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Sample records for learning difficult computing

  1. Computer-Based Learning in Chemistry Classes

    Science.gov (United States)

    Pietzner, Verena

    2014-01-01

    Currently not many people would doubt that computers play an essential role in both public and private life in many countries. However, somewhat surprisingly, evidence of computer use is difficult to find in German state schools although other countries have managed to implement computer-based teaching and learning in their schools. This paper…

  2. Learning Universal Computations with Spikes

    Science.gov (United States)

    Thalmeier, Dominik; Uhlmann, Marvin; Kappen, Hilbert J.; Memmesheimer, Raoul-Martin

    2016-01-01

    Providing the neurobiological basis of information processing in higher animals, spiking neural networks must be able to learn a variety of complicated computations, including the generation of appropriate, possibly delayed reactions to inputs and the self-sustained generation of complex activity patterns, e.g. for locomotion. Many such computations require previous building of intrinsic world models. Here we show how spiking neural networks may solve these different tasks. Firstly, we derive constraints under which classes of spiking neural networks lend themselves to substrates of powerful general purpose computing. The networks contain dendritic or synaptic nonlinearities and have a constrained connectivity. We then combine such networks with learning rules for outputs or recurrent connections. We show that this allows to learn even difficult benchmark tasks such as the self-sustained generation of desired low-dimensional chaotic dynamics or memory-dependent computations. Furthermore, we show how spiking networks can build models of external world systems and use the acquired knowledge to control them. PMID:27309381

  3. Deep Learning with Dynamic Computation Graphs

    OpenAIRE

    Looks, Moshe; Herreshoff, Marcello; Hutchins, DeLesley; Norvig, Peter

    2017-01-01

    Neural networks that compute over graph structures are a natural fit for problems in a variety of domains, including natural language (parse trees) and cheminformatics (molecular graphs). However, since the computation graph has a different shape and size for every input, such networks do not directly support batched training or inference. They are also difficult to implement in popular deep learning libraries, which are based on static data-flow graphs. We introduce a technique called dynami...

  4. Defining difficult laryngoscopy findings by using multiple parameters: A machine learning approach

    Directory of Open Access Journals (Sweden)

    Moustafa Abdelaziz Moustafa

    2017-04-01

    Conclusion: “Alex Difficult Laryngoscopy Software” (ADLS is a machine learning program for prediction of difficult laryngoscopy. New cases can be entered to the training set thus improving the accuracy of the software.

  5. Learning and geometry computational approaches

    CERN Document Server

    Smith, Carl

    1996-01-01

    The field of computational learning theory arose out of the desire to for­ mally understand the process of learning. As potential applications to artificial intelligence became apparent, the new field grew rapidly. The learning of geo­ metric objects became a natural area of study. The possibility of using learning techniques to compensate for unsolvability provided an attraction for individ­ uals with an immediate need to solve such difficult problems. Researchers at the Center for Night Vision were interested in solving the problem of interpreting data produced by a variety of sensors. Current vision techniques, which have a strong geometric component, can be used to extract features. However, these techniques fall short of useful recognition of the sensed objects. One potential solution is to incorporate learning techniques into the geometric manipulation of sensor data. As a first step toward realizing such a solution, the Systems Research Center at the University of Maryland, in conjunction with the C...

  6. Difficult incidents and tutor interventions in problem-based learning tutorials.

    Science.gov (United States)

    Kindler, Pawel; Grant, Christopher; Kulla, Steven; Poole, Gary; Godolphin, William

    2009-09-01

    Tutors report difficult incidents and distressing conflicts that adversely affect learning in their problem-based learning (PBL) groups. Faculty development (training) and peer support should help them to manage this. Yet our understanding of these problems and how to deal with them often seems inadequate to help tutors. The aim of this study was to categorise difficult incidents and the interventions that skilled tutors used in response, and to determine the effectiveness of those responses. Thirty experienced and highly rated tutors in our Year 1 and 2 medical curriculum took part in semi-structured interviews to: identify and describe difficult incidents; describe how they responded, and assess the success of each response. Recorded and transcribed data were analysed thematically to develop typologies of difficult incidents and interventions and compare reported success or failure. The 94 reported difficult incidents belonged to the broad categories 'individual student' or 'group dynamics'. Tutors described 142 interventions in response to these difficult incidents, categorised as: (i) tutor intervenes during tutorial; (ii) tutor gives feedback outside tutorial, or (iii) student or group intervenes. Incidents in the 'individual student' category were addressed relatively unsuccessfully (effective 75% of the time) by response (iii). None of the interventions worked well when used in response to problems related to 'group dynamics'. Overall, 59% of the difficult incidents were dealt with successfully. Dysfunctional PBL groups can be highly challenging, even for experienced and skilled tutors. Within-tutorial feedback, the treatment that tutors are most frequently advised to apply, was often not effective. Our study suggests that the collective responsibility of the group, rather than of the tutor, to deal with these difficulties should be emphasised.

  7. Computer Assisted Language Learning. Routledge Studies in Computer Assisted Language Learning

    Science.gov (United States)

    Pennington, Martha

    2011-01-01

    Computer-assisted language learning (CALL) is an approach to language teaching and learning in which computer technology is used as an aid to the presentation, reinforcement and assessment of material to be learned, usually including a substantial interactive element. This books provides an up-to date and comprehensive overview of…

  8. Improving the learning of clinical reasoning through computer-based cognitive representation.

    Science.gov (United States)

    Wu, Bian; Wang, Minhong; Johnson, Janice M; Grotzer, Tina A

    2014-01-01

    Clinical reasoning is usually taught using a problem-solving approach, which is widely adopted in medical education. However, learning through problem solving is difficult as a result of the contextualization and dynamic aspects of actual problems. Moreover, knowledge acquired from problem-solving practice tends to be inert and fragmented. This study proposed a computer-based cognitive representation approach that externalizes and facilitates the complex processes in learning clinical reasoning. The approach is operationalized in a computer-based cognitive representation tool that involves argument mapping to externalize the problem-solving process and concept mapping to reveal the knowledge constructed from the problems. Twenty-nine Year 3 or higher students from a medical school in east China participated in the study. Participants used the proposed approach implemented in an e-learning system to complete four learning cases in 4 weeks on an individual basis. For each case, students interacted with the problem to capture critical data, generate and justify hypotheses, make a diagnosis, recall relevant knowledge, and update their conceptual understanding of the problem domain. Meanwhile, students used the computer-based cognitive representation tool to articulate and represent the key elements and their interactions in the learning process. A significant improvement was found in students' learning products from the beginning to the end of the study, consistent with students' report of close-to-moderate progress in developing problem-solving and knowledge-construction abilities. No significant differences were found between the pretest and posttest scores with the 4-week period. The cognitive representation approach was found to provide more formative assessment. The computer-based cognitive representation approach improved the learning of clinical reasoning in both problem solving and knowledge construction.

  9. Reinforcement learning in computer vision

    Science.gov (United States)

    Bernstein, A. V.; Burnaev, E. V.

    2018-04-01

    Nowadays, machine learning has become one of the basic technologies used in solving various computer vision tasks such as feature detection, image segmentation, object recognition and tracking. In many applications, various complex systems such as robots are equipped with visual sensors from which they learn state of surrounding environment by solving corresponding computer vision tasks. Solutions of these tasks are used for making decisions about possible future actions. It is not surprising that when solving computer vision tasks we should take into account special aspects of their subsequent application in model-based predictive control. Reinforcement learning is one of modern machine learning technologies in which learning is carried out through interaction with the environment. In recent years, Reinforcement learning has been used both for solving such applied tasks as processing and analysis of visual information, and for solving specific computer vision problems such as filtering, extracting image features, localizing objects in scenes, and many others. The paper describes shortly the Reinforcement learning technology and its use for solving computer vision problems.

  10. Music Learning Based on Computer Software

    Directory of Open Access Journals (Sweden)

    Baihui Yan

    2017-12-01

    Full Text Available In order to better develop and improve students’ music learning, the authors proposed the method of music learning based on computer software. It is still a new field to use computer music software to assist teaching. Hereby, we conducted an in-depth analysis on the computer-enabled music learning and the music learning status in secondary schools, obtaining the specific analytical data. Survey data shows that students have many cognitive problems in the current music classroom, and yet teachers have not found a reasonable countermeasure to them. Against this background, the introduction of computer music software to music learning is a new trial that can not only cultivate the students’ initiatives of music learning, but also enhance their abilities to learn music. Therefore, it is concluded that the computer software based music learning is of great significance to improving the current music learning modes and means.

  11. Improving the learning of clinical reasoning through computer-based cognitive representation

    Directory of Open Access Journals (Sweden)

    Bian Wu

    2014-12-01

    Full Text Available Objective: Clinical reasoning is usually taught using a problem-solving approach, which is widely adopted in medical education. However, learning through problem solving is difficult as a result of the contextualization and dynamic aspects of actual problems. Moreover, knowledge acquired from problem-solving practice tends to be inert and fragmented. This study proposed a computer-based cognitive representation approach that externalizes and facilitates the complex processes in learning clinical reasoning. The approach is operationalized in a computer-based cognitive representation tool that involves argument mapping to externalize the problem-solving process and concept mapping to reveal the knowledge constructed from the problems. Methods: Twenty-nine Year 3 or higher students from a medical school in east China participated in the study. Participants used the proposed approach implemented in an e-learning system to complete four learning cases in 4 weeks on an individual basis. For each case, students interacted with the problem to capture critical data, generate and justify hypotheses, make a diagnosis, recall relevant knowledge, and update their conceptual understanding of the problem domain. Meanwhile, students used the computer-based cognitive representation tool to articulate and represent the key elements and their interactions in the learning process. Results: A significant improvement was found in students’ learning products from the beginning to the end of the study, consistent with students’ report of close-to-moderate progress in developing problem-solving and knowledge-construction abilities. No significant differences were found between the pretest and posttest scores with the 4-week period. The cognitive representation approach was found to provide more formative assessment. Conclusions: The computer-based cognitive representation approach improved the learning of clinical reasoning in both problem solving and knowledge

  12. Using a Dialogue System Based on Dialogue Maps for Computer Assisted Second Language Learning

    Science.gov (United States)

    Choi, Sung-Kwon; Kwon, Oh-Woog; Kim, Young-Kil; Lee, Yunkeun

    2016-01-01

    In order to use dialogue systems for computer assisted second-language learning systems, one of the difficult issues in such systems is how to construct large-scale dialogue knowledge that matches the dialogue modelling of a dialogue system. This paper describes how we have accomplished the short-term construction of large-scale and…

  13. Learning by statistical cooperation of self-interested neuron-like computing elements.

    Science.gov (United States)

    Barto, A G

    1985-01-01

    Since the usual approaches to cooperative computation in networks of neuron-like computating elements do not assume that network components have any "preferences", they do not make substantive contact with game theoretic concepts, despite their use of some of the same terminology. In the approach presented here, however, each network component, or adaptive element, is a self-interested agent that prefers some inputs over others and "works" toward obtaining the most highly preferred inputs. Here we describe an adaptive element that is robust enough to learn to cooperate with other elements like itself in order to further its self-interests. It is argued that some of the longstanding problems concerning adaptation and learning by networks might be solvable by this form of cooperativity, and computer simulation experiments are described that show how networks of self-interested components that are sufficiently robust can solve rather difficult learning problems. We then place the approach in its proper historical and theoretical perspective through comparison with a number of related algorithms. A secondary aim of this article is to suggest that beyond what is explicitly illustrated here, there is a wealth of ideas from game theory and allied disciplines such as mathematical economics that can be of use in thinking about cooperative computation in both nervous systems and man-made systems.

  14. Music Learning Based on Computer Software

    OpenAIRE

    Baihui Yan; Qiao Zhou

    2017-01-01

    In order to better develop and improve students’ music learning, the authors proposed the method of music learning based on computer software. It is still a new field to use computer music software to assist teaching. Hereby, we conducted an in-depth analysis on the computer-enabled music learning and the music learning status in secondary schools, obtaining the specific analytical data. Survey data shows that students have many cognitive problems in the current music classroom, and yet teach...

  15. Planning Computer-Aided Distance Learning

    Directory of Open Access Journals (Sweden)

    Nadja Dobnik

    1996-12-01

    Full Text Available Didactics of autonomous learning changes under the influence of new technologies. Computer technology can cover all the functions that a teacher develops in personal contact with the learner. People organizing distance learning must realize all the possibilities offered by computers. Computers can take over and also combine the functions of many tools and systems, e. g. type­ writer, video, telephone. This the contents can be offered in form of classic media by means of text, speech, picture, etc. Computers take over data pro­cessing and function as study materials. Computer included in a computer network can also function as a medium for interactive communication.

  16. Deep learning for computational chemistry

    Energy Technology Data Exchange (ETDEWEB)

    Goh, Garrett B. [Advanced Computing, Mathematics, and Data Division, Pacific Northwest National Laboratory, 902 Battelle Blvd Richland Washington 99354; Hodas, Nathan O. [Advanced Computing, Mathematics, and Data Division, Pacific Northwest National Laboratory, 902 Battelle Blvd Richland Washington 99354; Vishnu, Abhinav [Advanced Computing, Mathematics, and Data Division, Pacific Northwest National Laboratory, 902 Battelle Blvd Richland Washington 99354

    2017-03-08

    The rise and fall of artificial neural networks is well documented in the scientific literature of both the fields of computer science and computational chemistry. Yet almost two decades later, we are now seeing a resurgence of interest in deep learning, a machine learning algorithm based on “deep” neural networks. Within the last few years, we have seen the transformative impact of deep learning the computer science domain, notably in speech recognition and computer vision, to the extent that the majority of practitioners in those field are now regularly eschewing prior established models in favor of deep learning models. In this review, we provide an introductory overview into the theory of deep neural networks and their unique properties as compared to traditional machine learning algorithms used in cheminformatics. By providing an overview of the variety of emerging applications of deep neural networks, we highlight its ubiquity and broad applicability to a wide range of challenges in the field, including QSAR, virtual screening, protein structure modeling, QM calculations, materials synthesis and property prediction. In reviewing the performance of deep neural networks, we observed a consistent outperformance against non neural networks state-of-the-art models across disparate research topics, and deep neural network based models often exceeded the “glass ceiling” expectations of their respective tasks. Coupled with the maturity of GPU-accelerated computing for training deep neural networks and the exponential growth of chemical data on which to train these networks on, we anticipate that deep learning algorithms will be a useful tool and may grow into a pivotal role for various challenges in the computational chemistry field.

  17. Distraction during learning with hypermedia: Difficult tasks help to keep task goals on track

    Directory of Open Access Journals (Sweden)

    Katharina eScheiter

    2014-03-01

    Full Text Available In educational hypermedia environments, students are often confronted with potential sources of distraction arising from additional information that, albeit interesting, is unrelated to their current task goal. The paper investigates the conditions under which distraction occurs and hampers performance. Based on theories of volitional action control it was hypothesized that interesting information, especially if related to a pending goal, would interfere with task performance only when working on easy, but not on difficult tasks. In Experiment 1, 66 students learned about probability theory using worked examples and solved corresponding test problems, whose task difficulty was manipulated. As a second factor, the presence of interesting information unrelated to the primary task was varied. Results showed that students solved more easy than difficult probability problems correctly. However, the presence of interesting, but task-irrelevant information did not interfere with performance. In Experiment 2, 68 students again engaged in example-based learning and problem solving in the presence of task-irrelevant information. Problem-solving difficulty was varied as a first factor. Additionally, the presence of a pending goal related to the task-irrelevant information was manipulated. As expected, problem-solving performance declined when a pending goal was present during working on easy problems, whereas no interference was observed for difficult problems. Moreover, the presence of a pending goal reduced the time on task-relevant information and increased the time on task-irrelevant information while working on easy tasks. However, as revealed by mediation analyses these changes in overt information processing behavior did not explain the decline in problem-solving performance. As an alternative explanation it is suggested that goal conflicts resulting from pending goals claim cognitive resources, which are then no longer available for learning and

  18. Personal computer versus personal computer/mobile device combination users' preclinical laboratory e-learning activity.

    Science.gov (United States)

    Kon, Haruka; Kobayashi, Hiroshi; Sakurai, Naoki; Watanabe, Kiyoshi; Yamaga, Yoshiro; Ono, Takahiro

    2017-11-01

    The aim of the present study was to clarify differences between personal computer (PC)/mobile device combination and PC-only user patterns. We analyzed access frequency and time spent on a complete denture preclinical website in order to maximize website effectiveness. Fourth-year undergraduate students (N=41) in the preclinical complete denture laboratory course were invited to participate in this survey during the final week of the course to track login data. Students accessed video demonstrations and quizzes via our e-learning site/course program, and were instructed to view online demonstrations before classes. When the course concluded, participating students filled out a questionnaire about the program, their opinions, and devices they had used to access the site. Combination user access was significantly more frequent than PC-only during supplementary learning time, indicating that students with mobile devices studied during lunch breaks and before morning classes. Most students had favorable opinions of the e-learning site, but a few combination users commented that some videos were too long and that descriptive answers were difficult on smartphones. These results imply that mobile devices' increased accessibility encouraged learning by enabling more efficient time use between classes. They also suggest that e-learning system improvements should cater to mobile device users by reducing video length and including more short-answer questions. © 2016 John Wiley & Sons Australia, Ltd.

  19. Deep learning for computational chemistry.

    Science.gov (United States)

    Goh, Garrett B; Hodas, Nathan O; Vishnu, Abhinav

    2017-06-15

    The rise and fall of artificial neural networks is well documented in the scientific literature of both computer science and computational chemistry. Yet almost two decades later, we are now seeing a resurgence of interest in deep learning, a machine learning algorithm based on multilayer neural networks. Within the last few years, we have seen the transformative impact of deep learning in many domains, particularly in speech recognition and computer vision, to the extent that the majority of expert practitioners in those field are now regularly eschewing prior established models in favor of deep learning models. In this review, we provide an introductory overview into the theory of deep neural networks and their unique properties that distinguish them from traditional machine learning algorithms used in cheminformatics. By providing an overview of the variety of emerging applications of deep neural networks, we highlight its ubiquity and broad applicability to a wide range of challenges in the field, including quantitative structure activity relationship, virtual screening, protein structure prediction, quantum chemistry, materials design, and property prediction. In reviewing the performance of deep neural networks, we observed a consistent outperformance against non-neural networks state-of-the-art models across disparate research topics, and deep neural network-based models often exceeded the "glass ceiling" expectations of their respective tasks. Coupled with the maturity of GPU-accelerated computing for training deep neural networks and the exponential growth of chemical data on which to train these networks on, we anticipate that deep learning algorithms will be a valuable tool for computational chemistry. © 2017 Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.

  20. [Computer-assisted multimedia interactive learning program "Primary Open-Angle Glaucoma"].

    Science.gov (United States)

    Dick, V B; Zenz, H; Eisenmann, D; Tekaat, C J; Wagner, R; Jacobi, K W

    1996-05-01

    Advances in the area of information technology have opened up new possibilities for the use of interactive media in the training of medical students. Classical instructional technologies, such as video, slides, audio cassettes and computer programs with a textbook orientation, have been merged into one multimedia computer system. The medical profession has been increasingly integrating computer-based applications which can be used, for example, for record keeping within a medical practice. The goal of this development is to provide access to all modes of information storage and retrieval as well as documentation and training systems within a specific context. Since the beginning of the winter semester 1995, the Department of Ophthalmology in Giessen has used the learning program "Primary Open Angle Glaucoma" in student instruction. One factor that contributed to the implementation of this project was that actual training using patients within the clinic is difficult to conduct. Media-supported training that can provide a simulation of actual practice offers a suitable substitute. The learning program has been installed on Power PCs (Apple MacIntosh), which make up the technical foundation of our system. The program was developed using Hypercard software, which provides userfriendly graphical work environment. This controls the input and retrieval of data, direct editing of documents, immediate simulation, the creation of on-screen documents and the integration of slides that have been scanned in as well as QuickTime films. All of this can be accomplished without any special knowledge of programming language or operating systems on the part of the user. The glaucoma learning program is structured along the lines of anatomy, including an explanation of the circulation of the aqueous humor, pathology, clinical symptoms and findings, diagnosis and treatment. This structure along with the possibility for creating a list of personal files for the user with a collection

  1. Learning Style and Attitude toward Computer among Iranian Medical Students

    Directory of Open Access Journals (Sweden)

    Seyedeh Shohreh Alavi

    2016-02-01

    Full Text Available Background and purpose: Presently, the method of medical teaching has shifted from lecture-based to computer-based. The learning style may play a key role in the attitude toward learning computer. The goal of this study was to study the relationship between the learning style and attitude toward computer among Iranian medical students.Methods: This cross-sectional study included 400 medical students. Barsch learning style inventory and a questionnaire on the attitude toward computer was sent to each student. The enthusiasm, anxiety, and overall attitude toward computer were compared among the different learning styles.Results: The response rate to the questionnaire was 91.8%. The distribution of learning styles in the students was 181 (49.3% visual, 106 (28.9% auditory, 27 (7.4% tactual, and 53 (14.4% overall. Visual learners were less anxious for computer use and showed more positive attitude toward computer. Sex, age, and academic grade were not associated with students’ attitude toward computer.Conclusions: The learning style is an important factor in the students’ attitude toward computer among medical students, which should be considered in planning computer-based learning programs.Keywords: LEARNING STYLE, ATTITUDE, COMPUTER, MEDICAL STUDENT, ANXIETY, ENTHUSIASM

  2. Computer use changes generalization of movement learning.

    Science.gov (United States)

    Wei, Kunlin; Yan, Xiang; Kong, Gaiqing; Yin, Cong; Zhang, Fan; Wang, Qining; Kording, Konrad Paul

    2014-01-06

    Over the past few decades, one of the most salient lifestyle changes for us has been the use of computers. For many of us, manual interaction with a computer occupies a large portion of our working time. Through neural plasticity, this extensive movement training should change our representation of movements (e.g., [1-3]), just like search engines affect memory [4]. However, how computer use affects motor learning is largely understudied. Additionally, as virtually all participants in studies of perception and actions are computer users, a legitimate question is whether insights from these studies bear the signature of computer-use experience. We compared non-computer users with age- and education-matched computer users in standard motor learning experiments. We found that people learned equally fast but that non-computer users generalized significantly less across space, a difference negated by two weeks of intensive computer training. Our findings suggest that computer-use experience shaped our basic sensorimotor behaviors, and this influence should be considered whenever computer users are recruited as study participants. Copyright © 2014 Elsevier Ltd. All rights reserved.

  3. Computer in radiology

    International Nuclear Information System (INIS)

    Kuesters, H.

