmark)

    Nasrollahi, Kamal; Guerrero, Sergio Escalera; Rasti, Pejman

    2015-01-01

    with results of a state-of- the-art deep learning-based super-resolution algorithm, through an alpha-blending approach. The experimental results obtained on down-sampled version of a large subset of Hoolywood2 benchmark database show the importance of the proposed system in increasing the recognition rate...

  19. Six scenarios of exploiting an ontology based, mobilized learning environment

    NARCIS (Netherlands)

    Kismihók, G.; Szabó, I.; Vas, R.

    2012-01-01

    In this article, six different exploitation possibilities of an educational ontology based, mobilized learning management system are presented. The focal point of this system is the educational ontology model. The first version of this educational ontology model serves as a foundation for curriculum

  20. Motivating Game-Based Learning Efforts in Higher Education

    Science.gov (United States)

    Moylan, Gina; Burgess, Ann W.; Figley, Charles; Bernstein, Michael

    2015-01-01

    Though there is considerable research to support using Game-Based Learning (GBL) in higher education, its implementation is lagging behind K-12 education by an order of magnitude. By considering the current state of GBL from leadership, primary consumer, academic and technical perspectives, the authors frame the main issues involved with…