    1985-01-01

    With this publication, the author presents the requirements that a user specific software should fulfill to reach an effective practice rationalisation through computer usage and the hardware configuration necessary as basic equipment. This should make it more difficult in the future for sales representatives to sell radiologists unusable computer systems. Furthermore, questions shall be answered that were asked by computer interested radiologists during the system presentation. On the one hand there still exists a prejudice against programmes of standard texts and on the other side undefined fears, that handling a computer is to difficult and that one has to learn a computer language first to be able to work with computers. Finally, it i pointed out, the real competitive advantages can be obtained through computer usage. (orig.) [de

  4. Students experiences with collaborative learning in asynchronous computer-supported collaborative learning environments.

    NARCIS (Netherlands)

    Dewiyanti, Silvia; Brand-Gruwel, Saskia; Jochems, Wim; Broers, Nick

    2008-01-01

    Dewiyanti, S., Brand-Gruwel, S., Jochems, W., & Broers, N. (2007). Students experiences with collaborative learning in asynchronous computer-supported collaborative learning environments. Computers in Human Behavior, 23, 496-514.

  5. Cloud Computing Benefits for E-learning Solutions

    OpenAIRE

    Paul POCATILU

    2010-01-01

    E-learning systems usually require many hardware and software resources. There are many educational institutions that cannot afford such investments, and cloud computing is the best solution. This paper presents the impact on using cloud computing for e-learning solutions.

  6. Computational Properties of the Hippocampus Increase the Efficiency of Goal-Directed Foraging through Hierarchical Reinforcement Learning

    Directory of Open Access Journals (Sweden)

    Eric Chalmers

    2016-12-01

    Full Text Available The mammalian brain is thought to use a version of Model-based Reinforcement Learning (MBRL to guide goal-directed behavior, wherein animals consider goals and make plans to acquire desired outcomes. However, conventional MBRL algorithms do not fully explain animals’ ability to rapidly adapt to environmental changes, or learn multiple complex tasks. They also require extensive computation, suggesting that goal-directed behavior is cognitively expensive. We propose here that key features of processing in the hippocampus support a flexible MBRL mechanism for spatial navigation that is computationally efficient and can adapt quickly to change. We investigate this idea by implementing a computational MBRL framework that incorporates features inspired by computational properties of the hippocampus: a hierarchical representation of space, forward sweeps through future spatial trajectories, and context-driven remapping of place cells. We find that a hierarchical abstraction of space greatly reduces the computational load (mental effort required for adaptation to changing environmental conditions, and allows efficient scaling to large problems. It also allows abstract knowledge gained at high levels to guide adaptation to new obstacles. Moreover, a context-driven remapping mechanism allows learning and memory of multiple tasks. Simulating dorsal or ventral hippocampal lesions in our computational framework qualitatively reproduces behavioral deficits observed in rodents with analogous lesions. The framework may thus embody key features of how the brain organizes model-based RL to efficiently solve navigation and other difficult tasks.

  7. Impact of Computer Aided Learning on Children with Specific Learning Disabilities

    OpenAIRE

    The Spastic Society Of Karnataka , Bangalore

    2004-01-01

    Study conducted by The Spastics Society of Karnataka on behalf of Azim Premji Foundation to assess the effectiveness of computers in enhancing learning for children with specific learning disabilities. Azim Premji Foundation is not liable for any direct or indirect loss or damage whatsoever arising from the use or access of any information, interpretation and conclusions that may be printed in this report.; Study to assess the effectiveness of computers in enhancing learning for children with...

  8. Assessment of (Computer-Supported) Collaborative Learning

    Science.gov (United States)

    Strijbos, J. -W.

    2011-01-01

    Within the (Computer-Supported) Collaborative Learning (CS)CL research community, there has been an extensive dialogue on theories and perspectives on learning from collaboration, approaches to scaffold (script) the collaborative process, and most recently research methodology. In contrast, the issue of assessment of collaborative learning has…

  9. The Computational Development of Reinforcement Learning during Adolescence.

    Directory of Open Access Journals (Sweden)

    Stefano Palminteri

    2016-06-01

    Full Text Available Adolescence is a period of life characterised by changes in learning and decision-making. Learning and decision-making do not rely on a unitary system, but instead require the coordination of different cognitive processes that can be mathematically formalised as dissociable computational modules. Here, we aimed to trace the developmental time-course of the computational modules responsible for learning from reward or punishment, and learning from counterfactual feedback. Adolescents and adults carried out a novel reinforcement learning paradigm in which participants learned the association between cues and probabilistic outcomes, where the outcomes differed in valence (reward versus punishment and feedback was either partial or complete (either the outcome of the chosen option only, or the outcomes of both the chosen and unchosen option, were displayed. Computational strategies changed during development: whereas adolescents' behaviour was better explained by a basic reinforcement learning algorithm, adults' behaviour integrated increasingly complex computational features, namely a counterfactual learning module (enabling enhanced performance in the presence of complete feedback and a value contextualisation module (enabling symmetrical reward and punishment learning. Unlike adults, adolescent performance did not benefit from counterfactual (complete feedback. In addition, while adults learned symmetrically from both reward and punishment, adolescents learned from reward but were less likely to learn from punishment. This tendency to rely on rewards and not to consider alternative consequences of actions might contribute to our understanding of decision-making in adolescence.

  10. Computer-Supported Collaborative Learning in Higher Education

    Science.gov (United States)

    Roberts, Tim, Ed.

    2005-01-01

    "Computer-Supported Collaborative Learning in Higher Education" provides a resource for researchers and practitioners in the area of computer-supported collaborative learning (also known as CSCL); particularly those working within a tertiary education environment. It includes articles of relevance to those interested in both theory and practice in…

  11. 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.

  12. Design of Intelligent Robot as A Tool for Teaching Media Based on Computer Interactive Learning and Computer Assisted Learning to Improve the Skill of University Student

    Science.gov (United States)

    Zuhrie, M. S.; Basuki, I.; Asto B, I. G. P.; Anifah, L.

    2018-01-01

    The focus of the research is the teaching module which incorporates manufacturing, planning mechanical designing, controlling system through microprocessor technology and maneuverability of the robot. Computer interactive and computer-assisted learning is strategies that emphasize the use of computers and learning aids (computer assisted learning) in teaching and learning activity. This research applied the 4-D model research and development. The model is suggested by Thiagarajan, et.al (1974). 4-D Model consists of four stages: Define Stage, Design Stage, Develop Stage, and Disseminate Stage. This research was conducted by applying the research design development with an objective to produce a tool of learning in the form of intelligent robot modules and kit based on Computer Interactive Learning and Computer Assisted Learning. From the data of the Indonesia Robot Contest during the period of 2009-2015, it can be seen that the modules that have been developed confirm the fourth stage of the research methods of development; disseminate method. The modules which have been developed for students guide students to produce Intelligent Robot Tool for Teaching Based on Computer Interactive Learning and Computer Assisted Learning. Results of students’ responses also showed a positive feedback to relate to the module of robotics and computer-based interactive learning.

  13. Computer Support for Vicarious Learning.

    Science.gov (United States)

    Monthienvichienchai, Rachada; Sasse, M. Angela

    This paper investigates how computer support for vicarious learning can be implemented by taking a principled approach to selecting and combining different media to capture educational dialogues. The main goal is to create vicarious learning materials of appropriate pedagogic content and production quality, and at the same time minimize the…

  14. Deep Learning for Computer Vision: A Brief Review

    Science.gov (United States)

    Doulamis, Nikolaos; Doulamis, Anastasios; Protopapadakis, Eftychios

    2018-01-01

    Over the last years deep learning methods have been shown to outperform previous state-of-the-art machine learning techniques in several fields, with computer vision being one of the most prominent cases. This review paper provides a brief overview of some of the most significant deep learning schemes used in computer vision problems, that is, Convolutional Neural Networks, Deep Boltzmann Machines and Deep Belief Networks, and Stacked Denoising Autoencoders. A brief account of their history, structure, advantages, and limitations is given, followed by a description of their applications in various computer vision tasks, such as object detection, face recognition, action and activity recognition, and human pose estimation. Finally, a brief overview is given of future directions in designing deep learning schemes for computer vision problems and the challenges involved therein. PMID:29487619

  15. Deep Learning for Computer Vision: A Brief Review

    Directory of Open Access Journals (Sweden)

    Athanasios Voulodimos

    2018-01-01

    Full Text Available Over the last years deep learning methods have been shown to outperform previous state-of-the-art machine learning techniques in several fields, with computer vision being one of the most prominent cases. This review paper provides a brief overview of some of the most significant deep learning schemes used in computer vision problems, that is, Convolutional Neural Networks, Deep Boltzmann Machines and Deep Belief Networks, and Stacked Denoising Autoencoders. A brief account of their history, structure, advantages, and limitations is given, followed by a description of their applications in various computer vision tasks, such as object detection, face recognition, action and activity recognition, and human pose estimation. Finally, a brief overview is given of future directions in designing deep learning schemes for computer vision problems and the challenges involved therein.

  16. Deep Learning for Computer Vision: A Brief Review.

    Science.gov (United States)

    Voulodimos, Athanasios; Doulamis, Nikolaos; Doulamis, Anastasios; Protopapadakis, Eftychios

    2018-01-01

    Over the last years deep learning methods have been shown to outperform previous state-of-the-art machine learning techniques in several fields, with computer vision being one of the most prominent cases. This review paper provides a brief overview of some of the most significant deep learning schemes used in computer vision problems, that is, Convolutional Neural Networks, Deep Boltzmann Machines and Deep Belief Networks, and Stacked Denoising Autoencoders. A brief account of their history, structure, advantages, and limitations is given, followed by a description of their applications in various computer vision tasks, such as object detection, face recognition, action and activity recognition, and human pose estimation. Finally, a brief overview is given of future directions in designing deep learning schemes for computer vision problems and the challenges involved therein.

  17. Computer Assisted Language Learning (CALL): Using Internet for Effective Language Learning

    NARCIS (Netherlands)

    Kremenska, Anelly

    2006-01-01

    Please, cite this publication as: Kremenska, A. (2006). Computer Assisted Language Learning (CALL): Using Internet for Effective Language Learning. Proceedings of International Workshop in Learning Networks for Lifelong Competence Development, TENCompetence Conference. March 30th-31st, Sofia,

  18. The Impact of Cloud Computing Technologies in E-learning

    Directory of Open Access Journals (Sweden)

    Hosam Farouk El-Sofany

    2013-01-01

    Full Text Available Cloud computing is a new computing model which is based on the grid computing, distributed computing, parallel computing and virtualization technologies define the shape of a new technology. It is the core technology of the next generation of network computing platform, especially in the field of education, cloud computing is the basic environment and platform of the future E-learning. It provides secure data storage, convenient internet services and strong computing power. This article mainly focuses on the research of the application of cloud computing in E-learning environment. The research study shows that the cloud platform is valued for both students and instructors to achieve the course objective. The paper presents the nature, benefits and cloud computing services, as a platform for e-learning environment.

  19. Exploring Cloud Computing for Distance Learning

    Science.gov (United States)

    He, Wu; Cernusca, Dan; Abdous, M'hammed

    2011-01-01

    The use of distance courses in learning is growing exponentially. To better support faculty and students for teaching and learning, distance learning programs need to constantly innovate and optimize their IT infrastructures. The new IT paradigm called "cloud computing" has the potential to transform the way that IT resources are utilized and…

  20. The Impact of Computer Use on Learning of Quadratic Functions

    Science.gov (United States)

    Pihlap, Sirje

    2017-01-01

    Studies of the impact of various types of computer use on the results of learning and student motivation have indicated that the use of computers can increase learning motivation, and that computers can have a positive effect, a negative effect, or no effect at all on learning outcomes. Some results indicate that it is not computer use itself that…

  1. Supervised Learning for Dynamical System Learning.

    Science.gov (United States)

    Hefny, Ahmed; Downey, Carlton; Gordon, Geoffrey J

    2015-01-01

    Recently there has been substantial interest in spectral methods for learning dynamical systems. These methods are popular since they often offer a good tradeoff between computational and statistical efficiency. Unfortunately, they can be difficult to use and extend in practice: e.g., they can make it difficult to incorporate prior information such as sparsity or structure. To address this problem, we present a new view of dynamical system learning: we show how to learn dynamical systems by solving a sequence of ordinary supervised learning problems, thereby allowing users to incorporate prior knowledge via standard techniques such as L 1 regularization. Many existing spectral methods are special cases of this new framework, using linear regression as the supervised learner. We demonstrate the effectiveness of our framework by showing examples where nonlinear regression or lasso let us learn better state representations than plain linear regression does; the correctness of these instances follows directly from our general analysis.

  2. Learning With Computers; Today and Tomorrow.

    Science.gov (United States)

    Bork, Alfred

    This paper describes the present practical use of computers in two large beginning physics courses at the University of California, Irvine; discusses the versatility and desirability of computers in the field of education; and projects the possible future directions of computer-based learning. The advantages and disadvantages of educational…

  3. Computer Augmented Learning; A Survey.

    Science.gov (United States)

    Kindred, J.

    The report contains a description and summary of computer augmented learning devices and systems. The devices are of two general types programed instruction systems based on the teaching machines pioneered by Pressey and developed by Skinner, and the so-called "docile" systems that permit greater user-direction with the computer under student…

  4. Improving self-regulated learning junior high school students through computer-based learning

    Science.gov (United States)

    Nurjanah; Dahlan, J. A.

    2018-05-01

    This study is back grounded by the importance of self-regulated learning as an affective aspect that determines the success of students in learning mathematics. The purpose of this research is to see how the improvement of junior high school students' self-regulated learning through computer based learning is reviewed in whole and school level. This research used a quasi-experimental research method. This is because individual sample subjects are not randomly selected. The research design used is Pretest-and-Posttest Control Group Design. Subjects in this study were students of grade VIII junior high school in Bandung taken from high school (A) and middle school (B). The results of this study showed that the increase of the students' self-regulated learning who obtain learning with computer-based learning is higher than students who obtain conventional learning. School-level factors have a significant effect on increasing of the students' self-regulated learning.

  5. Overcoming difficult conversations in clinical supervision

    Directory of Open Access Journals (Sweden)

    Williams B

    2016-06-01

    Full Text Available Brett Williams,1 Christine King,1 Tanya Edlington,21Department of Community Emergency Health and Paramedic Practice, Monash University, Franskton, VIC, 2The Conversation Clinic Pty Ltd, Melbourne, VIC, Australia Background: Clinical supervisors are responsible for managing many facets of clinical learning and face a range of challenges when the need for "difficult" conversations arises, including the need to manage conflict and relationships. Methods: Spotlight on Conversations Workshop was developed to improve the capacity of clinical supervisors to engage in difficult conversations. They were designed to challenge the mindset of clinical supervisors about difficult conversations with students, the consequences of avoiding difficult conversations, and to offer activities for practicing difficult conversations. Preworkshop, postworkshop, and 4-month follow-up evaluations assessed improvements in knowledge, intent to improve, and confidence along with workshop satisfaction. Results: Nine workshops were delivered in a range of locations across Victoria, Australia, involving a total of 117 clinical supervisors. Preworkshop evaluations illustrated that more than half of the participants had avoided up to two difficult conversations in the last month in their workplace. Postworkshop evaluation at 4 months showed very high levels of satisfaction with the workshop's relevancy, content, and training, as well as participants' intention to apply knowledge and skills. Also shown were significant changes in participants' confidence to have difficult conversations not only with students but also with other peers and colleagues. In follow-up in-depth interviews with 20 of the 117 participants, 75% said they had made definite changes in their practice because of what they learned in the workshop and another 10% said they would make changes to their practice, but had not had the opportunity yet to do so. Conclusion: We conclude that the Spotlight on

  6. 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.

  7. Smart Learning Services Based on Smart Cloud Computing

    Directory of Open Access Journals (Sweden)

    Yong-Ik Yoon

    2011-08-01

    Full Text Available 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.

  8. Students' perceptions of difficult concepts in biology in senior ...

    African Journals Online (AJOL)

    Students' perceptions of difficult concepts in biology in senior secondary schools in ... that students in Senior Secondary School Two (SSII) have difficulties in learning, the ... However, teaching strategies, students' attitude, inadequate learning ...

  9. Self-learning computers for surgical planning and prediction of postoperative alignment.

    Science.gov (United States)

    Lafage, Renaud; Pesenti, Sébastien; Lafage, Virginie; Schwab, Frank J

    2018-02-01

    In past decades, the role of sagittal alignment has been widely demonstrated in the setting of spinal conditions. As several parameters can be affected, identifying the driver of the deformity is the cornerstone of a successful treatment approach. Despite the importance of restoring sagittal alignment for optimizing outcome, this task remains challenging. Self-learning computers and optimized algorithms are of great interest in spine surgery as in that they facilitate better planning and prediction of postoperative alignment. Nowadays, computer-assisted tools are part of surgeons' daily practice; however, the use of such tools remains to be time-consuming. NARRATIVE REVIEW AND RESULTS: Computer-assisted methods for the prediction of postoperative alignment consist of a three step analysis: identification of anatomical landmark, definition of alignment objectives, and simulation of surgery. Recently, complex rules for the prediction of alignment have been proposed. Even though this kind of work leads to more personalized objectives, the number of parameters involved renders it difficult for clinical use, stressing the importance of developing computer-assisted tools. The evolution of our current technology, including machine learning and other types of advanced algorithms, will provide powerful tools that could be useful in improving surgical outcomes and alignment prediction. These tools can combine different types of advanced technologies, such as image recognition and shape modeling, and using this technique, computer-assisted methods are able to predict spinal shape. The development of powerful computer-assisted methods involves the integration of several sources of information such as radiographic parameters (X-rays, MRI, CT scan, etc.), demographic information, and unusual non-osseous parameters (muscle quality, proprioception, gait analysis data). In using a larger set of data, these methods will aim to mimic what is actually done by spine surgeons, leading

  10. Computer-Mediated Intersensory Learning Model for Students with Learning Disabilities

    Science.gov (United States)

    Seok, Soonhwa; DaCosta, Boaventura; Kinsell, Carolyn; Poggio, John C.; Meyen, Edward L.

    2010-01-01

    This article proposes a computer-mediated intersensory learning model as an alternative to traditional instructional approaches for students with learning disabilities (LDs) in the inclusive classroom. Predominant practices of classroom inclusion today reflect the six principles of zero reject, nondiscriminatory evaluation, appropriate education,…

  11. Affect and Learning : a computational analysis

    NARCIS (Netherlands)

    Broekens, Douwe Joost

    2007-01-01

    In this thesis we have studied the influence of emotion on learning. We have used computational modelling techniques to do so, more specifically, the reinforcement learning paradigm. Emotion is modelled as artificial affect, a measure that denotes the positiveness versus negativeness of a situation

  12. The ‘taking place’ of learning in computer games

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Løfgreen, Lars Bo

    2008-01-01

    In the long-standing tradition for discounting digital technologies as a learning resource within the formal educational setting, computer games have often either been marked as distraction or totally ignored. However, as argued in the paradigmatic text by Shaffer, Squire, Halverson and Gee, Video...... Games and The Future of Learning, computer games do not only offer an interesting perspective on how “learners can understand complex concepts without losing the connection between abstract ideas and the real problems”, but can as well cast “a glimpse into how we might create new and more powerful ways...... to learn in schools, communities, and workplaces – new ways to learn for a new Information Age” [1].  In line with this general approach to seeing computer games as a reservoir of learning strategies and potentials, this paper aims to examine how a specific computer game teach us how to play the game. [1...

  13. Learning theories in computer-assisted foreign language acquisition

    OpenAIRE

    Baeva, D.

    2013-01-01

    This paper reviews the learning theories, focusing to the strong interest in technology use for language learning. It is important to look at how technology has been used in the field thus far. The goals of this review are to understand how computers have been used in the past years to support foreign language learning, and to explore any research evidence with regards to how computer technology can enhance language skills acquisition

  14. Perspectives of mobile learning in optics and photonics

    Science.gov (United States)

    Curticapean, Dan; Christ, Andreas; Feißt, Markus

    2010-08-01

    Mobile learning (m-learning) can be considered as a new paradigm of e-learning. The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer. By outsourcing the computational power to a server, the coverage is worldwide.

  15. Computer-Assisted Language Learning: Diversity in Research and Practice

    Science.gov (United States)

    Stockwell, Glenn, Ed.

    2012-01-01

    Computer-assisted language learning (CALL) is an approach to teaching and learning languages that uses computers and other technologies to present, reinforce, and assess material to be learned, or to create environments where teachers and learners can interact with one another and the outside world. This book provides a much-needed overview of the…

  16. Learning and instruction with computer simulations

    NARCIS (Netherlands)

    de Jong, Anthonius J.M.

    1991-01-01

    The present volume presents the results of an inventory of elements of such a computer learning environment. This inventory was conducted within a DELTA project called SIMULATE. In the project a learning environment that provides intelligent support to learners and that has a simulation as its

  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. Computer Assisted Language Learning (CALL) Software: Evaluation ...

    African Journals Online (AJOL)

    Evaluating the nature and extent of the influence of Computer Assisted Language Learning (CALL) on the quality of language learning is highly problematic. This is owing to the number and complexity of interacting variables involved in setting the items for teaching and learning languages. This paper identified and ...

  19. Determination of difficult concepts in the interpretation of musculoskeletal radiographs using a web-based learning/teaching tool

    International Nuclear Information System (INIS)

    Nunn, Heidi; Nunn, David L.

    2011-01-01

    Aim: To identify which aspects of musculoskeletal radiograph image interpretation users of a web-based learning resource found to be most difficult. Method: The resource provides modular online training, based on twelve musculoskeletal anatomical and pathological areas. At the end of each module is a multiple choice self-test, which users can utilize to consolidate their learning. There are 217 questions within the tests. The results for all questions answered on or before 1st February 2011 were analyzed, and the lowest scoring 25% of questions subsequently reviewed. A low-scoring question implies that the subject was difficult. Results: Users provided a total of 117,097 answers. The range of scores provided by the test questions varied significantly (P < 0.0001), from 15.8% to 93.8%. Topics appearing in the lowest quartile were analyzed in detail. They included interpretation of paediatric radiographs, the Salter-Harris classification, soft-tissue signs and the identification of multiple injuries. The lowest scoring modules were the shoulder and ankle. Conclusion: The results of this study will help to guide educators both within radiography and other health professions in providing more targeted teaching in musculoskeletal image interpretation.

  20. The Effect of Animation in Multimedia Computer-Based Learning and Learning Style to the Learning Results

    Directory of Open Access Journals (Sweden)

    Muhammad RUSLI

    2017-10-01

    Full Text Available The effectiveness of a learning depends on four main elements, they are content, desired learning outcome, instructional method and the delivery media. The integration of those four elements can be manifested into a learning modul which is called multimedia learning or learning by using multimedia. In learning context by using computer-based multimedia, there are two main things that need to be noticed so that the learning process can run effectively: how the content is presented, and what the learner’s chosen way in accepting and processing the information into a meaningful knowledge. First it is related with the way to visualize the content and how people learn. The second one is related with the learning style of the learner. This research aims to investigate the effect of the type of visualization—static vs animated—on a multimedia computer-based learning, and learning styles—visual vs verbal, towards the students’ capability in applying the concepts, procedures, principles of Java programming. Visualization type act as independent variables, and learning styles of the students act as a moderator variable. Moreover, the instructional strategies followed the Component Display Theory of Merril, and the format of presentation of multimedia followed the Seven Principles of Multimedia Learning of Mayer and Moreno. Learning with the multimedia computer-based learning has been done in the classroom. The subject of this research was the student of STMIK-STIKOM Bali in odd semester 2016-2017 which followed the course of Java programming. The Design experiments used multivariate analysis of variance, MANOVA 2 x 2, with a large sample of 138 students in 4 classes. Based on the results of the analysis, it can be concluded that the animation in multimedia interactive learning gave a positive effect in improving students’ learning outcomes, particularly in the applying the concepts, procedures, and principles of Java programming. The

  1. Design of digital learning material for bioprocess-engineering-education

    NARCIS (Netherlands)

    Schaaf, van der H.

    2007-01-01

    With the advance of computers and the internet, new types of learning material can be developed: web-based digital learning material. Because many complex learning objectives in the food- and bioprocess technology domain are difficult to achieve in a traditional learning environment, a project was

  2. MATLAB-aided teaching and learning in optics and photonics using the methods of computational photonics

    Science.gov (United States)

    Lin, Zhili; Li, Xiaoyan; Zhu, Daqing; Pu, Jixiong

    2017-08-01

    Due to the nature of light fields of laser waves and pulses as vector quantities with complex spatial distribution and temporal dependence, the optics and photonics courses have always been difficult to teach and learn without the support of graphical visualization, numerical simulations and hands-on experiments. One of the state-of-the-art method of computational photonics, the finite-difference time-domain(FDTD) method, is applied with MATLAB simulations to model typical teaching cases in optics and photonics courses. The obtained results with graphical visualization in the form of animated pictures allow students to more deeply understand the dynamic process of light interaction with classical optical structures. The discussed teaching methodology is aimed to enhance the teaching effectiveness of optics and photonics courses and arousing the students' learning interest.

  3. Student and Teacher Success: The Impact of Computers in Primary Grades.

    Science.gov (United States)

    Drexler, Nancy Gadzuk; And Others

    This paper discusses the impact of computers on student learning as reported by teachers participating in a study of a computer-based language arts instructional program for the early elementary grades--the Apple Learning Series: Early Language (ALS-EL). Although they found the program difficult to evaluate, some teachers stated that the ALS-EL…

  4. Developing Decision-Making Skill: Experiential Learning in Computer Games

    OpenAIRE

    Kurt A. April; Katja M. J. Goebel; Eddie Blass; Jonathan Foster-Pedley

    2012-01-01

    This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a s...

  5. Computer-Mediated Collaborative Learning

    Science.gov (United States)

    Beatty, Ken; Nunan, David

    2004-01-01

    The study reported here investigates collaborative learning at the computer. Ten pairs of students were presented with a series of comprehension questions about Mary Shelley's novel "Frankenstein or a Modern Prometheus" along with a CD-ROM, "Frankenstein Illuminated," containing the novel and a variety of source material. Five students worked with…

  6. 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,…

  7. The Importance of Computer Based Active Learning for Basic Chemistry in Vocational High Schools

    Directory of Open Access Journals (Sweden)

    Tuğçe GÜNTER

    2011-01-01

    Full Text Available Chemistry is a very comprehensive discipline that researches atoms; molecules; the structure of matter in the form of element or compound; combinations, and physical and chemical properties of matter; macroscopic and microscopic transformations of matters; the energy and entropy released or absorbed in the course of these transformations; the structures and functions of carbohydrates, lipids, proteins, enzymes, vitamins and minerals in the body. This discipline includes numerous reactions at the macroscopic, microscopic and particulate levels, abstract concepts, three-dimensional structure of molecules, mathematics, and graphics. It is important for students to be trained as scientists to internalize -with meaningful learning - chemistry having much abstract concepts. Especially for students in associate degree programs in Vocational High Schools, taking this integrated course will provide them to be more creative in their future professional work; to cope with and overcome analytical problems; to be self-learners; to fill the gaps concerning chemical analysis originated from secondary education; and to gain critical thinking and self-evaluation skills regarding chemical problems. In the age of developing science and technology, “Computer-Based Active Learning Method” emerged with the introduction of multi-media into education and training. In this context, students will learn difficult and complex mathematical operations and graphics interpretations more meaningfully with computer-based simulations and analogies.

  8. The sociability of computer-supported collaborative learning environments

    NARCIS (Netherlands)

    Kreijns, C.J.; Kirschner, P.A.; Jochems, W.M.G.

    2002-01-01

    There is much positive research on computer-supported collaborative learning (CSCL) environments in asynchronous distributed learning groups (DLGs). There is also research that shows that contemporary CSCL environments do not completely fulfil expectations on supporting interactive group learning,

  9. What Makes Difficult History Difficult?

    Science.gov (United States)

    Gross, Magdalena H.; Terra, Luke

    2018-01-01

    All modern nation-states have periods of difficult history that teachers fail to address or address inadequately. The authors present a framework for defining difficult histories and understanding what makes them difficult. These events 1) are central to a nation's history, 2) contradict accepted histories or values, 3) connect with present…

  10. Computer literacy and attitudes towards e-learning among first year medical students.

    Science.gov (United States)

    Link, Thomas Michael; Marz, Richard

    2006-06-19

    At the Medical University of Vienna, most information for students is available only online. In 2005, an e-learning project was initiated and there are plans to introduce a learning management system. In this study, we estimate the level of students' computer skills, the number of students having difficulty with e-learning, and the number of students opposed to e-learning. The study was conducted in an introductory course on computer-based and web-based training (CBT/WBT). Students were asked to fill out a questionnaire online that covered a wide range of relevant attitudes and experiences. While the great majority of students possess sufficient computer skills and acknowledge the advantages of interactive and multimedia-enhanced learning material, a small percentage lacks basic computer skills and/or is very skeptical about e-learning. There is also a consistently significant albeit weak gender difference in available computer infrastructure and Internet access. As for student attitudes toward e-learning, we found that age, computer use, and previous exposure to computers are more important than gender. A sizable number of students, 12% of the total, make little or no use of existing e-learning offerings. Many students would benefit from a basic introduction to computers and to the relevant computer-based resources of the university. Given to the wide range of computer skills among students, a single computer course for all students would not be useful nor would it be accepted. Special measures should be taken to prevent students who lack computer skills from being disadvantaged or from developing computer-hostile attitudes.

  11. Learning Performance Enhancement Using Computer-Assisted Language Learning by Collaborative Learning Groups

    Directory of Open Access Journals (Sweden)

    Ya-huei Wang

    2017-08-01

    Full Text Available This study attempted to test whether the use of computer-assisted language learning (CALL and innovative collaborative learning could be more effective than the use of traditional collaborative learning in improving students’ English proficiencies. A true experimental design was used in the study. Four randomly-assigned groups participated in the study: a traditional collaborative learning group (TCLG, 34 students, an innovative collaborative learning group (ICLG, 31 students, a CALL traditional collaborative learning group (CALLTCLG, 32 students, and a CALL innovative collaborative learning group (CALLICLG, 31 students. TOEIC (Test of English for International Communication listening, reading, speaking, and writing pre-test and post-test assessments were given to all students at an interval of sixteen weeks. Multivariate analysis of covariance (MANCOVA, multivariate analysis of variance (MANOVA, and analysis of variance (ANOVA were used to analyze the data. The results revealed that students who used CALL had significantly better learning performance than those who did not. Students in innovative collaborative learning had significantly better learning performances than those in traditional collaborative learning. Additionally, students using CALL innovative collaborative learning had better learning performances than those in CALL collaborative learning, those in innovative collaborative learning, and those in traditional collaborative learning.

  12. The Fourth Revolution--Computers and Learning.

    Science.gov (United States)

    Bork, Alfred

    The personal computer is sparking a major historical change in the way people learn, a change that could lead to the disappearance of formal education as we know it. The computer can help resolve many of the difficulties now crippling education by enabling expert teachers and curriculum developers to prepare interactive and individualized…

  13. Evolutionary computation for reinforcement learning

    NARCIS (Netherlands)

    Whiteson, S.; Wiering, M.; van Otterlo, M.

    2012-01-01

    Algorithms for evolutionary computation, which simulate the process of natural selection to solve optimization problems, are an effective tool for discovering high-performing reinforcement-learning policies. Because they can automatically find good representations, handle continuous action spaces,

  14. Mobile learning and computational thinking

    OpenAIRE

    José Manuel Freixo Nunes; Teresa Margarida Loureiro Cardoso

    2017-01-01

    Computational thinking can be thought of as an approach to problem solving which has been applied to different areas of learning and which has become an important field of investigation in the area of educational research. [continue

  15. Computational learning on specificity-determining residue-nucleotide interactions

    KAUST Repository

    Wong, Ka-Chun; Li, Yue; Peng, Chengbin; Moses, Alan M.; Zhang, Zhaolei

    2015-01-01

    The protein–DNA interactions between transcription factors and transcription factor binding sites are essential activities in gene regulation. To decipher the binding codes, it is a long-standing challenge to understand the binding mechanism across different transcription factor DNA binding families. Past computational learning studies usually focus on learning and predicting the DNA binding residues on protein side. Taking into account both sides (protein and DNA), we propose and describe a computational study for learning the specificity-determining residue-nucleotide interactions of different known DNA-binding domain families. The proposed learning models are compared to state-of-the-art models comprehensively, demonstrating its competitive learning performance. In addition, we describe and propose two applications which demonstrate how the learnt models can provide meaningful insights into protein–DNA interactions across different DNA binding families.

  16. Computational learning on specificity-determining residue-nucleotide interactions

    KAUST Repository

    Wong, Ka-Chun

    2015-11-02

    The protein–DNA interactions between transcription factors and transcription factor binding sites are essential activities in gene regulation. To decipher the binding codes, it is a long-standing challenge to understand the binding mechanism across different transcription factor DNA binding families. Past computational learning studies usually focus on learning and predicting the DNA binding residues on protein side. Taking into account both sides (protein and DNA), we propose and describe a computational study for learning the specificity-determining residue-nucleotide interactions of different known DNA-binding domain families. The proposed learning models are compared to state-of-the-art models comprehensively, demonstrating its competitive learning performance. In addition, we describe and propose two applications which demonstrate how the learnt models can provide meaningful insights into protein–DNA interactions across different DNA binding families.

  17. Computer Game-Based Learning: Perceptions and Experiences of Senior Chinese Adults

    Science.gov (United States)

    Wang, Feihong; Lockee, Barbara B.; Burton, John K.

    2012-01-01

    The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center…

  18. Computer-based teaching module design: principles derived from learning theories.

    Science.gov (United States)

    Lau, K H Vincent

    2014-03-01

    The computer-based teaching module (CBTM), which has recently gained prominence in medical education, is a teaching format in which a multimedia program serves as a single source for knowledge acquisition rather than playing an adjunctive role as it does in computer-assisted learning (CAL). Despite empirical validation in the past decade, there is limited research into the optimisation of CBTM design. This review aims to summarise research in classic and modern multimedia-specific learning theories applied to computer learning, and to collapse the findings into a set of design principles to guide the development of CBTMs. Scopus was searched for: (i) studies of classic cognitivism, constructivism and behaviourism theories (search terms: 'cognitive theory' OR 'constructivism theory' OR 'behaviourism theory' AND 'e-learning' OR 'web-based learning') and their sub-theories applied to computer learning, and (ii) recent studies of modern learning theories applied to computer learning (search terms: 'learning theory' AND 'e-learning' OR 'web-based learning') for articles published between 1990 and 2012. The first search identified 29 studies, dominated in topic by the cognitive load, elaboration and scaffolding theories. The second search identified 139 studies, with diverse topics in connectivism, discovery and technical scaffolding. Based on their relative representation in the literature, the applications of these theories were collapsed into a list of CBTM design principles. Ten principles were identified and categorised into three levels of design: the global level (managing objectives, framing, minimising technical load); the rhetoric level (optimising modality, making modality explicit, scaffolding, elaboration, spaced repeating), and the detail level (managing text, managing devices). This review examined the literature in the application of learning theories to CAL to develop a set of principles that guide CBTM design. Further research will enable educators to

  19. Mobile Learning According to Students of Computer Engineering and Computer Education: A Comparison of Attitudes

    Directory of Open Access Journals (Sweden)

    Deniz Mertkan GEZGIN

    2018-01-01

    Full Text Available Mobile learning has started to perform an increasingly significant role in improving learning outcomes in education. Successful and efficient implementation of m-learning in higher education, as with all educational levels, depends on users’ acceptance of this technology. This study focuses on investigating the attitudes of undergraduate students of Computer Engineering (CENG and Computer Education and Instructional Technology (CEIT departments in a Turkish public university towards m-learning from three perspectives; gender, area of study, and mobile device ownership. Using a correlational survey method, a Mobile Learning Attitude Scale (MLAS was administered to 531 students, analysis of which revealed a positive attitude to m-learning in general. A further investigation of the aforementioned three variables showed a more positive attitude for female students in terms of usability, for CEIT students in terms of advantages, usability and independence, and for those owning a mobile device in terms of usability. An important implication from the findings, among others, is supplementing Computer Engineering curriculum with elective courses on the fundamentals of mobile learning, and/or the design and development of m-learning software, so as to create, in the long run, more specialized and complementary teams comprised of trained CENG and CEIT graduates in m-learning sector.

  20. Using computer-assisted learning to engage diverse learning styles in understanding business management principles.

    Science.gov (United States)

    Frost, Mary E; Derby, Dustin C; Haan, Andrea G

    2013-01-01

    Objective : Changes in small business and insurance present challenges for newly graduated chiropractors. Technology that reaches identified, diverse learning styles may assist the chiropractic student in business classes to meet course outcomes better. Thus, the purpose of our study is to determine if the use of technology-based instructional aids enhance students' mastery of course learning outcomes. Methods : Using convenience sampling, 86 students completed a survey assessing course learning outcomes, learning style, and the helpfulness of lecture and computer-assisted learning related to content mastery. Quantitative analyses occurred. Results : Although respondents reported not finding the computer-assisted learning as helpful as the lecture, significant relationships were found between pre- and post-assisted learning measures of the learning outcomes 1 and 2 for the visual and kinesthetic groups. Surprisingly, however, all learning style groups exhibited significant pre- and post-assisted learning appraisal relationships with learning outcomes 3 and 4. Conclusion : While evidence exists within the current study of a relationship between students' learning of the course content corollary to the use of technologic instructional aids, the exact nature of the relationship remains unclear.

  1. Digging deeper on "deep" learning: A computational ecology approach.

    Science.gov (United States)

    Buscema, Massimo; Sacco, Pier Luigi

    2017-01-01

    We propose an alternative approach to "deep" learning that is based on computational ecologies of structurally diverse artificial neural networks, and on dynamic associative memory responses to stimuli. Rather than focusing on massive computation of many different examples of a single situation, we opt for model-based learning and adaptive flexibility. Cross-fertilization of learning processes across multiple domains is the fundamental feature of human intelligence that must inform "new" artificial intelligence.

  2. Cross-Domain Statistical-Sequential Dependencies Are Difficult To Learn

    Directory of Open Access Journals (Sweden)

    Anne McClure Walk

    2016-02-01

    Full Text Available Recent studies have demonstrated participants’ ability to learn cross-modal associations during statistical learning tasks. However, these studies are all similar in that the cross-modal associations to be learned occur simultaneously, rather than sequentially. In addition, the majority of these studies focused on learning across sensory modalities but not across perceptual categories. To test both cross-modal and cross-categorical learning of sequential dependencies, we used an artificial grammar learning task consisting of a serial stream of auditory and/or visual stimuli containing both within- and cross-domain dependencies. Experiment 1 examined within-modal and cross-modal learning across two sensory modalities (audition and vision. Experiment 2 investigated within-categorical and cross-categorical learning across two perceptual categories within the same sensory modality (e.g. shape and color; tones and non-words. Our results indicated that individuals demonstrated learning of the within-modal and within-categorical but not the cross-modal or cross-categorical dependencies. These results stand in contrast to the previous demonstrations of cross-modal statistical learning, and highlight the presence of modality constraints that limit the effectiveness of learning in a multimodal environment.

  3. A Context-Aware Ubiquitous Learning Approach for Providing Instant Learning Support in Personal Computer Assembly Activities

    Science.gov (United States)

    Hsu, Ching-Kun; Hwang, Gwo-Jen

    2014-01-01

    Personal computer assembly courses have been recognized as being essential in helping students understand computer structure as well as the functionality of each computer component. In this study, a context-aware ubiquitous learning approach is proposed for providing instant assistance to individual students in the learning activity of a…

  4. Maze learning by a hybrid brain-computer system.

    Science.gov (United States)

    Wu, Zhaohui; Zheng, Nenggan; Zhang, Shaowu; Zheng, Xiaoxiang; Gao, Liqiang; Su, Lijuan

    2016-09-13

    The combination of biological and artificial intelligence is particularly driven by two major strands of research: one involves the control of mechanical, usually prosthetic, devices by conscious biological subjects, whereas the other involves the control of animal behaviour by stimulating nervous systems electrically or optically. However, to our knowledge, no study has demonstrated that spatial learning in a computer-based system can affect the learning and decision making behaviour of the biological component, namely a rat, when these two types of intelligence are wired together to form a new intelligent entity. Here, we show how rule operations conducted by computing components contribute to a novel hybrid brain-computer system, i.e., ratbots, exhibit superior learning abilities in a maze learning task, even when their vision and whisker sensation were blocked. We anticipate that our study will encourage other researchers to investigate combinations of various rule operations and other artificial intelligence algorithms with the learning and memory processes of organic brains to develop more powerful cyborg intelligence systems. Our results potentially have profound implications for a variety of applications in intelligent systems and neural rehabilitation.

  5. Maze learning by a hybrid brain-computer system

    Science.gov (United States)

    Wu, Zhaohui; Zheng, Nenggan; Zhang, Shaowu; Zheng, Xiaoxiang; Gao, Liqiang; Su, Lijuan

    2016-09-01

    The combination of biological and artificial intelligence is particularly driven by two major strands of research: one involves the control of mechanical, usually prosthetic, devices by conscious biological subjects, whereas the other involves the control of animal behaviour by stimulating nervous systems electrically or optically. However, to our knowledge, no study has demonstrated that spatial learning in a computer-based system can affect the learning and decision making behaviour of the biological component, namely a rat, when these two types of intelligence are wired together to form a new intelligent entity. Here, we show how rule operations conducted by computing components contribute to a novel hybrid brain-computer system, i.e., ratbots, exhibit superior learning abilities in a maze learning task, even when their vision and whisker sensation were blocked. We anticipate that our study will encourage other researchers to investigate combinations of various rule operations and other artificial intelligence algorithms with the learning and memory processes of organic brains to develop more powerful cyborg intelligence systems. Our results potentially have profound implications for a variety of applications in intelligent systems and neural rehabilitation.

  6. Developmental Changes in Learning: Computational Mechanisms and Social Influences

    Directory of Open Access Journals (Sweden)

    Florian Bolenz

    2017-11-01

    Full Text Available Our ability to learn from the outcomes of our actions and to adapt our decisions accordingly changes over the course of the human lifespan. In recent years, there has been an increasing interest in using computational models to understand developmental changes in learning and decision-making. Moreover, extensions of these models are currently applied to study socio-emotional influences on learning in different age groups, a topic that is of great relevance for applications in education and health psychology. In this article, we aim to provide an introduction to basic ideas underlying computational models of reinforcement learning and focus on parameters and model variants that might be of interest to developmental scientists. We then highlight recent attempts to use reinforcement learning models to study the influence of social information on learning across development. The aim of this review is to illustrate how computational models can be applied in developmental science, what they can add to our understanding of developmental mechanisms and how they can be used to bridge the gap between psychological and neurobiological theories of development.

  7. On the tip of the tongue: learning typing and pointing with an intra-oral computer interface.

    Science.gov (United States)

    Caltenco, Héctor A; Breidegard, Björn; Struijk, Lotte N S Andreasen

    2014-07-01

    To evaluate typing and pointing performance and improvement over time of four able-bodied participants using an intra-oral tongue-computer interface for computer control. A physically disabled individual may lack the ability to efficiently control standard computer input devices. There have been several efforts to produce and evaluate interfaces that provide individuals with physical disabilities the possibility to control personal computers. Training with the intra-oral tongue-computer interface was performed by playing games over 18 sessions. Skill improvement was measured through typing and pointing exercises at the end of each training session. Typing throughput improved from averages of 2.36 to 5.43 correct words per minute. Pointing throughput improved from averages of 0.47 to 0.85 bits/s. Target tracking performance, measured as relative time on target, improved from averages of 36% to 47%. Path following throughput improved from averages of 0.31 to 0.83 bits/s and decreased to 0.53 bits/s with more difficult tasks. Learning curves support the notion that the tongue can rapidly learn novel motor tasks. Typing and pointing performance of the tongue-computer interface is comparable to performances of other proficient assistive devices, which makes the tongue a feasible input organ for computer control. Intra-oral computer interfaces could provide individuals with severe upper-limb mobility impairments the opportunity to control computers and automatic equipment. Typing and pointing performance of the tongue-computer interface is comparable to performances of other proficient assistive devices, but does not cause fatigue easily and might be invisible to other people, which is highly prioritized by assistive device users. Combination of visual and auditory feedback is vital for a good performance of an intra-oral computer interface and helps to reduce involuntary or erroneous activations.

  8. Mobile learning and computational thinking

    Directory of Open Access Journals (Sweden)

    José Manuel Freixo Nunes

    2017-11-01

    Full Text Available Computational thinking can be thought of as an approach to problem solving which has been applied to different areas of learning and which has become an important field of investigation in the area of educational research. [continue

  9. Computer vision and machine learning for archaeology

    NARCIS (Netherlands)

    van der Maaten, L.J.P.; Boon, P.; Lange, G.; Paijmans, J.J.; Postma, E.

    2006-01-01

    Until now, computer vision and machine learning techniques barely contributed to the archaeological domain. The use of these techniques can support archaeologists in their assessment and classification of archaeological finds. The paper illustrates the use of computer vision techniques for

  10. Internet messenger based smart virtual class learning using ubiquitous computing

    Science.gov (United States)

    Umam, K.; Mardi, S. N. S.; Hariadi, M.

    2017-06-01

    Internet messenger (IM) has become an important educational technology component in college education, IM makes it possible for students to engage in learning and collaborating at smart virtual class learning (SVCL) using ubiquitous computing. However, the model of IM-based smart virtual class learning using ubiquitous computing and empirical evidence that would favor a broad application to improve engagement and behavior are still limited. In addition, the expectation that IM based SVCL using ubiquitous computing could improve engagement and behavior on smart class cannot be confirmed because the majority of the reviewed studies followed instructions paradigms. This article aims to present the model of IM-based SVCL using ubiquitous computing and showing learners’ experiences in improved engagement and behavior for learner-learner and learner-lecturer interactions. The method applied in this paper includes design process and quantitative analysis techniques, with the purpose of identifying scenarios of ubiquitous computing and realize the impressions of learners and lecturers about engagement and behavior aspect and its contribution to learning

  11. Linking Individual Learning Styles to Approach-Avoidance Motivational Traits and Computational Aspects of Reinforcement Learning.

    Directory of Open Access Journals (Sweden)

    Kristoffer Carl Aberg

    Full Text Available Learning how to gain rewards (approach learning and avoid punishments (avoidance learning is fundamental for everyday life. While individual differences in approach and avoidance learning styles have been related to genetics and aging, the contribution of personality factors, such as traits, remains undetermined. Moreover, little is known about the computational mechanisms mediating differences in learning styles. Here, we used a probabilistic selection task with positive and negative feedbacks, in combination with computational modelling, to show that individuals displaying better approach (vs. avoidance learning scored higher on measures of approach (vs. avoidance trait motivation, but, paradoxically, also displayed reduced learning speed following positive (vs. negative outcomes. These data suggest that learning different types of information depend on associated reward values and internal motivational drives, possibly determined by personality traits.

  12. Linking Individual Learning Styles to Approach-Avoidance Motivational Traits and Computational Aspects of Reinforcement Learning

    Science.gov (United States)

    Carl Aberg, Kristoffer; Doell, Kimberly C.; Schwartz, Sophie

    2016-01-01

    Learning how to gain rewards (approach learning) and avoid punishments (avoidance learning) is fundamental for everyday life. While individual differences in approach and avoidance learning styles have been related to genetics and aging, the contribution of personality factors, such as traits, remains undetermined. Moreover, little is known about the computational mechanisms mediating differences in learning styles. Here, we used a probabilistic selection task with positive and negative feedbacks, in combination with computational modelling, to show that individuals displaying better approach (vs. avoidance) learning scored higher on measures of approach (vs. avoidance) trait motivation, but, paradoxically, also displayed reduced learning speed following positive (vs. negative) outcomes. These data suggest that learning different types of information depend on associated reward values and internal motivational drives, possibly determined by personality traits. PMID:27851807

  13. 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.

  14. Learning to consult with computers.

    Science.gov (United States)

    Liaw, S T; Marty, J J

    2001-07-01

    To develop and evaluate a strategy to teach skills and issues associated with computers in the consultation. An overview lecture plus a workshop before and a workshop after practice placements, during the 10-week general practice (GP) term in the 5th year of the University of Melbourne medical course. Pre- and post-intervention study using a mix of qualitative and quantitative methods within a strategic evaluation framework. Self-reported attitudes and skills with clinical applications before, during and after the intervention. Most students had significant general computer experience but little in the medical area. They found the workshops relevant, interesting and easy to follow. The role-play approach facilitated students' learning of relevant communication and consulting skills and an appreciation of issues associated with using the information technology tools in simulated clinical situations to augment and complement their consulting skills. The workshops and exposure to GP systems were associated with an increase in the use of clinical software, more realistic expectations of existing clinical and medical record software and an understanding of the barriers to the use of computers in the consultation. The educational intervention assisted students to develop and express an understanding of the importance of consulting and communication skills in teaching and learning about medical informatics tools, hardware and software design, workplace issues and the impact of clinical computer systems on the consultation and patient care.

  15. 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.

  16. Quantum machine learning what quantum computing means to data mining

    CERN Document Server

    Wittek, Peter

    2014-01-01

    Quantum Machine Learning bridges the gap between abstract developments in quantum computing and the applied research on machine learning. Paring down the complexity of the disciplines involved, it focuses on providing a synthesis that explains the most important machine learning algorithms in a quantum framework. Theoretical advances in quantum computing are hard to follow for computer scientists, and sometimes even for researchers involved in the field. The lack of a step-by-step guide hampers the broader understanding of this emergent interdisciplinary body of research. Quantum Machine L

  17. Deep Learning in Visual Computing and Signal Processing

    OpenAIRE

    Xie, Danfeng; Zhang, Lei; Bai, Li

    2017-01-01

    Deep learning is a subfield of machine learning, which aims to learn a hierarchy of features from input data. Nowadays, researchers have intensively investigated deep learning algorithms for solving challenging problems in many areas such as image classification, speech recognition, signal processing, and natural language processing. In this study, we not only review typical deep learning algorithms in computer vision and signal processing but also provide detailed information on how to apply...

  18. Public Computer Assisted Learning Facilities for Children with Visual Impairment: Universal Design for Inclusive Learning

    Science.gov (United States)

    Siu, Kin Wai Michael; Lam, Mei Seung

    2012-01-01

    Although computer assisted learning (CAL) is becoming increasingly popular, people with visual impairment face greater difficulty in accessing computer-assisted learning facilities. This is primarily because most of the current CAL facilities are not visually impaired friendly. People with visual impairment also do not normally have access to…

  19. Twenty-First Century Learning: Communities, Interaction and Ubiquitous Computing

    Science.gov (United States)

    Leh, Amy S.C.; Kouba, Barbara; Davis, Dirk

    2005-01-01

    Advanced technology makes 21st century learning, communities and interactions unique and leads people to an era of ubiquitous computing. The purpose of this article is to contribute to the discussion of learning in the 21st century. The paper will review literature on learning community, community learning, interaction, 21st century learning and…

  20. Computer Proficiency for Online Learning: Factorial Invariance of Scores among Teachers

    Science.gov (United States)

    Martin, Amy L.; Reeves, Todd D.; Smith, Thomas J.; Walker, David A.

    2016-01-01

    Online learning is variously employed in K-12 education, including for teacher professional development. However, the use of computer-based technologies for learning purposes assumes learner computer proficiency, making this construct an important domain of procedural knowledge in formal and informal online learning contexts. Addressing this…

  1. Dictionary learning in visual computing

    CERN Document Server

    Zhang, Qiang

    2015-01-01

    The last few years have witnessed fast development on dictionary learning approaches for a set of visual computing tasks, largely due to their utilization in developing new techniques based on sparse representation. Compared with conventional techniques employing manually defined dictionaries, such as Fourier Transform and Wavelet Transform, dictionary learning aims at obtaining a dictionary adaptively from the data so as to support optimal sparse representation of the data. In contrast to conventional clustering algorithms like K-means, where a data point is associated with only one cluster c

  2. 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.

  3. Collaborative Learning: Cognitive and Computational Approaches. Advances in Learning and Instruction Series.

    Science.gov (United States)

    Dillenbourg, Pierre, Ed.

    Intended to illustrate the benefits of collaboration between scientists from psychology and computer science, namely machine learning, this book contains the following chapters, most of which are co-authored by scholars from both sides: (1) "Introduction: What Do You Mean by 'Collaborative Learning'?" (Pierre Dillenbourg); (2)…

  4. Learning about the past with new technologies : Fostering historical reasoning in computer-supported collaborative learning

    NARCIS (Netherlands)

    Drie, J.P. van

    2005-01-01

    Recent technological developments have provided new environments for learning, giving rise to the question of how characteristics of such new learning environments can facilitate the process of learning in specific domains. The focus of this thesis is on computer-supported collaborative learning

  5. Placing computer security at the heart of learning

    OpenAIRE

    Richards, Mike; Price, Blaine A.; Nuseibeh, Bashar

    2008-01-01

    In this paper we present the approach adopted at the UK’s Open University for teaching computer security to large numbers of students at a distance through supported open learning. We discuss how the production of learning materials at the university has had to change to reflect the ever-increasing rate of technological, legislative and social change within the computing discipline, and how the university has had to rethink the role of the academic in the course development process. We argue ...

  6. Stochastic learning in oxide binary synaptic device for neuromorphic computing.

    Science.gov (United States)

    Yu, Shimeng; Gao, Bin; Fang, Zheng; Yu, Hongyu; Kang, Jinfeng; Wong, H-S Philip

    2013-01-01

    Hardware implementation of neuromorphic computing is attractive as a computing paradigm beyond the conventional digital computing. In this work, we show that the SET (off-to-on) transition of metal oxide resistive switching memory becomes probabilistic under a weak programming condition. The switching variability of the binary synaptic device implements a stochastic learning rule. Such stochastic SET transition was statistically measured and modeled for a simulation of a winner-take-all network for competitive learning. The simulation illustrates that with such stochastic learning, the orientation classification function of input patterns can be effectively realized. The system performance metrics were compared between the conventional approach using the analog synapse and the approach in this work that employs the binary synapse utilizing the stochastic learning. The feasibility of using binary synapse in the neurormorphic computing may relax the constraints to engineer continuous multilevel intermediate states and widens the material choice for the synaptic device design.

  7. Ontogeny of Foraging Competence in Capuchin Monkeys (Cebus capucinus for Easy versus Difficult to Acquire Fruits: A Test of the Needing to Learn Hypothesis.

    Directory of Open Access Journals (Sweden)

    Elizabeth Christine Eadie

    Full Text Available Which factors select for long juvenile periods in some species is not well understood. One potential reason to delay the onset of reproduction is slow food acquisition rates, either due to competition (part of the ecological risk avoidance hypothesis, or due to a decreased foraging efficiency (a version of the needing to learn hypothesis. Capuchins provide a useful genus to test the needing to learn hypothesis because they are known for having long juvenile periods and a difficult-to-acquire diet. Generalized, linear, mixed models with data from 609 fruit forage focal follows on 49, habituated, wild Cebus capucinus were used to test two predictions from the needing-to-learn hypothesis as it applies to fruit foraging skills: 1 capuchin monkeys do not achieve adult foraging return rates for difficult-to-acquire fruits before late in the juvenile period; and 2 variance in return rates for these fruits is at least partially associated with differences in foraging skill. In support of the first prediction, adults, compared with all younger age classes, had significantly higher foraging return rates when foraging for fruits that were ranked as difficult-to-acquire (return rates relative to adults: 0.30-0.41, p-value range 0.008-0.016, indicating that the individuals in the group who have the most foraging experience also achieve the highest return rates. In contrast, and in support of the second prediction, there were no significant differences between age classes for fruits that were ranked as easy to acquire (return rates relative to adults: 0.97-1.42, p-value range 0.086-0.896, indicating that strength and/or skill are likely to affect return rates. In addition, fruits that were difficult to acquire were foraged at nearly identical rates by adult males and significantly smaller (and presumably weaker adult females (males relative to females: 1.01, p = 0.978, while subadult females had much lower foraging efficiency than the similarly-sized but more

  8. Ontogeny of Foraging Competence in Capuchin Monkeys (Cebus capucinus) for Easy versus Difficult to Acquire Fruits: A Test of the Needing to Learn Hypothesis.

    Science.gov (United States)

    Eadie, Elizabeth Christine

    2015-01-01

    Which factors select for long juvenile periods in some species is not well understood. One potential reason to delay the onset of reproduction is slow food acquisition rates, either due to competition (part of the ecological risk avoidance hypothesis), or due to a decreased foraging efficiency (a version of the needing to learn hypothesis). Capuchins provide a useful genus to test the needing to learn hypothesis because they are known for having long juvenile periods and a difficult-to-acquire diet. Generalized, linear, mixed models with data from 609 fruit forage focal follows on 49, habituated, wild Cebus capucinus were used to test two predictions from the needing-to-learn hypothesis as it applies to fruit foraging skills: 1) capuchin monkeys do not achieve adult foraging return rates for difficult-to-acquire fruits before late in the juvenile period; and 2) variance in return rates for these fruits is at least partially associated with differences in foraging skill. In support of the first prediction, adults, compared with all younger age classes, had significantly higher foraging return rates when foraging for fruits that were ranked as difficult-to-acquire (return rates relative to adults: 0.30-0.41, p-value range 0.008-0.016), indicating that the individuals in the group who have the most foraging experience also achieve the highest return rates. In contrast, and in support of the second prediction, there were no significant differences between age classes for fruits that were ranked as easy to acquire (return rates relative to adults: 0.97-1.42, p-value range 0.086-0.896), indicating that strength and/or skill are likely to affect return rates. In addition, fruits that were difficult to acquire were foraged at nearly identical rates by adult males and significantly smaller (and presumably weaker) adult females (males relative to females: 1.01, p = 0.978), while subadult females had much lower foraging efficiency than the similarly-sized but more experienced

  9. Machine learning and computer vision approaches for phenotypic profiling.

    Science.gov (United States)

    Grys, Ben T; Lo, Dara S; Sahin, Nil; Kraus, Oren Z; Morris, Quaid; Boone, Charles; Andrews, Brenda J

    2017-01-02

    With recent advances in high-throughput, automated microscopy, there has been an increased demand for effective computational strategies to analyze large-scale, image-based data. To this end, computer vision approaches have been applied to cell segmentation and feature extraction, whereas machine-learning approaches have been developed to aid in phenotypic classification and clustering of data acquired from biological images. Here, we provide an overview of the commonly used computer vision and machine-learning methods for generating and categorizing phenotypic profiles, highlighting the general biological utility of each approach. © 2017 Grys et al.

  10. E-learn Computed Tomographic Angiography

    DEFF Research Database (Denmark)

    Havsteen, Inger; Christensen, Anders; Nielsen, Jens K

    2012-01-01

    BACKGROUND: Computed tomographic angiography (CTA) is widely available in emergency rooms to assess acute stroke patients. To standardize readings and educate new readers, we developed a 3-step e-learning tool based on the test-teach-retest methodology in 2 acute stroke scenarios: vascular...... occlusion and "spot sign" in acute intracerebral hemorrhage. We hypothesized that an e-learning program enhances reading skills in physicians of varying experience. METHODS: We developed an HTML-based program with a teaching segment and 2 matching test segments. Tests were taken before and after...... sign correctly 69% before versus 92% after teaching (P = .009) and reported a median self-perceived diagnostic certainty of 50% versus 75% (P = .030). Self-perceived diagnostic certainty revealed no significant increase for vascular occlusion. CONCLUSIONS: The e-learning program is a useful educational...

  11. Dynamic Scaffolding of Socially Regulated Learning in a Computer-Based Learning Environment

    NARCIS (Netherlands)

    Molenaar, I.; Roda, Claudia; van Boxtel, Carla A.M.; Sleegers, P.J.C.

    2012-01-01

    The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N = 56) are supported with computer-generated scaffolds and students in the control condition (N =

  12. Identification of Learning Processes by Means of Computer Graphics.

    Science.gov (United States)

    Sorensen, Birgitte Holm

    1993-01-01

    Describes a development project for the use of computer graphics and video in connection with an inservice training course for primary education teachers in Denmark. Topics addressed include research approaches to computers; computer graphics in learning processes; activities relating to computer graphics; the role of the teacher; and student…

  13. Computer-aided classification of lung nodules on computed tomography images via deep learning technique

    Directory of Open Access Journals (Sweden)

    Hua KL

    2015-08-01

    Full Text Available Kai-Lung Hua,1 Che-Hao Hsu,1 Shintami Chusnul Hidayati,1 Wen-Huang Cheng,2 Yu-Jen Chen3 1Department of Computer Science and Information Engineering, National Taiwan University of Science and Technology, 2Research Center for Information Technology Innovation, Academia Sinica, 3Department of Radiation Oncology, MacKay Memorial Hospital, Taipei, Taiwan Abstract: Lung cancer has a poor prognosis when not diagnosed early and unresectable lesions are present. The management of small lung nodules noted on computed tomography scan is controversial due to uncertain tumor characteristics. A conventional computer-aided diagnosis (CAD scheme requires several image processing and pattern recognition steps to accomplish a quantitative tumor differentiation result. In such an ad hoc image analysis pipeline, every step depends heavily on the performance of the previous step. Accordingly, tuning of classification performance in a conventional CAD scheme is very complicated and arduous. Deep learning techniques, on the other hand, have the intrinsic advantage of an automatic exploitation feature and tuning of performance in a seamless fashion. In this study, we attempted to simplify the image analysis pipeline of conventional CAD with deep learning techniques. Specifically, we introduced models of a deep belief network and a convolutional neural network in the context of nodule classification in computed tomography images. Two baseline methods with feature computing steps were implemented for comparison. The experimental results suggest that deep learning methods could achieve better discriminative results and hold promise in the CAD application domain. Keywords: nodule classification, deep learning, deep belief network, convolutional neural network

  14. Students’ needs of Computer Science: learning about image processing

    Directory of Open Access Journals (Sweden)

    Juana Marlen Tellez Reinoso

    2009-12-01

    Full Text Available To learn the treatment to image, specifically in the application Photoshop Marinates is one of the objectives in the specialty of Degree in Education, Computer Sciencie, guided to guarantee the preparation of the students as future professional, being able to reach in each citizen of our country an Integral General Culture. With that purpose a computer application is suggested, of tutorial type, entitled “Learning Treatment to Image".

  15. Analysis and Assessment of Computer-Supported Collaborative Learning Conversations

    NARCIS (Netherlands)

    Trausan-Matu, Stefan

    2008-01-01

    Trausan-Matu, S. (2008). Analysis and Assessment of Computer-Supported Collaborative Learning Conversations. Workshop presentation at the symposium Learning networks for professional. November, 14, 2008, Heerlen, Nederland: Open Universiteit Nederland.

  16. Computer-Aided College Algebra: Learning Components that Students Find Beneficial

    Science.gov (United States)

    Aichele, Douglas B.; Francisco, Cynthia; Utley, Juliana; Wescoatt, Benjamin

    2011-01-01

    A mixed-method study was conducted during the Fall 2008 semester to better understand the experiences of students participating in computer-aided instruction of College Algebra using the software MyMathLab. The learning environment included a computer learning system for the majority of the instruction, a support system via focus groups (weekly…

  17. The quality and impact of computer supported collaborative learning (CSCL) in radiology case-based learning

    International Nuclear Information System (INIS)

    Kourdioukova, Elena V.; Verstraete, Koenraad L.; Valcke, Martin

    2011-01-01

    Objective: The aim of this research was to explore (1) clinical years students' perceptions about radiology case-based learning within a computer supported collaborative learning (CSCL) setting, (2) an analysis of the collaborative learning process, and (3) the learning impact of collaborative work on the radiology cases. Methods: The first part of this study focuses on a more detailed analysis of a survey study about CSCL based case-based learning, set up in the context of a broader radiology curriculum innovation. The second part centers on a qualitative and quantitative analysis of 52 online collaborative learning discussions from 5th year and nearly graduating medical students. The collaborative work was based on 26 radiology cases regarding musculoskeletal radiology. Results: The analysis of perceptions about collaborative learning on radiology cases reflects a rather neutral attitude that also does not differ significantly in students of different grade levels. Less advanced students are more positive about CSCL as compared to last year students. Outcome evaluation shows a significantly higher level of accuracy in identification of radiology key structures and in radiology diagnosis as well as in linking the radiological signs with available clinical information in nearly graduated students. No significant differences between different grade levels were found in accuracy of using medical terminology. Conclusion: Students appreciate computer supported collaborative learning settings when tackling radiology case-based learning. Scripted computer supported collaborative learning groups proved to be useful for both 5th and 7th year students in view of developing components of their radiology diagnostic approaches.

  18. The quality and impact of computer supported collaborative learning (CSCL) in radiology case-based learning.

    Science.gov (United States)

    Kourdioukova, Elena V; Verstraete, Koenraad L; Valcke, Martin

    2011-06-01

    The aim of this research was to explore (1) clinical years students' perceptions about radiology case-based learning within a computer supported collaborative learning (CSCL) setting, (2) an analysis of the collaborative learning process, and (3) the learning impact of collaborative work on the radiology cases. The first part of this study focuses on a more detailed analysis of a survey study about CSCL based case-based learning, set up in the context of a broader radiology curriculum innovation. The second part centers on a qualitative and quantitative analysis of 52 online collaborative learning discussions from 5th year and nearly graduating medical students. The collaborative work was based on 26 radiology cases regarding musculoskeletal radiology. The analysis of perceptions about collaborative learning on radiology cases reflects a rather neutral attitude that also does not differ significantly in students of different grade levels. Less advanced students are more positive about CSCL as compared to last year students. Outcome evaluation shows a significantly higher level of accuracy in identification of radiology key structures and in radiology diagnosis as well as in linking the radiological signs with available clinical information in nearly graduated students. No significant differences between different grade levels were found in accuracy of using medical terminology. Students appreciate computer supported collaborative learning settings when tackling radiology case-based learning. Scripted computer supported collaborative learning groups proved to be useful for both 5th and 7th year students in view of developing components of their radiology diagnostic approaches. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

  19. Computer-aided auscultation learning system for nursing technique instruction.

    Science.gov (United States)

    Hou, Chun-Ju; Chen, Yen-Ting; Hu, Ling-Chen; Chuang, Chih-Chieh; Chiu, Yu-Hsien; Tsai, Ming-Shih

    2008-01-01

    Pulmonary auscultation is a physical assessment skill learned by nursing students for examining the respiratory system. Generally, a sound simulator equipped mannequin is used to group teach auscultation techniques via classroom demonstration. However, nursing students cannot readily duplicate this learning environment for self-study. The advancement of electronic and digital signal processing technologies facilitates simulating this learning environment. This study aims to develop a computer-aided auscultation learning system for assisting teachers and nursing students in auscultation teaching and learning. This system provides teachers with signal recording and processing of lung sounds and immediate playback of lung sounds for students. A graphical user interface allows teachers to control the measuring device, draw lung sound waveforms, highlight lung sound segments of interest, and include descriptive text. Effects on learning lung sound auscultation were evaluated for verifying the feasibility of the system. Fifteen nursing students voluntarily participated in the repeated experiment. The results of a paired t test showed that auscultative abilities of the students were significantly improved by using the computer-aided auscultation learning system.

  20. Pervasive Computing and Communication Technologies for U-Learning

    Science.gov (United States)

    Park, Young C.

    2014-01-01

    The development of digital information transfer, storage and communication methods influences a significant effect on education. The assimilation of pervasive computing and communication technologies marks another great step forward, with Ubiquitous Learning (U-learning) emerging for next generation learners. In the evolutionary view the 5G (or…

  1. Benefits of computer screen-based simulation in learning cardiac arrest procedures.

    Science.gov (United States)

    Bonnetain, Elodie; Boucheix, Jean-Michel; Hamet, Maël; Freysz, Marc

    2010-07-01

    What is the best way to train medical students early so that they acquire basic skills in cardiopulmonary resuscitation as effectively as possible? Studies have shown the benefits of high-fidelity patient simulators, but have also demonstrated their limits. New computer screen-based multimedia simulators have fewer constraints than high-fidelity patient simulators. In this area, as yet, there has been no research on the effectiveness of transfer of learning from a computer screen-based simulator to more realistic situations such as those encountered with high-fidelity patient simulators. We tested the benefits of learning cardiac arrest procedures using a multimedia computer screen-based simulator in 28 Year 2 medical students. Just before the end of the traditional resuscitation course, we compared two groups. An experiment group (EG) was first asked to learn to perform the appropriate procedures in a cardiac arrest scenario (CA1) in the computer screen-based learning environment and was then tested on a high-fidelity patient simulator in another cardiac arrest simulation (CA2). While the EG was learning to perform CA1 procedures in the computer screen-based learning environment, a control group (CG) actively continued to learn cardiac arrest procedures using practical exercises in a traditional class environment. Both groups were given the same amount of practice, exercises and trials. The CG was then also tested on the high-fidelity patient simulator for CA2, after which it was asked to perform CA1 using the computer screen-based simulator. Performances with both simulators were scored on a precise 23-point scale. On the test on a high-fidelity patient simulator, the EG trained with a multimedia computer screen-based simulator performed significantly better than the CG trained with traditional exercises and practice (16.21 versus 11.13 of 23 possible points, respectively; p<0.001). Computer screen-based simulation appears to be effective in preparing learners to

  2. Learning about and from others' prudence, impatience or laziness: The computational bases of attitude alignment.

    Directory of Open Access Journals (Sweden)

    Marie Devaine

    2017-03-01

    Full Text Available Peoples' subjective attitude towards costs such as, e.g., risk, delay or effort are key determinants of inter-individual differences in goal-directed behaviour. Thus, the ability to learn about others' prudent, impatient or lazy attitudes is likely to be critical for social interactions. Conversely, how adaptive such attitudes are in a given environment is highly uncertain. Thus, the brain may be tuned to garner information about how such costs ought to be arbitrated. In particular, observing others' attitude may change one's uncertain belief about how to best behave in related difficult decision contexts. In turn, learning from others' attitudes is determined by one's ability to learn about others' attitudes. We first derive, from basic optimality principles, the computational properties of such a learning mechanism. In particular, we predict two apparent cognitive biases that would arise when individuals are learning about others' attitudes: (i people should overestimate the degree to which they resemble others (false-consensus bias, and (ii they should align their own attitudes with others' (social influence bias. We show how these two biases non-trivially interact with each other. We then validate these predictions experimentally by profiling people's attitudes both before and after guessing a series of cost-benefit arbitrages performed by calibrated artificial agents (which are impersonating human individuals.

  3. 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…

  4. Item Difficulty in the Evaluation of Computer-Based Instruction: An Example from Neuroanatomy

    Science.gov (United States)

    Chariker, Julia H.; Naaz, Farah; Pani, John R.

    2012-01-01

    This article reports large item effects in a study of computer-based learning of neuroanatomy. Outcome measures of the efficiency of learning, transfer of learning, and generalization of knowledge diverged by a wide margin across test items, with certain sets of items emerging as particularly difficult to master. In addition, the outcomes of…

  5. En retorisk forståelsesramme for Computer Supported Collaborative Learning (A Rhetorical Theory on Computer Supported Collaborative Learning)

    DEFF Research Database (Denmark)

    Harlung, Asger

    2003-01-01

    The dissertation explores the potential of rhetorical theories for understanding, analyzing, or planning communication and learning processes, and for integrating the digitized contexts and human interaction and communication proccesses in a single theoretical framework. Based on Cicero's rhetori...... applied to two empirical case studies of Master programs, the dissertation develops and presents a new theory on Computer Supported Collaborative Learning (CSCL).......The dissertation explores the potential of rhetorical theories for understanding, analyzing, or planning communication and learning processes, and for integrating the digitized contexts and human interaction and communication proccesses in a single theoretical framework. Based on Cicero's rhetoric...

  6. How Learning Logic Programming Affects Recursion Comprehension

    Science.gov (United States)

    Haberman, Bruria

    2004-01-01

    Recursion is a central concept in computer science, yet it is difficult for beginners to comprehend. Israeli high-school students learn recursion in the framework of a special modular program in computer science (Gal-Ezer & Harel, 1999). Some of them are introduced to the concept of recursion in two different paradigms: the procedural…

  7. Computer-based learning for the enhancement of breastfeeding ...

    African Journals Online (AJOL)

    In this study, computer-based learning (CBL) was explored in the context of breastfeeding training for undergraduate Dietetic students. Aim: To adapt and validate an Indian computer-based undergraduate breastfeeding training module for use by South African undergraduate Dietetic students. Methods and materials: The ...

  8. Use of Computer Technology for English Language Learning: Do Learning Styles, Gender, and Age Matter?

    Science.gov (United States)

    Lee, Cynthia; Yeung, Alexander Seeshing; Ip, Tiffany

    2016-01-01

    Computer technology provides spaces and locales for language learning. However, learning style preference and demographic variables may affect the effectiveness of technology use for a desired goal. Adapting Reid's pioneering Perceptual Learning Style Preference Questionnaire (PLSPQ), this study investigated the relations of university students'…

  9. A machine-learning approach for computation of fractional flow reserve from coronary computed tomography.

    Science.gov (United States)

    Itu, Lucian; Rapaka, Saikiran; Passerini, Tiziano; Georgescu, Bogdan; Schwemmer, Chris; Schoebinger, Max; Flohr, Thomas; Sharma, Puneet; Comaniciu, Dorin

    2016-07-01

    Fractional flow reserve (FFR) is a functional index quantifying the severity of coronary artery lesions and is clinically obtained using an invasive, catheter-based measurement. Recently, physics-based models have shown great promise in being able to noninvasively estimate FFR from patient-specific anatomical information, e.g., obtained from computed tomography scans of the heart and the coronary arteries. However, these models have high computational demand, limiting their clinical adoption. In this paper, we present a machine-learning-based model for predicting FFR as an alternative to physics-based approaches. The model is trained on a large database of synthetically generated coronary anatomies, where the target values are computed using the physics-based model. The trained model predicts FFR at each point along the centerline of the coronary tree, and its performance was assessed by comparing the predictions against physics-based computations and against invasively measured FFR for 87 patients and 125 lesions in total. Correlation between machine-learning and physics-based predictions was excellent (0.9994, P machine-learning algorithm with a sensitivity of 81.6%, a specificity of 83.9%, and an accuracy of 83.2%. The correlation was 0.729 (P assessment of FFR. Average execution time went down from 196.3 ± 78.5 s for the CFD model to ∼2.4 ± 0.44 s for the machine-learning model on a workstation with 3.4-GHz Intel i7 8-core processor. Copyright © 2016 the American Physiological Society.

  10. The importance of task appropriateness in computer-supported collaborative learning

    Directory of Open Access Journals (Sweden)

    Kathy Buckner

    1999-12-01

    Full Text Available The study of learning in collaborative electronic environments is becoming established as Computer Supported Collaborative Learning (CSCL - an emergent sub-discipline of the more established Computer Supported Co-operative Work (CSCW discipline (Webb, 1995. Using computers for the development of shared understanding through collaboration has been explored by Crook who suggests that success may depend partly on having a clearly specified purpose or goal (Crook, 1994. It is our view that the appropriateness of the task given to the student is central to the success or otherwise of the learning experience. However, the tasks that are given to facilitate collaborative learning in face-toface situations are not always suitable for direct transfer to the electronic medium. It may be necessary to consider redesigning these tasks in relation to the medium in which they are to be undertaken and the functionality of the electronic conferencing software used.

  11. Computer-assisted learning and simulation systems in dentistry--a challenge to society.

    Science.gov (United States)

    Welk, A; Splieth, Ch; Wierinck, E; Gilpatrick, R O; Meyer, G

    2006-07-01

    Computer technology is increasingly used in practical training at universities. However, in spite of their potential, computer-assisted learning (CAL) and computer-assisted simulation (CAS) systems still appear to be underutilized in dental education. Advantages, challenges, problems, and solutions of computer-assisted learning and simulation in dentistry are discussed by means of MEDLINE, open Internet platform searches, and key results of a study among German dental schools. The advantages of computer-assisted learning are seen for example in self-paced and self-directed learning and increased motivation. It is useful for both objective theoretical and practical tests and for training students to handle complex cases. CAL can lead to more structured learning and can support training in evidence-based decision-making. The reasons for the still relatively rare implementation of CAL/CAS systems in dental education include an inability to finance, lack of studies of CAL/CAS, and too much effort required to integrate CAL/CAS systems into the curriculum. To overcome the reasons for the relative low degree of computer technology use, we should strive for multicenter research and development projects monitored by the appropriate national and international scientific societies, so that the potential of computer technology can be fully realized in graduate, postgraduate, and continuing dental education.

  12. Dynamic Scaffolding of Socially Regulated Learning in a Computer-Based Learning Environment

    Science.gov (United States)

    Molenaar, Inge; Roda, Claudia; van Boxtel, Carla; Sleegers, Peter

    2012-01-01

    The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N=56) are supported with computer-generated scaffolds and students in the control condition (N=54) do not receive scaffolds. The scaffolds are…

  13. Equity and Computers for Mathematics Learning: Access and Attitudes

    Science.gov (United States)

    Forgasz, Helen J.

    2004-01-01

    Equity and computer use for secondary mathematics learning was the focus of a three year study. In 2003, a survey was administered to a large sample of grade 7-10 students. Some of the survey items were aimed at determining home access to and ownership of computers, and students' attitudes to mathematics, computers, and computer use for…

  14. How A Flipped Learning Environment Affects Learning In A Course On Theoretical Computer Science

    DEFF Research Database (Denmark)

    Gnaur, Dorina; Hüttel, Hans

    2014-01-01

    This paper reports initial experiences with flipping the classroom in an undergraduate computer science course as part of an overall attempt to enhance the pedagogical support for student learning. Our findings indicate that, just as the flipped classroom implies, a shift of focus in the learning...... context influences the way students engage with the course and their learning strategies....

  15. Isolating second language learning factors in a computational study of bilingual construction acquisition

    NARCIS (Netherlands)

    Matusevych, Y.; Alishahi, A.; Backus, A.M.; Bello, P.; Guarini, M.; McShane, M.; Scassellati, B.

    2014-01-01

    The study of second language acquisition (SLA) is often hindered by substantial variability in the background of learners, their learning process and the input they receive. This diversity often makes it difficult to isolate specific learning factors and study their impact on L2 development. We

  16. Multimodal Learning Analytics and Education Data Mining: Using Computational Technologies to Measure Complex Learning Tasks

    Science.gov (United States)

    Blikstein, Paulo; Worsley, Marcelo

    2016-01-01

    New high-frequency multimodal data collection technologies and machine learning analysis techniques could offer new insights into learning, especially when students have the opportunity to generate unique, personalized artifacts, such as computer programs, robots, and solutions engineering challenges. To date most of the work on learning analytics…

  17. Eye-tracking research in computer-mediated language learning

    NARCIS (Netherlands)

    Michel, Marije; Smith, Bryan

    2017-01-01

    Though eye-tracking technology has been used in reading research for over 100 years, researchers have only recently begun to use it in studies of computer-assisted language learning (CALL). This chapter provides an overview of eye-tracking research to date, which is relevant to computer-mediated

  18. Computer Self-Efficacy and Factors Influencing E-Learning Effectiveness

    Science.gov (United States)

    Chien, Tien-Chen

    2012-01-01

    Purpose: The purpose of this study is to investigate the influences of system and instructor factors on e-learning effectiveness under the interactions of computer self-efficacy. In this study, the factors of the e-learning system are functionality, interaction, and response. The factors of the e-learning instructor are attitude, technical skills,…

  19. Computer games and learning: The relationship between design, gameplay and outcomes.

    NARCIS (Netherlands)

    Schrader, Claudia; Bastiaens, Theo

    2018-01-01

    This article provides an insight into the effectiveness of edu- cational computer games. Based on a literature research, the effectiveness is illustrated in detail with regard to the ques- tions: what characterize educational computer games, how do learners learn from it and what are the learning

  20. Transfer Learning for SSVEP Electroencephalography Based Brain–Computer Interfaces Using Learn++.NSE and Mutual Information

    Directory of Open Access Journals (Sweden)

    Matthew Sybeldon

    2017-01-01

    Full Text Available Brain–Computer Interfaces (BCI using Steady-State Visual Evoked Potentials (SSVEP are sometimes used by injured patients seeking to use a computer. Canonical Correlation Analysis (CCA is seen as state-of-the-art for SSVEP BCI systems. However, this assumes that the user has full control over their covert attention, which may not be the case. This introduces high calibration requirements when using other machine learning techniques. These may be circumvented by using transfer learning to utilize data from other participants. This paper proposes a combination of ensemble learning via Learn++ for Nonstationary Environments (Learn++.NSEand similarity measures such as mutual information to identify ensembles of pre-existing data that result in higher classification. Results show that this approach performed worse than CCA in participants with typical SSVEP responses, but outperformed CCA in participants whose SSVEP responses violated CCA assumptions. This indicates that similarity measures and Learn++.NSE can introduce a transfer learning mechanism to bring SSVEP system accessibility to users unable to control their covert attention.

  1. Trainee Teachers' e-Learning Experiences of Computer Play

    Science.gov (United States)

    Wright, Pam

    2009-01-01

    Pam Wright highlights the role of technology in providing situated learning opportunities for preservice teachers to explore the role commercial computer games may have in primary education. In a study designed to assess the effectiveness of an online unit on gaming incorporated into a course on learning technologies, Wright found that thoughtful…

  2. A "Service-Learning Approach" to Teaching Computer Graphics

    Science.gov (United States)

    Hutzel, Karen

    2007-01-01

    The author taught a computer graphics course through a service-learning framework to undergraduate and graduate students in the spring of 2003 at Florida State University (FSU). The students in this course participated in learning a software program along with youths from a neighboring, low-income, primarily African-American community. Together,…

  3. Scripting intercultural computer-supported collaborative learning in higher education

    NARCIS (Netherlands)

    Popov, V.

    2013-01-01

    Introduction of computer-supported collaborative learning (CSCL), specifically in an intercultural learning environment, creates both challenges and benefits. Among the challenges are the coordination of different attitudes, styles of communication, and patterns of behaving. Among the benefits are

  4. Machine learning, computer vision, and probabilistic models in jet physics

    CERN Multimedia

    CERN. Geneva; NACHMAN, Ben

    2015-01-01

    In this talk we present recent developments in the application of machine learning, computer vision, and probabilistic models to the analysis and interpretation of LHC events. First, we will introduce the concept of jet-images and computer vision techniques for jet tagging. Jet images enabled the connection between jet substructure and tagging with the fields of computer vision and image processing for the first time, improving the performance to identify highly boosted W bosons with respect to state-of-the-art methods, and providing a new way to visualize the discriminant features of different classes of jets, adding a new capability to understand the physics within jets and to design more powerful jet tagging methods. Second, we will present Fuzzy jets: a new paradigm for jet clustering using machine learning methods. Fuzzy jets view jet clustering as an unsupervised learning task and incorporate a probabilistic assignment of particles to jets to learn new features of the jet structure. In particular, we wi...

  5. Review of Affective Computing in Education/Learning: Trends and Challenges

    Science.gov (United States)

    Wu, Chih-Hung; Huang, Yueh-Min; Hwang, Jan-Pan

    2016-01-01

    Affect can significantly influence education/learning. Thus, understanding a learner's affect throughout the learning process is crucial for understanding motivation. In conventional education/learning research, learner motivation can be known through postevent self-reported questionnaires. With the advance of affective computing technology,…

  6. Computer-based learning: games as an instructional strategy.

    Science.gov (United States)

    Blake, J; Goodman, J

    1999-01-01

    Games are a creative teaching strategy that enhances learning and problem solving. Gaming strategies are being used by the authors to make learning interesting, stimulating and fun. This article focuses on the development and implementation of computer games as an instructional strategy. Positive outcomes have resulted from the use of games in the classroom.

  7. 76 Computer Assisted Language Learning (CALL) Software ...

    African Journals Online (AJOL)

    Ike Odimegwu

    combination with other factors which may enhance or ameliorate the ... form of computer-based learning which carries two important features: .... To take some commonplace examples, a ... photographs, and even full-motion video clips.

  8. Designing Ubiquitous Computing to Enhance Children's Learning in Museums

    Science.gov (United States)

    Hall, T.; Bannon, L.

    2006-01-01

    In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and in environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques,…

  9. A Human/Computer Learning Network to Improve Biodiversity Conservation and Research

    OpenAIRE

    Kelling, Steve; Gerbracht, Jeff; Fink, Daniel; Lagoze, Carl; Wong, Weng-Keen; Yu, Jun; Damoulas, Theodoros; Gomes, Carla

    2012-01-01

    In this paper we describe eBird, a citizen-science project that takes advantage of the human observational capacity to identify birds to species, which is then used to accurately represent patterns of bird occurrences across broad spatial and temporal extents. eBird employs artificial intelligence techniques such as machine learning to improve data quality by taking advantage of the synergies between human computation and mechanical computation. We call this a Human-Computer Learning Network,...

  10. Students' Feedback of mDPBL Approach and the Learning Impact towards Computer Networks Teaching and Learning

    Science.gov (United States)

    Winarno, Sri; Muthu, Kalaiarasi Sonai; Ling, Lew Sook

    2018-01-01

    This study presents students' feedback and learning impact on design and development of a multimedia learning in Direct Problem-Based Learning approach (mDPBL) for Computer Networks in Dian Nuswantoro University, Indonesia. This study examined the usefulness, contents and navigation of the multimedia learning as well as learning impacts towards…

  11. Introducing Seismic Tomography with Computational Modeling

    Science.gov (United States)

    Neves, R.; Neves, M. L.; Teodoro, V.

    2011-12-01

    Learning seismic tomography principles and techniques involves advanced physical and computational knowledge. In depth learning of such computational skills is a difficult cognitive process that requires a strong background in physics, mathematics and computer programming. The corresponding learning environments and pedagogic methodologies should then involve sets of computational modelling activities with computer software systems which allow students the possibility to improve their mathematical or programming knowledge and simultaneously focus on the learning of seismic wave propagation and inverse theory. To reduce the level of cognitive opacity associated with mathematical or programming knowledge, several computer modelling systems have already been developed (Neves & Teodoro, 2010). Among such systems, Modellus is particularly well suited to achieve this goal because it is a domain general environment for explorative and expressive modelling with the following main advantages: 1) an easy and intuitive creation of mathematical models using just standard mathematical notation; 2) the simultaneous exploration of images, tables, graphs and object animations; 3) the attribution of mathematical properties expressed in the models to animated objects; and finally 4) the computation and display of mathematical quantities obtained from the analysis of images and graphs. Here we describe virtual simulations and educational exercises which enable students an easy grasp of the fundamental of seismic tomography. The simulations make the lecture more interactive and allow students the possibility to overcome their lack of advanced mathematical or programming knowledge and focus on the learning of seismological concepts and processes taking advantage of basic scientific computation methods and tools.

  12. Computer-based learning--an aid to successful teaching of pharmacology?

    Science.gov (United States)

    E Hughes, Ian

    2002-07-01

    Various types of software have been developed for use in pharmacology courses. These include: simple drill (question and answer) software; electronic books; video material; tutorial type programs; simulations; and electronic learning environments for course organisation and delivery. These different types of software can be used in different ways to achieve very different learning objectives and gains in teaching efficiency. For example, software can be used: in tutorial and small group teaching; in lectures; to better prepare students for practical work; as a replacement for practicals; to provide options within a limited course structure; to supplement lectures and enable students to work at their own pace; to provide ongoing access to self-assessment throughout a course; to aid distance learning; as remedial teaching and to extend the student learning experience in areas which are too expensive or too time consuming or for which staff expertise does not exist. Evidence indicates that it is insufficient simply to make computer based learning material available to students. Like a laboratory class, it must be fully integrated into a module if real benefits are to be obtained. Students need to be taught how to learn from computer-based learning materials and how to integrate this learning tool in their learning strategy. Teachers need to be supported not only with information about the availability of software but, equally importantly, about how it can be integrated into modules. We are all delivering teaching and facilitating learning in a changing environment and subject to a variety of increasing pressures. It may well be that computer based learning materials may help to maintain a high quality of pharmacology teaching within this changing environment but we need more pedagogical research at the discipline level to establish how this can best be done.

  13. Relationships among Learning Styles and Motivation with Computer-Aided Instruction in an Agronomy Course

    Science.gov (United States)

    McAndrews, Gina M.; Mullen, Russell E.; Chadwick, Scott A.

    2005-01-01

    Multi-media learning tools were developed to enhance student learning for an introductory agronomy course at Iowa State University. During fall 2002, the new interactive computer program, called Computer Interactive Multimedia Program for Learning Enhancement (CIMPLE) was incorporated into the teaching, learning, and assessment processes of the…

  14. Learning and the cooperative computational universe

    NARCIS (Netherlands)

    Adriaans, P.; Adriaans, P.; van Benthem, J.

    2008-01-01

    In the summer of 1956, a number of scientists gathered at the Dartmouth College in Hanover, New Hampshire. Their goal was to study human intelligence with the help of computers. Their central hypothesis was: "that every aspect of learning or any other feature of intelligence can in principle be so

  15. The effects of integrating service learning into computer science: an inter-institutional longitudinal study

    Science.gov (United States)

    Payton, Jamie; Barnes, Tiffany; Buch, Kim; Rorrer, Audrey; Zuo, Huifang

    2015-07-01

    This study is a follow-up to one published in computer science education in 2010 that reported preliminary results showing a positive impact of service learning on student attitudes associated with success and retention in computer science. That paper described how service learning was incorporated into a computer science course in the context of the Students & Technology in Academia, Research, and Service (STARS) Alliance, an NSF-supported broadening participation in computing initiative that aims to diversify the computer science pipeline through innovative pedagogy and inter-institutional partnerships. The current paper describes how the STARS Alliance has expanded to diverse institutions, all using service learning as a vehicle for broadening participation in computing and enhancing attitudes and behaviors associated with student success. Results supported the STARS model of service learning for enhancing computing efficacy and computing commitment and for providing diverse students with many personal and professional development benefits.

  16. Computer Use by School Teachers in Teaching-Learning Process

    Science.gov (United States)

    Bhalla, Jyoti

    2013-01-01

    Developing countries have a responsibility not merely to provide computers for schools, but also to foster a habit of infusing a variety of ways in which computers can be integrated in teaching-learning amongst the end users of these tools. Earlier researches lacked a systematic study of the manner and the extent of computer-use by teachers. The…

  17. Computer-Assisted Foreign Language Teaching and Learning: Technological Advances

    Science.gov (United States)

    Zou, Bin; Xing, Minjie; Wang, Yuping; Sun, Mingyu; Xiang, Catherine H.

    2013-01-01

    Computer-Assisted Foreign Language Teaching and Learning: Technological Advances highlights new research and an original framework that brings together foreign language teaching, experiments and testing practices that utilize the most recent and widely used e-learning resources. This comprehensive collection of research will offer linguistic…

  18. Gradient Learning Algorithms for Ontology Computing

    Science.gov (United States)

    Gao, Wei; Zhu, Linli

    2014-01-01

    The gradient learning model has been raising great attention in view of its promising perspectives for applications in statistics, data dimensionality reducing, and other specific fields. In this paper, we raise a new gradient learning model for ontology similarity measuring and ontology mapping in multidividing setting. The sample error in this setting is given by virtue of the hypothesis space and the trick of ontology dividing operator. Finally, two experiments presented on plant and humanoid robotics field verify the efficiency of the new computation model for ontology similarity measure and ontology mapping applications in multidividing setting. PMID:25530752

  19. Gradient Learning Algorithms for Ontology Computing

    Directory of Open Access Journals (Sweden)

    Wei Gao

    2014-01-01

    Full Text Available The gradient learning model has been raising great attention in view of its promising perspectives for applications in statistics, data dimensionality reducing, and other specific fields. In this paper, we raise a new gradient learning model for ontology similarity measuring and ontology mapping in multidividing setting. The sample error in this setting is given by virtue of the hypothesis space and the trick of ontology dividing operator. Finally, two experiments presented on plant and humanoid robotics field verify the efficiency of the new computation model for ontology similarity measure and ontology mapping applications in multidividing setting.

  20. Successful Implementation of a Computer-Supported Collaborative Learning System in Teaching E-Commerce

    Science.gov (United States)

    Ngai, E. W. T.; Lam, S. S.; Poon, J. K. L.

    2013-01-01

    This paper describes the successful application of a computer-supported collaborative learning system in teaching e-commerce. The authors created a teaching and learning environment for 39 local secondary schools to introduce e-commerce using a computer-supported collaborative learning system. This system is designed to equip students with…

  1. Excessive online computer use and learning disabilities

    OpenAIRE

    Griffiths, MD

    2010-01-01

    Online gaming has become a very popular leisure activity among adolescents. Research suggests that a small minority of adolescents may display problematic gaming behaviour and that some of these individuals may be addicted to online games, including those who have learning disabilities. This article begins by examining a case study of a 15-year old adolescent with a learning disability who appeared to be addicted to various computer and internet applications. Despite the potential negative ef...

  2. Providing Learning Computing Labs using Hosting and Virtualization Technologies

    Directory of Open Access Journals (Sweden)

    Armide González

    2011-05-01

    Full Text Available This paper presents a computing hosting system to provide virtual computing laboratories for learning activities. This system is based on hosting and virtualization technologies. All the components used in its development are free software tools. The computing lab model provided by the system is a more sustainable and scalable alternative than the traditional academic computing lab, and it requires lower costs of installation and operation.

  3. Computational Investigations of Multiword Chunks in Language Learning.

    Science.gov (United States)

    McCauley, Stewart M; Christiansen, Morten H

    2017-07-01

    Second-language learners rarely arrive at native proficiency in a number of linguistic domains, including morphological and syntactic processing. Previous approaches to understanding the different outcomes of first- versus second-language learning have focused on cognitive and neural factors. In contrast, we explore the possibility that children and adults may rely on different linguistic units throughout the course of language learning, with specific focus on the granularity of those units. Following recent psycholinguistic evidence for the role of multiword chunks in online language processing, we explore the hypothesis that children rely more heavily on multiword units in language learning than do adults learning a second language. To this end, we take an initial step toward using large-scale, corpus-based computational modeling as a tool for exploring the granularity of speakers' linguistic units. Employing a computational model of language learning, the Chunk-Based Learner, we compare the usefulness of chunk-based knowledge in accounting for the speech of second-language learners versus children and adults speaking their first language. Our findings suggest that while multiword units are likely to play a role in second-language learning, adults may learn less useful chunks, rely on them to a lesser extent, and arrive at them through different means than children learning a first language. Copyright © 2017 Cognitive Science Society, Inc.

  4. Seven Affordances of Computer-Supported Collaborative Learning: How to Support Collaborative Learning? How Can Technologies Help?

    Science.gov (United States)

    Jeong, Heisawn; Hmelo-Silver, Cindy E.

    2016-01-01

    This article proposes 7 core affordances of technology for collaborative learning based on theories of collaborative learning and CSCL (Computer-Supported Collaborative Learning) practices. Technology affords learner opportunities to (1) engage in a joint task, (2) communicate, (3) share resources, (4) engage in productive collaborative learning…

  5. TEACHING AND LEARNING METHODOLOGIES SUPPORTED BY ICT APPLIED IN COMPUTER SCIENCE

    Directory of Open Access Journals (Sweden)

    Jose CAPACHO

    2016-04-01

    Full Text Available The main objective of this paper is to show a set of new methodologies applied in the teaching of Computer Science using ICT. The methodologies are framed in the conceptual basis of the following sciences: Psychology, Education and Computer Science. The theoretical framework of the research is supported by Behavioral Theory, Gestalt Theory. Genetic-Cognitive Psychology Theory and Dialectics Psychology. Based on the theoretical framework the following methodologies were developed: Game Theory, Constructivist Approach, Personalized Teaching, Problem Solving, Cooperative Collaborative learning, Learning projects using ICT. These methodologies were applied to the teaching learning process during the Algorithms and Complexity – A&C course, which belongs to the area of ​​Computer Science. The course develops the concepts of Computers, Complexity and Intractability, Recurrence Equations, Divide and Conquer, Greedy Algorithms, Dynamic Programming, Shortest Path Problem and Graph Theory. The main value of the research is the theoretical support of the methodologies and their application supported by ICT using learning objects. The course aforementioned was built on the Blackboard platform evaluating the operation of methodologies. The results of the evaluation are presented for each of them, showing the learning outcomes achieved by students, which verifies that methodologies are functional.

  6. Computer Literacy and Online Learning Attitude toward GSOE Students in Distance Education Programs

    Science.gov (United States)

    Li, Lung-Yu; Lee, Long-Yuan

    2016-01-01

    The purpose of this study was to explore graduate students' competencies in computer use and their attitudes toward online learning in asynchronous online courses of distance learning programs in a Graduate School of Education (GSOE) in Taiwan. The research examined the relationship between computer literacy and the online learning attitudes of…

  7. Learning Analytics: The next frontier for computer assisted language learning in big data age

    Directory of Open Access Journals (Sweden)

    Yu Qinglan

    2015-01-01

    Full Text Available Learning analytics (LA has been applied to various learning environments, though it is quite new in the field of computer assisted language learning (CALL. This article attempts to examine the application of learning analytics in the upcoming big data age. It starts with an introduction and application of learning analytics in other fields, followed by a retrospective review of historical interaction between learning and media in CALL, and a penetrating analysis on why people would go to learning analytics to increase the efficiency of foreign language education. As approved in previous research, new technology, including big data mining and analysis, would inevitably enhance the learning of foreign languages. Potential changes that learning analytics would bring to Chinese foreign language education and researches are also presented in the article.

  8. Agile Development of Various Computational Power Adaptive Web-Based Mobile-Learning Software Using Mobile Cloud Computing

    Science.gov (United States)

    Zadahmad, Manouchehr; Yousefzadehfard, Parisa

    2016-01-01

    Mobile Cloud Computing (MCC) aims to improve all mobile applications such as m-learning systems. This study presents an innovative method to use web technology and software engineering's best practices to provide m-learning functionalities hosted in a MCC-learning system as service. Components hosted by MCC are used to empower developers to create…

  9. Machine learning based Intelligent cognitive network using fog computing

    Science.gov (United States)

    Lu, Jingyang; Li, Lun; Chen, Genshe; Shen, Dan; Pham, Khanh; Blasch, Erik

    2017-05-01

    In this paper, a Cognitive Radio Network (CRN) based on artificial intelligence is proposed to distribute the limited radio spectrum resources more efficiently. The CRN framework can analyze the time-sensitive signal data close to the signal source using fog computing with different types of machine learning techniques. Depending on the computational capabilities of the fog nodes, different features and machine learning techniques are chosen to optimize spectrum allocation. Also, the computing nodes send the periodic signal summary which is much smaller than the original signal to the cloud so that the overall system spectrum source allocation strategies are dynamically updated. Applying fog computing, the system is more adaptive to the local environment and robust to spectrum changes. As most of the signal data is processed at the fog level, it further strengthens the system security by reducing the communication burden of the communications network.

  10. PENGEMBANGAN MODEL COMPUTER-BASED E-LEARNING UNTUK MENINGKATKAN KEMAMPUAN HIGH ORDER MATHEMATICAL THINKING SISWA SMA

    OpenAIRE

    Jarnawi Afgani Dahlan; Yaya Sukjaya Kusumah; Mr Heri Sutarno

    2011-01-01

    The focus of this research is on the development of mathematics teaching and learning activity which is based on the application of computer software. The aim of research is as follows : 1) to identify some mathematics topics which feasible to be presented by computer-based e-learning, 2) design, develop, and implement computer-based e-learning on mathematics, and 3) analyze the impact of computer-based e-learning in the enhancement of SMA students’ high order mathematical thinking. All activ...

  11. An Intelligent Computer Assisted Language Learning System for Arabic Learners

    Science.gov (United States)

    Shaalan, Khaled F.

    2005-01-01

    This paper describes the development of an intelligent computer-assisted language learning (ICALL) system for learning Arabic. This system could be used for learning Arabic by students at primary schools or by learners of Arabic as a second or foreign language. It explores the use of Natural Language Processing (NLP) techniques for learning…

  12. Attitudes of Jordanian Undergraduate Students towards Using Computer Assisted Language Learning (CALL

    Directory of Open Access Journals (Sweden)

    Farah Jamal Abed Alrazeq Saeed

    2018-01-01

    Full Text Available The study aimed at investigating the attitudes of Jordanian undergraduate students towards using computer assisted -language learning (CALL and its effectiveness in the process of learning the English language.  In order to fulfill the study’s objective, the researchers used a questionnaire to collect data, followed-up with semi-structured interviews to investigate the students’ beliefs towards CALL. Twenty- one of Jordanian BA students majoring in English language and literature were selected according to simple random sampling. The results revealed positive attitudes towards CALL in facilitating the process of writing assignments, gaining information; making learning enjoyable; improving their creativity, productivity, academic achievement, critical thinking skills, and enhancing their knowledge about vocabulary grammar, and culture. Furthermore, they believed that computers can motivate them to learn English language and help them to communicate and interact with their teachers and colleagues. The researchers recommended conducting a research on the same topic, taking into consideration the variables of age, gender, experience in using computers, and computer skills.

  13. Analysis of Learning Behavior in a Flipped Programing Classroom Adopting Problem-Solving Strategies

    Science.gov (United States)

    Chiang, Tosti Hsu-Cheng

    2017-01-01

    Programing is difficult for beginners because they need to learn the new language of computers. Developing software, especially complex software, is bound to result in problems, frustration, and the need to think in new ways. Identifying the learning behavior behind programing by way of empirical studies can help beginners learn more easily. In…

  14. Dopamine selectively remediates 'model-based' reward learning: a computational approach.

    Science.gov (United States)

    Sharp, Madeleine E; Foerde, Karin; Daw, Nathaniel D; Shohamy, Daphna

    2016-02-01

    Patients with loss of dopamine due to Parkinson's disease are impaired at learning from reward. However, it remains unknown precisely which aspect of learning is impaired. In particular, learning from reward, or reinforcement learning, can be driven by two distinct computational processes. One involves habitual stamping-in of stimulus-response associations, hypothesized to arise computationally from 'model-free' learning. The other, 'model-based' learning, involves learning a model of the world that is believed to support goal-directed behaviour. Much work has pointed to a role for dopamine in model-free learning. But recent work suggests model-based learning may also involve dopamine modulation, raising the possibility that model-based learning may contribute to the learning impairment in Parkinson's disease. To directly test this, we used a two-step reward-learning task which dissociates model-free versus model-based learning. We evaluated learning in patients with Parkinson's disease tested ON versus OFF their dopamine replacement medication and in healthy controls. Surprisingly, we found no effect of disease or medication on model-free learning. Instead, we found that patients tested OFF medication showed a marked impairment in model-based learning, and that this impairment was remediated by dopaminergic medication. Moreover, model-based learning was positively correlated with a separate measure of working memory performance, raising the possibility of common neural substrates. Our results suggest that some learning deficits in Parkinson's disease may be related to an inability to pursue reward based on complete representations of the environment. © The Author (2015). Published by Oxford University Press on behalf of the Guarantors of Brain. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  15. A System Computational Model of Implicit Emotional Learning.

    Science.gov (United States)

    Puviani, Luca; Rama, Sidita

    2016-01-01

    Nowadays, the experimental study of emotional learning is commonly based on classical conditioning paradigms and models, which have been thoroughly investigated in the last century. Unluckily, models based on classical conditioning are unable to explain or predict important psychophysiological phenomena, such as the failure of the extinction of emotional responses in certain circumstances (for instance, those observed in evaluative conditioning, in post-traumatic stress disorders and in panic attacks). In this manuscript, starting from the experimental results available from the literature, a computational model of implicit emotional learning based both on prediction errors computation and on statistical inference is developed. The model quantitatively predicts (a) the occurrence of evaluative conditioning, (b) the dynamics and the resistance-to-extinction of the traumatic emotional responses, (c) the mathematical relation between classical conditioning and unconditioned stimulus revaluation. Moreover, we discuss how the derived computational model can lead to the development of new animal models for resistant-to-extinction emotional reactions and novel methodologies of emotions modulation.

  16. Helping Children Learn Vocabulary during Computer-Assisted Oral Reading

    Directory of Open Access Journals (Sweden)

    Gregory Aist

    2002-04-01

    Full Text Available This paper addresses an indispensable skill using a unique method to teach a critical component: helping children learn to read by using computer-assisted oral reading to help children learn vocabulary. We build on Project LISTEN’s Reading Tutor, a computer program that adapts automatic speech recognition to listen to children read aloud, and helps them learn to read (http://www.cs.cmu.edu/~listen. To learn a word from reading with the Reading Tutor, students must encounter the word and learn the meaning of the word in context. We modified the Reading Tutor first to help students encounter new words and then to help them learn the meanings of new words. We then compared the Reading Tutor to classroom instruction and to human-assisted oral reading as part of a yearlong study with 144 second and third graders. The result: Second graders did about the same on word comprehension in all three conditions. However, third graders who read with the 1999 Reading Tutor, modified as described in this paper, performed statistically significantly better than other third graders in a classroom control on word comprehension gains – and even comparably with other third graders who read one-on-one with human tutors.

  17. Supporting Student Learning in Computer Science Education via the Adaptive Learning Environment ALMA

    Directory of Open Access Journals (Sweden)

    Alexandra Gasparinatou

    2015-10-01

    Full Text Available This study presents the ALMA environment (Adaptive Learning Models from texts and Activities. ALMA supports the processes of learning and assessment via: (1 texts differing in local and global cohesion for students with low, medium, and high background knowledge; (2 activities corresponding to different levels of comprehension which prompt the student to practically implement different text-reading strategies, with the recommended activity sequence adapted to the student’s learning style; (3 an overall framework for informing, guiding, and supporting students in performing the activities; and; (4 individualized support and guidance according to student specific characteristics. ALMA also, supports students in distance learning or in blended learning in which students are submitted to face-to-face learning supported by computer technology. The adaptive techniques provided via ALMA are: (a adaptive presentation and (b adaptive navigation. Digital learning material, in accordance with the text comprehension model described by Kintsch, was introduced into the ALMA environment. This material can be exploited in either distance or blended learning.

  18. Computer-Assisted Language Learning: Current Programs and Projects. ERIC Digest.

    Science.gov (United States)

    Higgins, Chris

    For many years, foreign language teachers have used the computer to provide supplemental exercises in the instruction of foreign languages. In recent years, advances in computer technology have motivated teachers to reassess the computer and consider it a valuable part of daily foreign language learning. Innovative software programs, authoring…

  19. An affective computing algorithm based on temperament type in E-Learning

    Directory of Open Access Journals (Sweden)

    WANG Biyun

    2013-02-01

    Full Text Available This paper extracts five emotional features according to the emotions that may affect in learning,and introduces psychological theory to generate emotional susceptibility matrix and to draw personalized emotion vector by different learners' temperament type vectors,which all reflect the emotional state of the learners more realistically.This paper also recommends learners of different emotions and emotional intensity to learn the knowledge of different levels of difficulty,making learning more humane.Temperament type is a temperament doctrine evolved based on the Hippocratic humoral theory and can be a good expression of human personality foundation.Temperament type has been introduced into affective computing in the E-Learning in this paper so that computer can be better on the classification of the learner's personality and learning state and realistically be individualized.

  20. Computer games: Apprehension of learning strategies

    Directory of Open Access Journals (Sweden)

    Carlos Antonio Bruno da Silva

    2003-12-01

    Full Text Available Computer games and mainly videogames have proved to be an important tendency in Brazilian children’s play. They are part of the playful culture, which associates modern technology to traditional play preserving the importance of the latter. Based on Vygotsky and Chadwick’s ideas, this work studies the alternatives in the use of videogame by the occupational therapist, educator or parents, aiming prevention of learning difficulty by means of apprehension of learning strategies. Sixty children were investigated under dialectic, descriptive qualitative/quantitative focus. There was a semi-structured interview, direct observation and focused group applied to this intentional sample. Out of the 60 children playing in 3 videogame rental shops in Fortaleza-CE and Quixadá-CE, 30 aged 4 to 6 years old and the other 30 aged 7 and 8. Results indicate that the determination that the videogame is played in-group favors the apprehension of learning and affective strategies, processing, and meta-cognition. Therefore, videogame can be considered an excellent resource in terms of preventing learning difficulties, enabling children to their reality.

  1. Designing for deeper learning in a blended computer science course for middle school students

    Science.gov (United States)

    Grover, Shuchi; Pea, Roy; Cooper, Stephen

    2015-04-01

    The focus of this research was to create and test an introductory computer science course for middle school. Titled "Foundations for Advancing Computational Thinking" (FACT), the course aims to prepare and motivate middle school learners for future engagement with algorithmic problem solving. FACT was also piloted as a seven-week course on Stanford's OpenEdX MOOC platform for blended in-class learning. Unique aspects of FACT include balanced pedagogical designs that address the cognitive, interpersonal, and intrapersonal aspects of "deeper learning"; a focus on pedagogical strategies for mediating and assessing for transfer from block-based to text-based programming; curricular materials for remedying misperceptions of computing; and "systems of assessments" (including formative and summative quizzes and tests, directed as well as open-ended programming assignments, and a transfer test) to get a comprehensive picture of students' deeper computational learning. Empirical investigations, accomplished over two iterations of a design-based research effort with students (aged 11-14 years) in a public school, sought to examine student understanding of algorithmic constructs, and how well students transferred this learning from Scratch to text-based languages. Changes in student perceptions of computing as a discipline were measured. Results and mixed-method analyses revealed that students in both studies (1) achieved substantial learning gains in algorithmic thinking skills, (2) were able to transfer their learning from Scratch to a text-based programming context, and (3) achieved significant growth toward a more mature understanding of computing as a discipline. Factor analyses of prior computing experience, multivariate regression analyses, and qualitative analyses of student projects and artifact-based interviews were conducted to better understand the factors affecting learning outcomes. Prior computing experiences (as measured by a pretest) and math ability were

  2. Errors and Intelligence in Computer-Assisted Language Learning: Parsers and Pedagogues. Routledge Studies in Computer Assisted Language Learning

    Science.gov (United States)

    Heift, Trude; Schulze, Mathias

    2012-01-01

    This book provides the first comprehensive overview of theoretical issues, historical developments and current trends in ICALL (Intelligent Computer-Assisted Language Learning). It assumes a basic familiarity with Second Language Acquisition (SLA) theory and teaching, CALL and linguistics. It is of interest to upper undergraduate and/or graduate…

  3. Design, Development, and Evaluation of a Mobile Learning Application for Computing Education

    Science.gov (United States)

    Oyelere, Solomon Sunday; Suhonen, Jarkko; Wajiga, Greg M.; Sutinen, Erkki

    2018-01-01

    The study focused on the application of the design science research approach in the course of developing a mobile learning application, MobileEdu, for computing education in the Nigerian higher education context. MobileEdu facilitates the learning of computer science courses on mobile devices. The application supports ubiquitous, collaborative,…

  4. Teaching and Learning with Computers! A Method for American Indian Bilingual Classrooms.

    Science.gov (United States)

    Bennett, Ruth

    Computer instruction can offer particular benefits to the Indian child. Computer use emphasizes the visual facets of learning, teaches language based skills needed for higher education and careers, and provides types of instruction proven effective with Indian children, such as private self-testing and cooperative learning. The Hupa, Yurok, Karuk,…

  5. Evaluating interactive computer-based scenarios designed for learning medical technology.

    Science.gov (United States)

    Persson, Johanna; Dalholm, Elisabeth Hornyánszky; Wallergård, Mattias; Johansson, Gerd

    2014-11-01

    The use of medical equipment is growing in healthcare, resulting in an increased need for resources to educate users in how to manage the various devices. Learning the practical operation of a device is one thing, but learning how to work with the device in the actual clinical context is more challenging. This paper presents a computer-based simulation prototype for learning medical technology in the context of critical care. Properties from simulation and computer games have been adopted to create a visualization-based, interactive and contextually bound tool for learning. A participatory design process, including three researchers and three practitioners from a clinic for infectious diseases, was adopted to adjust the form and content of the prototype to the needs of the clinical practice and to create a situated learning experience. An evaluation with 18 practitioners showed that practitioners were positive to this type of tool for learning and that it served as a good platform for eliciting and sharing knowledge. Our conclusion is that this type of tools can be a complement to traditional learning resources to situate the learning in a context without requiring advanced technology or being resource-demanding. Copyright © 2014 Elsevier Ltd. All rights reserved.

  6. Hemorrhagic herpes encephalitis: A difficult diagnosis in computed tomography

    International Nuclear Information System (INIS)

    Neumann, N.U.; Albert, H.H. von

    1982-01-01

    Herpes simplex encephalitis (HSE) is the most common sporadically appearing encephalitis in Central Europe. Differential diagnosis to brain tumors or spontaneous intercerebral hemorrhage is difficult. There are CT scan findings which are characteristic of HSE but there are no pathognomonic patterns. These characteristic findings are helpful in differential diagnosis to neoplastic or vascular processes. Thus, other diagnostic procedures (i.e. brain biopsy) to confirm diagnosis of HSE and effective therapy may be carried out in time. The difficulties in differential diagnosis are shown by the presented case. (orig.) [de

  7. Identifying and Investigating Difficult Concepts in Engineering Mechanics and Electric Circuits. Research Brief

    Science.gov (United States)

    Streveler, Ruth; Geist, Monica; Ammerman, Ravel; Sulzbach, Candace; Miller, Ronald; Olds, Barbara; Nelson, Mary

    2007-01-01

    This study extends ongoing work to identify difficult concepts in thermal and transport science and measure students' understanding of those concepts via a concept inventory. Two research questions provided the focal point: "What important concepts in electric circuits and engineering mechanics do students find difficult to learn?" and…

  8. Distinguishing Computer-Generated Graphics from Natural Images Based on Sensor Pattern Noise and Deep Learning

    Directory of Open Access Journals (Sweden)

    Ye Yao

    2018-04-01

    Full Text Available Computer-generated graphics (CGs are images generated by computer software. The rapid development of computer graphics technologies has made it easier to generate photorealistic computer graphics, and these graphics are quite difficult to distinguish from natural images (NIs with the naked eye. In this paper, we propose a method based on sensor pattern noise (SPN and deep learning to distinguish CGs from NIs. Before being fed into our convolutional neural network (CNN-based model, these images—CGs and NIs—are clipped into image patches. Furthermore, three high-pass filters (HPFs are used to remove low-frequency signals, which represent the image content. These filters are also used to reveal the residual signal as well as SPN introduced by the digital camera device. Different from the traditional methods of distinguishing CGs from NIs, the proposed method utilizes a five-layer CNN to classify the input image patches. Based on the classification results of the image patches, we deploy a majority vote scheme to obtain the classification results for the full-size images. The experiments have demonstrated that (1 the proposed method with three HPFs can achieve better results than that with only one HPF or no HPF and that (2 the proposed method with three HPFs achieves 100% accuracy, although the NIs undergo a JPEG compression with a quality factor of 75.

  9. Interactive Rhythm Learning System by Combining Tablet Computers and Robots

    Directory of Open Access Journals (Sweden)

    Chien-Hsing Chou

    2017-03-01

    Full Text Available This study proposes a percussion learning device that combines tablet computers and robots. This device comprises two systems: a rhythm teaching system, in which users can compose and practice rhythms by using a tablet computer, and a robot performance system. First, teachers compose the rhythm training contents on the tablet computer. Then, the learners practice these percussion exercises by using the tablet computer and a small drum set. The teaching system provides a new and user-friendly score editing interface for composing a rhythm exercise. It also provides a rhythm rating function to facilitate percussion training for children and improve the stability of rhythmic beating. To encourage children to practice percussion exercises, a robotic performance system is used to interact with the children; this system can perform percussion exercises for students to listen to and then help them practice the exercise. This interaction enhances children’s interest and motivation to learn and practice rhythm exercises. The results of experimental course and field trials reveal that the proposed system not only increases students’ interest and efficiency in learning but also helps them in understanding musical rhythms through interaction and composing simple rhythms.

  10. Computational Modeling of Teaching and Learning through Application of Evolutionary Algorithms

    Directory of Open Access Journals (Sweden)

    Richard Lamb

    2015-09-01

    Full Text Available Within the mind, there are a myriad of ideas that make sense within the bounds of everyday experience, but are not reflective of how the world actually exists; this is particularly true in the domain of science. Classroom learning with teacher explanation are a bridge through which these naive understandings can be brought in line with scientific reality. The purpose of this paper is to examine how the application of a Multiobjective Evolutionary Algorithm (MOEA can work in concert with an existing computational-model to effectively model critical-thinking in the science classroom. An evolutionary algorithm is an algorithm that iteratively optimizes machine learning based computational models. The research question is, does the application of an evolutionary algorithm provide a means to optimize the Student Task and Cognition Model (STAC-M and does the optimized model sufficiently represent and predict teaching and learning outcomes in the science classroom? Within this computational study, the authors outline and simulate the effect of teaching on the ability of a “virtual” student to solve a Piagetian task. Using the Student Task and Cognition Model (STAC-M a computational model of student cognitive processing in science class developed in 2013, the authors complete a computational experiment which examines the role of cognitive retraining on student learning. Comparison of the STAC-M and the STAC-M with inclusion of the Multiobjective Evolutionary Algorithm shows greater success in solving the Piagetian science-tasks post cognitive retraining with the Multiobjective Evolutionary Algorithm. This illustrates the potential uses of cognitive and neuropsychological computational modeling in educational research. The authors also outline the limitations and assumptions of computational modeling.

  11. Effects of mobile phone-based app learning compared to computer-based web learning on nursing students: pilot randomized controlled trial.

    Science.gov (United States)

    Lee, Myung Kyung

    2015-04-01

    This study aimed to determine the effect of mobile-based discussion versus computer-based discussion on self-directed learning readiness, academic motivation, learner-interface interaction, and flow state. This randomized controlled trial was conducted at one university. Eighty-six nursing students who were able to use a computer, had home Internet access, and used a mobile phone were recruited. Participants were randomly assigned to either the mobile phone app-based discussion group (n = 45) or a computer web-based discussion group (n = 41). The effect was measured at before and after an online discussion via self-reported surveys that addressed academic motivation, self-directed learning readiness, time distortion, learner-learner interaction, learner-interface interaction, and flow state. The change in extrinsic motivation on identified regulation in the academic motivation (p = 0.011) as well as independence and ability to use basic study (p = 0.047) and positive orientation to the future in self-directed learning readiness (p = 0.021) from pre-intervention to post-intervention was significantly more positive in the mobile phone app-based group compared to the computer web-based discussion group. Interaction between learner and interface (p = 0.002), having clear goals (p = 0.012), and giving and receiving unambiguous feedback (p = 0.049) in flow state was significantly higher in the mobile phone app-based discussion group than it was in the computer web-based discussion group at post-test. The mobile phone might offer more valuable learning opportunities for discussion teaching and learning methods in terms of self-directed learning readiness, academic motivation, learner-interface interaction, and the flow state of the learning process compared to the computer.

  12. On Using Intelligent Computer-Assisted Language Learning in Real-Life Foreign Language Teaching and Learning

    Science.gov (United States)

    Amaral, Luiz A.; Meurers, Detmar

    2011-01-01

    This paper explores the motivation and prerequisites for successful integration of Intelligent Computer-Assisted Language Learning (ICALL) tools into current foreign language teaching and learning (FLTL) practice. We focus on two aspects, which we argue to be important for effective ICALL system development and use: (i) the relationship between…

  13. Choosing Learning Methods Suitable for Teaching and Learning in Computer Science

    Science.gov (United States)

    Taylor, Estelle; Breed, Marnus; Hauman, Ilette; Homann, Armando

    2013-01-01

    Our aim is to determine which teaching methods students in Computer Science and Information Systems prefer. There are in total 5 different paradigms (behaviorism, cognitivism, constructivism, design-based and humanism) with 32 models between them. Each model is unique and states different learning methods. Recommendations are made on methods that…

  14. Computational neurorehabilitation: modeling plasticity and learning to predict recovery.

    Science.gov (United States)

    Reinkensmeyer, David J; Burdet, Etienne; Casadio, Maura; Krakauer, John W; Kwakkel, Gert; Lang, Catherine E; Swinnen, Stephan P; Ward, Nick S; Schweighofer, Nicolas

    2016-04-30

    Despite progress in using computational approaches to inform medicine and neuroscience in the last 30 years, there have been few attempts to model the mechanisms underlying sensorimotor rehabilitation. We argue that a fundamental understanding of neurologic recovery, and as a result accurate predictions at the individual level, will be facilitated by developing computational models of the salient neural processes, including plasticity and learning systems of the brain, and integrating them into a context specific to rehabilitation. Here, we therefore discuss Computational Neurorehabilitation, a newly emerging field aimed at modeling plasticity and motor learning to understand and improve movement recovery of individuals with neurologic impairment. We first explain how the emergence of robotics and wearable sensors for rehabilitation is providing data that make development and testing of such models increasingly feasible. We then review key aspects of plasticity and motor learning that such models will incorporate. We proceed by discussing how computational neurorehabilitation models relate to the current benchmark in rehabilitation modeling - regression-based, prognostic modeling. We then critically discuss the first computational neurorehabilitation models, which have primarily focused on modeling rehabilitation of the upper extremity after stroke, and show how even simple models have produced novel ideas for future investigation. Finally, we conclude with key directions for future research, anticipating that soon we will see the emergence of mechanistic models of motor recovery that are informed by clinical imaging results and driven by the actual movement content of rehabilitation therapy as well as wearable sensor-based records of daily activity.

  15. Blended Learning Implementation in “Guru Pembelajar” Program

    Science.gov (United States)

    Mahdan, D.; Kamaludin, M.; Wendi, H. F.; Simanjuntak, M. V.

    2018-02-01

    The rapid development of information and communication technology (ICT), especially the internet, computers and communication devices requires the innovation in learning; one of which is Blended Learning. The concept of Blended Learning is the mixing of face-to-face learning models by learning online. Blended learning used in the learner teacher program organized by the Indonesian department of education and culture that a program to improve the competence of teachers, called “Guru Pembelajar” (GP). Blended learning model is perfect for learning for teachers, due to limited distance and time because online learning can be done anywhere and anytime. but the problems that arise from the implementation of this activity are many teachers who do not follow the activities because teachers, especially the elderly do not want to follow the activities because they cannot use computers and the internet, applications that are difficult to understand by participants, unstable internet connection in the area where the teacher lives and facilities and infrastructure are not adequate.

  16. Computational ghost imaging using deep learning

    Science.gov (United States)

    Shimobaba, Tomoyoshi; Endo, Yutaka; Nishitsuji, Takashi; Takahashi, Takayuki; Nagahama, Yuki; Hasegawa, Satoki; Sano, Marie; Hirayama, Ryuji; Kakue, Takashi; Shiraki, Atsushi; Ito, Tomoyoshi

    2018-04-01

    Computational ghost imaging (CGI) is a single-pixel imaging technique that exploits the correlation between known random patterns and the measured intensity of light transmitted (or reflected) by an object. Although CGI can obtain two- or three-dimensional images with a single or a few bucket detectors, the quality of the reconstructed images is reduced by noise due to the reconstruction of images from random patterns. In this study, we improve the quality of CGI images using deep learning. A deep neural network is used to automatically learn the features of noise-contaminated CGI images. After training, the network is able to predict low-noise images from new noise-contaminated CGI images.

  17. When Do Computer Graphics Contribute to Early Literacy Learning?

    Science.gov (United States)

    Wepner, Shelley B.; Cotter, Michelle

    2002-01-01

    Notes that new literacies use computer graphics to tell a story, demonstrate a theory, or support a definition. Offers a functionality framework for assessing the value of computer graphics for early literacy learning. Provides ideas for determining the value of CD-ROM software and websites. Concludes that graphics that give text meaning or…

  18. Learners' perceived information overload in online learning via computer-mediated communication

    Directory of Open Access Journals (Sweden)

    Karen L. Murphy

    2011-12-01

    Full Text Available Many studies report information overload as one of the main problems that students encounter in online learning via computer-mediated communication. This study aimed to explore the sources of online students' information overload and offer suggestions for increasing students' cognitive resources for learning. Participants were 12 graduate students from two online courses in the United States. Their learning experiences in both online discussions and on the course website were explored through semi-structured interviews. They also completed a background questionnaire that assessed three constructs that limit learner readiness and are likely to lead to online students' perceived information overload: inadequate prior knowledge, inadequate English proficiency, and lack of technical skills for participating in computer-mediated communications. The findings suggest that varied learner characteristics led some students to be more susceptible than others to information overload. Emerging data-driven risk factors were: lack of efficiency in reading from computer screens, visual and auditory learning preferences, and time constraints. Difficulties associated with students' perceptions of information overload are addressed and implications for course design are offered.

  19. Software Engineering Techniques for Computer-Aided Learning.

    Science.gov (United States)

    Ibrahim, Bertrand

    1989-01-01

    Describes the process for developing tutorials for computer-aided learning (CAL) using a programing language rather than an authoring system. The workstation used is described, the use of graphics is discussed, the role of a local area network (LAN) is explained, and future plans are discussed. (five references) (LRW)

  20. Randomized Algorithms for Scalable Machine Learning

    OpenAIRE

    Kleiner, Ariel Jacob

    2012-01-01

    Many existing procedures in machine learning and statistics are computationally intractable in the setting of large-scale data. As a result, the advent of rapidly increasing dataset sizes, which should be a boon yielding improved statistical performance, instead severely blunts the usefulness of a variety of existing inferential methods. In this work, we use randomness to ameliorate this lack of scalability by reducing complex, computationally difficult inferential problems to larger sets o...

  1. Examining Motivational Orientation and Learning Strategies in Computer-Supported Self-Directed Learning (CS-SDL) for Mathematics: The Perspective of Intrinsic and Extrinsic Goals

    Science.gov (United States)

    Lao, Andrew Chan-Chio; Cheng, Hercy N. H.; Huang, Mark C. L.; Ku, Oskar; Chan, Tak-Wai

    2017-01-01

    One-to-one technology, which allows every student to receive equal access to learning tasks through a personal computing device, has shown increasing potential for self-directed learning in elementary schools. With computer-supported self-directed learning (CS-SDL), students may set their own learning goals through the suggestions of the system…

  2. Using computer assisted learning for clinical skills education in nursing: integrative review.

    Science.gov (United States)

    Bloomfield, Jacqueline G; While, Alison E; Roberts, Julia D

    2008-08-01

    This paper is a report of an integrative review of research investigating computer assisted learning for clinical skills education in nursing, the ways in which it has been studied and the general findings. Clinical skills are an essential aspect of nursing practice and there is international debate about the most effective ways in which these can be taught. Computer assisted learning has been used as an alternative to conventional teaching methods, and robust research to evaluate its effectiveness is essential. The CINAHL, Medline, BNI, PsycInfo and ERIC electronic databases were searched for the period 1997-2006 for research-based papers published in English. Electronic citation tracking and hand searching of reference lists and relevant journals was also undertaken. Twelve studies met the inclusion criteria. An integrative review was conducted and each paper was explored in relation to: design, aims, sample, outcome measures and findings. Many of the study samples were small and there were weaknesses in designs. There is limited empirical evidence addressing the use of computer assisted learning for clinical skills education in nursing. Computer assisted learning has been used to teach a limited range of clinical skills in a variety of settings. The paucity of evaluative studies indicates the need for more rigorous research to investigate the effect of computer assisted learning for this purpose. Areas that need to be addressed in future studies include: sample size, range of skills, longitudinal follow-up and control of confounding variables.

  3. Crisis management during anaesthesia: difficult intubation.

    Science.gov (United States)

    Paix, A D; Williamson, J A; Runciman, W B

    2005-06-01

    Anaesthetists may experience difficulty with intubation unexpectedly which may be associated with difficulty in ventilating the patient. If not well managed, there may be serious consequences for the patient. A simple structured approach to this problem was developed to assist the anaesthetist in this difficult situation. To examine the role of a specific sub-algorithm for the management of difficult intubation. The potential performance of a structured approach developed by review of the literature and analysis of each of the relevant incidents among the first 4000 reported to the Australian Incident Monitoring Study (AIMS) was compared with the actual management as reported by the anaesthetists involved. There were 147 reports of difficult intubation capable of analysis among the first 4000 incidents reported to AIMS. The difficulty was unexpected in 52% of cases; major physiological changes occurred in 37% of these cases. Saturation fell below 90% in 22% of cases, oesophageal intubation was reported in 19%, and an emergency transtracheal airway was required in 4% of cases. Obesity and limited neck mobility and mouth opening were the most common anatomical contributing factors. The data confirm previously reported failures to predict difficult intubation with existing preoperative clinical tests and suggest an ongoing need to teach a pre-learned strategy to deal with difficult intubation and any associated problem with ventilation. An easy-to-follow structured approach to these problems is outlined. It is recommended that skilled assistance be obtained (preferably another anaesthetist) when difficulty is expected or the patient's cardiorespiratory reserve is low. Patients should be assessed postoperatively to exclude any sequelae and to inform them of the difficulties encountered. These should be clearly documented and appropriate steps taken to warn future anaesthetists.

  4. A Computer-Aided Writing Program for Learning Disabled Adolescents.

    Science.gov (United States)

    Fais, Laurie; Wanderman, Richard

    The paper describes the application of a computer-assisted writing program in a special high school for learning disabled and dyslexic students and reports on a study of the program's effectiveness. Particular advantages of the Macintosh Computer for such a program are identified including use of the mouse pointing tool, graphic icons to identify…

  5. A Framework for Collaborative and Convenient Learning on Cloud Computing Platforms

    Science.gov (United States)

    Sharma, Deepika; Kumar, Vikas

    2017-01-01

    The depth of learning resides in collaborative work with more engagement and fun. Technology can enhance collaboration with a higher level of convenience and cloud computing can facilitate this in a cost effective and scalable manner. However, to deploy a successful online learning environment, elementary components of learning pedagogy must be…

  6. Learning Vocabulary in a Foreign Language: A Computer Software Based Model Attempt

    Science.gov (United States)

    Yelbay Yilmaz, Yasemin

    2015-01-01

    This study aimed at devising a vocabulary learning software that would help learners learn and retain vocabulary items effectively. Foundation linguistics and learning theories have been adapted to the foreign language vocabulary learning context using a computer software named Parole that was designed exclusively for this study. Experimental…

  7. Examining the Roles of Blended Learning Approaches in Computer-Supported Collaborative Learning (CSCL) Environments: A Delphi Study

    Science.gov (United States)

    So, Hyo-Jeong; Bonk, Curtis J.

    2010-01-01

    In this study, a Delphi method was used to identify and predict the roles of blended learning approaches in computer-supported collaborative learning (CSCL) environments. The Delphi panel consisted of experts in online learning from different geographic regions of the world. This study discusses findings related to (a) pros and cons of blended…

  8. A FUNCTIONAL MODEL OF COMPUTER-ORIENTED LEARNING ENVIRONMENT OF A POST-DEGREE PEDAGOGICAL EDUCATION

    Directory of Open Access Journals (Sweden)

    Kateryna R. Kolos

    2014-06-01

    Full Text Available The study substantiates the need for a systematic study of the functioning of computer-oriented learning environment of a post-degree pedagogical education; it is determined the definition of “functional model of computer-oriented learning environment of a post-degree pedagogical education”; it is built a functional model of computer-oriented learning environment of a post-degree pedagogical education in accordance with the functions of business, information and communication technology, academic, administrative staff and peculiarities of training courses teachers.

  9. Influence of Learning Strategy of Cognitive Conflict on Student Misconception in Computational Physics Course

    Science.gov (United States)

    Akmam, A.; Anshari, R.; Amir, H.; Jalinus, N.; Amran, A.

    2018-04-01

    Misconception is one of the factors causing students are not suitable in to choose a method for problem solving. Computational Physics course is a major subject in the Department of Physics FMIPA UNP Padang. The problem in Computational Physics learning lately is that students have difficulties in constructing knowledge. The indication of this problem was the student learning outcomes do not achieve mastery learning. The root of the problem is the ability of students to think critically weak. Student critical thinking can be improved using cognitive by conflict learning strategies. The research aims to determine the effect of cognitive conflict learning strategy to student misconception on the subject of Computational Physics Course at the Department of Physics, Faculty of Mathematics and Science, Universitas Negeri Padang. The experimental research design conducted after-before design cycles with a sample of 60 students by cluster random sampling. Data were analyzed using repeated Anova measurements. The cognitive conflict learning strategy has a significant effect on student misconception in the subject of Computational Physics Course.

  10. PredMP: A Web Resource for Computationally Predicted Membrane Proteins via Deep Learning

    KAUST Repository

    Wang, Sheng

    2018-02-06

    Experimental determination of membrane protein (MP) structures is challenging as they are often too large for nuclear magnetic resonance (NMR) experiments and difficult to crystallize. Currently there are only about 510 non-redundant MPs with solved structures in Protein Data Bank (PDB). To elucidate the MP structures computationally, we developed a novel web resource, denoted as PredMP (http://52.87.130.56:3001/#/proteinindex), that delivers one-dimensional (1D) annotation of the membrane topology and secondary structure, two-dimensional (2D) prediction of the contact/distance map, together with three-dimensional (3D) modeling of the MP structure in the lipid bilayer, for each MP target from a given model organism. The precision of the computationally constructed MP structures is leveraged by state-of-the-art deep learning methods as well as cutting-edge modeling strategies. In particular, (i) we annotate 1D property via DeepCNF (Deep Convolutional Neural Fields) that not only models complex sequence-structure relationship but also interdependency between adjacent property labels; (ii) we predict 2D contact/distance map through Deep Transfer Learning which learns the patterns as well as the complex relationship between contacts/distances and protein features from non-membrane proteins; and (iii) we model 3D structure by feeding its predicted contacts and secondary structure to the Crystallography & NMR System (CNS) suite combined with a membrane burial potential that is residue-specific and depth-dependent. PredMP currently contains more than 2,200 multi-pass transmembrane proteins (length<700 residues) from Human. These transmembrane proteins are classified according to IUPHAR/BPS Guide, which provides a hierarchical organization of receptors, channels, transporters, enzymes and other drug targets according to their molecular relationships and physiological functions. Among these MPs, we estimated that our approach could predict correct folds for 1

  11. Computer-Mediated Communication: A vehicle for learning

    Directory of Open Access Journals (Sweden)

    Linda D. Grooms

    2003-10-01

    Full Text Available The axiom of humanity’s basic need to communicate provides the impetus to explore the nature and quality of computer-mediated communication as a vehicle for learning in higher education. This exploratory study examined the experiential communication perceptions of online doctoral students during the infancy of their program. Eighty-five students were electronically queried through a 32 item open-ended questionnaire within a 13 day time frame. Preliminary findings supported the experience of Seagren and Watwood (1996 at the Lincoln Campus of the University of Nebraska, that “more information widens learning opportunities, but without interaction, learning is not enhanced” (p. 514. The overarching implications stress that faculty development and instructional planning are essential for the effective delivery of online courses, and even more so when collaborative learning is used. Facilitating group communication and interaction are areas beckoning attention as we continue to effectively organize the online classroom of this new millennium.

  12. Conversation Analysis in Computer-Assisted Language Learning

    Science.gov (United States)

    González-Lloret, Marta

    2015-01-01

    The use of Conversation Analysis (CA) in the study of technology-mediated interactions is a recent methodological addition to qualitative research in the field of Computer-assisted Language Learning (CALL). The expansion of CA in Second Language Acquisition research, coupled with the need for qualitative techniques to explore how people interact…

  13. Brain computer interface learning for systems based on electrocorticography and intracortical microelectrode arrays.

    Science.gov (United States)

    Hiremath, Shivayogi V; Chen, Weidong; Wang, Wei; Foldes, Stephen; Yang, Ying; Tyler-Kabara, Elizabeth C; Collinger, Jennifer L; Boninger, Michael L

    2015-01-01

    A brain-computer interface (BCI) system transforms neural activity into control signals for external devices in real time. A BCI user needs to learn to generate specific cortical activity patterns to control external devices effectively. We call this process BCI learning, and it often requires significant effort and time. Therefore, it is important to study this process and develop novel and efficient approaches to accelerate BCI learning. This article reviews major approaches that have been used for BCI learning, including computer-assisted learning, co-adaptive learning, operant conditioning, and sensory feedback. We focus on BCIs based on electrocorticography and intracortical microelectrode arrays for restoring motor function. This article also explores the possibility of brain modulation techniques in promoting BCI learning, such as electrical cortical stimulation, transcranial magnetic stimulation, and optogenetics. Furthermore, as proposed by recent BCI studies, we suggest that BCI learning is in many ways analogous to motor and cognitive skill learning, and therefore skill learning should be a useful metaphor to model BCI learning.

  14. The Effects of Integrating Service Learning into Computer Science: An Inter-Institutional Longitudinal Study

    Science.gov (United States)

    Payton, Jamie; Barnes, Tiffany; Buch, Kim; Rorrer, Audrey; Zuo, Huifang

    2015-01-01

    This study is a follow-up to one published in computer science education in 2010 that reported preliminary results showing a positive impact of service learning on student attitudes associated with success and retention in computer science. That paper described how service learning was incorporated into a computer science course in the context of…

  15. A Comparison of the Learning Outcomes of Traditional Lecturing with that of Computer-Based Learning in two Optometry Courses

    Directory of Open Access Journals (Sweden)

    H Kangari

    2009-07-01

    Full Text Available Background and purpose: The literature on distance education has provided different reports about the effectiveness of traditional lecture based settings versus computer based study settings. This studyis an attempt to compare the learning outcomes of the traditional lecture based teaching with that of the computer based learning in the optometry curriculum.Methods: Two courses in the optometry curriculum, Optometry I, with 24 students and Optometry II, with 27 students were used in this study. In each course, the students were randomly divided into two groups. In each scheduled class session, one group randomly attended the lecture, while the other studied in the computer stations. The same content was presented to both groups and at end of each session the same quiz was given to both. In the next session, the groups switched place. This processcontinued for four weeks. The quizzes were scored and a paired t-test was used to examine any difference. The data was analyzed by SPSS 15 software.Results: The mean score for Optometry I, lecture settings was 3.36 +0.59, for Optometry I computer based study was 3.27+0.63 , for Optometry II, in lecture setting was 3.22+0.57 and for Optometry II, computer based setting was 2.85+0.69. The paired sample t-test was performed on the scores, revealing no statistical significant difference between the two settings. However, the mean score for lecture sessions was slightly higher in lecture settings.Conclusion: Since this study reveals that the learning outcomes in traditional lecture based settings and computer based study are not significantly different, the lecture sessions can be safely replacedby the computer based study session. Further practice in the computer based setting might reveal better outcomes in computer study settings.Key words: LECTURING, COMPUTER BASED LEARNING, DISTANCE EDUCATION

  16. Exploring the Effects of Web-Mediated Computational Thinking on Developing Students' Computing Skills in a Ubiquitous Learning Environment

    Science.gov (United States)

    Tsai, Chia-Wen; Shen, Pei-Di; Tsai, Meng-Chuan; Chen, Wen-Yu

    2017-01-01

    Much application software education in Taiwan can hardly be regarded as practical. The researchers in this study provided a flexible means of ubiquitous learning (u-learning) with a mobile app for students to access the learning material. In addition, the authors also adopted computational thinking (CT) to help students develop practical computing…

  17. COMPUTER LEARNING SIMULATOR WITH VIRTUAL REALITY FOR OPHTHALMOLOGY

    Directory of Open Access Journals (Sweden)

    Valeria V. Gribova

    2013-01-01

    Full Text Available A toolset of a medical computer learning simulator for ophthalmology with virtual reality and its implementation are considered in the paper. The simulator is oriented for professional skills training for students of medical universities. 

  18. Optimizing Computer Assisted Instruction By Applying Principles of Learning Theory.

    Science.gov (United States)

    Edwards, Thomas O.

    The development of learning theory and its application to computer-assisted instruction (CAI) are described. Among the early theoretical constructs thought to be important are E. L. Thorndike's concept of learning connectisms, Neal Miller's theory of motivation, and B. F. Skinner's theory of operant conditioning. Early devices incorporating those…

  19. CyberPsychological Computation on Social Community of Ubiquitous Learning

    Science.gov (United States)

    Zhou, Xuan; Dai, Genghui; Huang, Shuang; Sun, Xuemin; Hu, Feng; Hu, Hongzhi; Ivanović, Mirjana

    2015-01-01

    Under the modern network environment, ubiquitous learning has been a popular way for people to study knowledge, exchange ideas, and share skills in the cyberspace. Existing research findings indicate that the learners' initiative and community cohesion play vital roles in the social communities of ubiquitous learning, and therefore how to stimulate the learners' interest and participation willingness so as to improve their enjoyable experiences in the learning process should be the primary consideration on this issue. This paper aims to explore an effective method to monitor the learners' psychological reactions based on their behavioral features in cyberspace and therefore provide useful references for adjusting the strategies in the learning process. In doing so, this paper firstly analyzes the psychological assessment of the learners' situations as well as their typical behavioral patterns and then discusses the relationship between the learners' psychological reactions and their observable features in cyberspace. Finally, this paper puts forward a CyberPsychological computation method to estimate the learners' psychological states online. Considering the diversity of learners' habitual behaviors in the reactions to their psychological changes, a BP-GA neural network is proposed for the computation based on their personalized behavioral patterns. PMID:26557846

  20. The Effects of Study Tasks in a Computer-Based Chemistry Learning Environment

    Science.gov (United States)

    Urhahne, Detlef; Nick, Sabine; Poepping, Anna Christin; Schulz , Sarah Jayne

    2013-01-01

    The present study examines the effects of different study tasks on the acquisition of knowledge about acids and bases in a computer-based learning environment. Three different task formats were selected to create three treatment conditions: learning with gap-fill and matching tasks, learning with multiple-choice tasks, and learning only from text…

  1. Students' Motivation toward Computer-Based Language Learning

    Science.gov (United States)

    Genc, Gulten; Aydin, Selami

    2011-01-01

    The present article examined some factors affecting the motivation level of the preparatory school students in using a web-based computer-assisted language-learning course. The sample group of the study consisted of 126 English-as-a-foreign-language learners at a preparatory school of a state university. After performing statistical analyses…

  2. Mobile human-computer interaction perspective on mobile learning

    CSIR Research Space (South Africa)

    Botha, Adèle

    2010-10-01

    Full Text Available Applying a Mobile Human Computer Interaction (MHCI) view to the domain of education using Mobile Learning (Mlearning), the research outlines its understanding of the influences and effects of different interactions on the use of mobile technology...

  3. On the Need for Research Evidence to Guide the Design of Computer Games for Learning

    Science.gov (United States)

    Mayer, Richard E.

    2015-01-01

    Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…

  4. Computer-Based Learning: Interleaving Whole and Sectional Representation of Neuroanatomy

    Science.gov (United States)

    Pani, John R.; Chariker, Julia H.; Naaz, Farah

    2013-01-01

    The large volume of material to be learned in biomedical disciplines requires optimizing the efficiency of instruction. In prior work with computer-based instruction of neuroanatomy, it was relatively efficient for learners to master whole anatomy and then transfer to learning sectional anatomy. It may, however, be more efficient to continuously…

  5. Transductive and matched-pair machine learning for difficult target detection problems

    Science.gov (United States)

    Theiler, James

    2014-06-01

    This paper will describe the application of two non-traditional kinds of machine learning (transductive machine learning and the more recently proposed matched-pair machine learning) to the target detection problem. The approach combines explicit domain knowledge to model the target signal with a more agnostic machine-learning approach to characterize the background. The concept is illustrated with simulated data from an elliptically-contoured background distribution, on which a subpixel target of known spectral signature but unknown spatial extent has been implanted.

  6. The visual simulators for architecture and computer organization learning

    OpenAIRE

    Nikolić Boško; Grbanović Nenad; Đorđević Jovan

    2009-01-01

    The paper proposes a method of an effective distance learning of architecture and computer organization. The proposed method is based on a software system that is possible to be applied in any course in this field. Within this system students are enabled to observe simulation of already created computer systems. The system provides creation and simulation of switch systems, too.

  7. Evaluating the Effectiveness of Computer Applications in Developing English Learning

    Science.gov (United States)

    Whitaker, James Todd

    2016-01-01

    I examined the effectiveness of self-directed learning and English learning with computer applications on college students in Bangkok, Thailand, in a control-group experimental-group pretest-posttest design. The hypothesis was tested using a t test: two-sample assuming unequal variances to establish the significance of mean scores between the two…

  8. AHaH computing-from metastable switches to attractors to machine learning.

    Directory of Open Access Journals (Sweden)

    Michael Alexander Nugent

    Full Text Available Modern computing architecture based on the separation of memory and processing leads to a well known problem called the von Neumann bottleneck, a restrictive limit on the data bandwidth between CPU and RAM. This paper introduces a new approach to computing we call AHaH computing where memory and processing are combined. The idea is based on the attractor dynamics of volatile dissipative electronics inspired by biological systems, presenting an attractive alternative architecture that is able to adapt, self-repair, and learn from interactions with the environment. We envision that both von Neumann and AHaH computing architectures will operate together on the same machine, but that the AHaH computing processor may reduce the power consumption and processing time for certain adaptive learning tasks by orders of magnitude. The paper begins by drawing a connection between the properties of volatility, thermodynamics, and Anti-Hebbian and Hebbian (AHaH plasticity. We show how AHaH synaptic plasticity leads to attractor states that extract the independent components of applied data streams and how they form a computationally complete set of logic functions. After introducing a general memristive device model based on collections of metastable switches, we show how adaptive synaptic weights can be formed from differential pairs of incremental memristors. We also disclose how arrays of synaptic weights can be used to build a neural node circuit operating AHaH plasticity. By configuring the attractor states of the AHaH node in different ways, high level machine learning functions are demonstrated. This includes unsupervised clustering, supervised and unsupervised classification, complex signal prediction, unsupervised robotic actuation and combinatorial optimization of procedures-all key capabilities of biological nervous systems and modern machine learning algorithms with real world application.

  9. Computer-Assisted Language Learning (CALL) in Support of (Re)-Learning Native Languages: The Case of Runyakitara

    Science.gov (United States)

    Katushemererwe, Fridah; Nerbonne, John

    2015-01-01

    This study presents the results from a computer-assisted language learning (CALL) system of Runyakitara (RU_CALL). The major objective was to provide an electronic language learning environment that can enable learners with mother tongue deficiencies to enhance their knowledge of grammar and acquire writing skills in Runyakitara. The system…

  10. Location-Aware Mobile Learning of Spatial Algorithms

    Science.gov (United States)

    Karavirta, Ville

    2013-01-01

    Learning an algorithm--a systematic sequence of operations for solving a problem with given input--is often difficult for students due to the abstract nature of the algorithms and the data they process. To help students understand the behavior of algorithms, a subfield in computing education research has focused on algorithm…

  11. Teaching and Learning: Whose Computer Is It? December/January E-Mail.

    Science.gov (United States)

    Zhao, Yong; Hueyshan Tan, Sophia; Mishra, Punya

    2001-01-01

    Notes that teachers see the computer as a tool to help them teach better, while students use computers to play games, chat, and design Web sites. Describes the after-school program Kids Learning In Computer Klubhouses (KLICK!) that operates clubhouses within local middle schools. Discusses what participants have accomplished for themselves, their…

  12. Brain Computer Interface Learning for Systems Based on Electrocorticography and Intracortical Microelectrode Arrays

    Directory of Open Access Journals (Sweden)

    Shivayogi V Hiremath

    2015-06-01

    Full Text Available A brain-computer interface (BCI system transforms neural activity into control signals for external devices in real time. A BCI user needs to learn to generate specific cortical activity patterns to control external devices effectively. We call this process BCI learning, and it often requires significant effort and time. Therefore, it is important to study this process and develop novel and efficient approaches to accelerate BCI learning. This article reviews major approaches that have been used for BCI learning, including computer-assisted learning, co-adaptive learning, operant conditioning, and sensory feedback. We focus on BCIs based on electrocorticography and intracortical microelectrode arrays for restoring motor function. This article also explores the possibility of brain modulation techniques in promoting BCI learning, such as electrical cortical stimulation, transcranial magnetic stimulation, and optogenetics. Furthermore, as proposed by recent BCI studies, we suggest that BCI learning is in many ways analogous to motor and cognitive skill learning, and therefore skill learning should be a useful metaphor to model BCI learning.

  13. From Archi Torture to Architecture: Undergraduate Students Design and Implement Computers Using the Multimedia Logic Emulator

    Science.gov (United States)

    Stanley, Timothy D.; Wong, Lap Kei; Prigmore, Daniel; Benson, Justin; Fishler, Nathan; Fife, Leslie; Colton, Don

    2007-01-01

    Students learn better when they both hear and do. In computer architecture courses "doing" can be difficult in small schools without hardware laboratories hosted by computer engineering, electrical engineering, or similar departments. Software solutions exist. Our success with George Mills' Multimedia Logic (MML) is the focus of this paper. MML…

  14. Computer Attitude and eLearning Self-Efficacy of Undergraduate Students: Validating Potential Acceptance and Use of Online Learning Systems in Ghana

    Science.gov (United States)

    Larbi-Apau, Josephine; Oti-Boadi, Mabel; Tetteh, Albert

    2018-01-01

    Both computer attitude and eLearning self-efficacy are critical complementary factors in determining confidence levels and behavioral belief systems, and can directly affect students' actions, performances and achievements. This study applied a multidimensional construct in validating computer attitude and eLearning self-efficacy of Psychology…

  15. Learning and Teaching with a Computer Scanner

    Science.gov (United States)

    Planinsic, G.; Gregorcic, B.; Etkina, E.

    2014-01-01

    This paper introduces the readers to simple inquiry-based activities (experiments with supporting questions) that one can do with a computer scanner to help students learn and apply the concepts of relative motion in 1 and 2D, vibrational motion and the Doppler effect. We also show how to use these activities to help students think like…

  16. Innovation in engineering education through computer assisted learning and virtual university model

    Science.gov (United States)

    Raicu, A.; Raicu, G.

    2015-11-01

    The paper presents the most important aspects of innovation in Engineering Education using Computer Assisted Learning. The authors propose to increase the quality of Engineering Education programs of study at European standards. The use of computer assisted learning methodologies in all studies is becoming an important resource in Higher Education. We intend to improve the concept of e-Learning using virtual terminals, online support and assisting special training through live seminars and interactive labs to develop a virtual university model. We intend to encourage computer assisted learning and innovation as sources of competitive advantage, to permit vision and learning analysis, identifies new sources of technology and ideas. Our work is based on our university datasets collected during last fifteen years using several e-Learning systems. In Constanta Maritime University (CMU), using eLearning and Knowledge Management Services (KMS) is very important and we apply it effectively to achieve strategic objectives, such as collaboration, sharing and good practice. We have experience in this field since 2000 year using Moodle as KMS in our university. The term KMS can be associated to Open Source Software, Open Standards, Open Protocols and Open Knowledge licenses, initiatives and policies. In CMU Virtual Campus we have today over 12500 active users. Another experience of the authors is the implementation of MariTrainer Wiki educational platform based on Dokeos and DekiWiki under MARICOMP and MEP Leonardo da Vinci Project. We'll also present in this paper a case study under EU funded project POSDRU, where the authors implemented other educational platform in Technological High Schools from Romania used over 1000 teachers. Based on large datasets the study tries to improve the concept of e-Learning teaching using the revolutionary technologies. The new concept present in this paper is that the teaching and learning will be interactive and live. The new and modern

  17. 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.

  18. Computer game-based and traditional learning method: a comparison regarding students' knowledge retention.

    Science.gov (United States)

    Rondon, Silmara; Sassi, Fernanda Chiarion; Furquim de Andrade, Claudia Regina

    2013-02-25

    Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students' prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students' performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students' short and long-term knowledge retention.

  19. The Impact Of Using Computer Software On Vocabulary Learning Of Iranian EFL University Students

    Directory of Open Access Journals (Sweden)

    Samira Pahlavanpoorfard

    2014-07-01

    Full Text Available Today, using computer is common in all fields. Education is not an exception. In fact, this approach of technology has been using increasingly in language classrooms. We have witnessed there are more and more language teachers are using computers in their classrooms. This research study investigates the impact of using computer   on vocabulary learning of Iranian EFL university students. To this end, a sample of 40 university students in Islamic Azad University, Larestan branch were randomly assigned into the experimental and control groups. Prior the treatment and to catch the initial deferences between the participants, all the students sat for a pre-test that was an Oxford Placement Test. Then the students were received the treatment for 10 weeks. The students in the experimental group were taught by computer software for vocabulary learning while the students in the control group were taught through traditional method for vocabulary learning. After the treatment, all the students sat for a post-test. The statistical analysis through running Independent-Sample T-tests revealed thatthe students in the experimental group who used the computer software for vocabulary learning performed better than the students in the control group were taught through traditional method for vocabulary learning.

  20. Computer Networks E-learning Based on Interactive Simulations and SCORM

    Directory of Open Access Journals (Sweden)

    Francisco Andrés Candelas

    2011-05-01

    Full Text Available This paper introduces a new set of compact interactive simulations developed for the constructive learning of computer networks concepts. These simulations, which compose a virtual laboratory implemented as portable Java applets, have been created by combining EJS (Easy Java Simulations with the KivaNS API. Furthermore, in this work, the skills and motivation level acquired by the students are evaluated and measured when these simulations are combined with Moodle and SCORM (Sharable Content Object Reference Model documents. This study has been developed to improve and stimulate the autonomous constructive learning in addition to provide timetable flexibility for a Computer Networks subject.

  1. Learning Disabilities and the Auditory and Visual Matching Computer Program

    Science.gov (United States)

    Tormanen, Minna R. K.; Takala, Marjatta; Sajaniemi, Nina

    2008-01-01

    This study examined whether audiovisual computer training without linguistic material had a remedial effect on different learning disabilities, like dyslexia and ADD (Attention Deficit Disorder). This study applied a pre-test-intervention-post-test design with students (N = 62) between the ages of 7 and 19. The computer training lasted eight weeks…

  2. Supporting students' learning in the domain of computer science

    Science.gov (United States)

    Gasparinatou, Alexandra; Grigoriadou, Maria

    2011-03-01

    Previous studies have shown that students with low knowledge understand and learn better from more cohesive texts, whereas high-knowledge students have been shown to learn better from texts of lower cohesion. This study examines whether high-knowledge readers in computer science benefit from a text of low cohesion. Undergraduate students (n = 65) read one of four versions of a text concerning Local Network Topologies, orthogonally varying local and global cohesion. Participants' comprehension was examined through free-recall measure, text-based, bridging-inference, elaborative-inference, problem-solving questions and a sorting task. The results indicated that high-knowledge readers benefited from the low-cohesion text. The interaction of text cohesion and knowledge was reliable for the sorting activity, for elaborative-inference and for problem-solving questions. Although high-knowledge readers performed better in text-based and in bridging-inference questions with the low-cohesion text, the interaction of text cohesion and knowledge was not reliable. The results suggest a more complex view of when and for whom textual cohesion affects comprehension and consequently learning in computer science.

  3. The Effects of Computer-assisted and Distance Learning of Geometric Modeling

    Directory of Open Access Journals (Sweden)

    Omer Faruk Sozcu

    2013-01-01

    Full Text Available The effects of computer-assisted and distance learning of geometric modeling and computer aided geometric design are studied. It was shown that computer algebra systems and dynamic geometric environments can be considered as excellent tools for teaching mathematical concepts of mentioned areas, and distance education technologies would be indispensable for consolidation of successfully passed topics

  4. Creating Engaging Online Learning Material with the JSAV JavaScript Algorithm Visualization Library

    Science.gov (United States)

    Karavirta, Ville; Shaffer, Clifford A.

    2016-01-01

    Data Structures and Algorithms are a central part of Computer Science. Due to their abstract and dynamic nature, they are a difficult topic to learn for many students. To alleviate these learning difficulties, instructors have turned to algorithm visualizations (AV) and AV systems. Research has shown that especially engaging AVs can have an impact…

  5. The use of computer-aided learning in chemistry laboratory instruction

    Science.gov (United States)

    Allred, Brian Robert Tracy

    This research involves developing and implementing computer software for chemistry laboratory instruction. The specific goal is to design the software and investigate whether it can be used to introduce concepts and laboratory procedures without a lecture format. This would allow students to conduct an experiment even though they may not have been introduced to the chemical concept in their lecture course. This would also allow for another type of interaction for those students who respond more positively to a visual approach to instruction. The first module developed was devoted to using computer software to help introduce students to the concepts related to thin-layer chromatography and setting up and running an experiment. This was achieved through the use of digitized pictures and digitized video clips along with written information. A review quiz was used to help reinforce the learned information. The second module was devoted to the concept of the "dry lab". This module presented students with relevant information regarding the chemical concepts and then showed them the outcome of mixing solutions. By these observations, they were to determine the composition of unknown solutions based on provided descriptions and comparison with their written observations. The third piece of the software designed was a computer game. This program followed the first two modules in providing information the students were to learn. The difference here, though, was incorporating a game scenario for students to use to help reinforce the learning. Students were then assessed to see how much information they retained after playing the game. In each of the three cases, a control group exposed to the traditional lecture format was used. Their results were compared to the experimental group using the computer modules. Based upon the findings, it can be concluded that using technology to aid in the instructional process is definitely of benefit and students were more successful in

  6. Integrating numerical computation into the undergraduate education physics curriculum using spreadsheet excel

    Science.gov (United States)

    Fauzi, Ahmad

    2017-11-01

    Numerical computation has many pedagogical advantages: it develops analytical skills and problem-solving skills, helps to learn through visualization, and enhances physics education. Unfortunately, numerical computation is not taught to undergraduate education physics students in Indonesia. Incorporate numerical computation into the undergraduate education physics curriculum presents many challenges. The main challenges are the dense curriculum that makes difficult to put new numerical computation course and most students have no programming experience. In this research, we used case study to review how to integrate numerical computation into undergraduate education physics curriculum. The participants of this research were 54 students of the fourth semester of physics education department. As a result, we concluded that numerical computation could be integrated into undergraduate education physics curriculum using spreadsheet excel combined with another course. The results of this research become complements of the study on how to integrate numerical computation in learning physics using spreadsheet excel.

  7. Standardization of computer-assisted semen analysis using an e-learning application.

    Science.gov (United States)

    Ehlers, J; Behr, M; Bollwein, H; Beyerbach, M; Waberski, D

    2011-08-01

    Computer-assisted semen analysis (CASA) is primarily used to obtain accurate and objective kinetic sperm measurements. Additionally, AI centers use computer-assessed sperm concentration in the sample as a basis for calculating the number of insemination doses available from a given ejaculate. The reliability of data is often limited and results can vary even when the same CASA systems with identical settings are used. The objective of the present study was to develop a computer-based training module for standardized measurements with a CASA system and to evaluate its training effect on the quality of the assessment of sperm motility and concentration. A digital versatile disc (DVD) has been produced showing the standardization of sample preparation and analysis with the CASA system SpermVision™ version 3.0 (Minitube, Verona, WI, USA) in words, pictures, and videos, as well as the most probable sources of error. Eight test persons educated in spermatology, but with different levels of experience with the CASA system, prepared and assessed 10 aliquots from one prediluted bull ejaculate using the same CASA system and laboratory equipment before and after electronic learning (e-learning). After using the e-learning application, the coefficient of variation was reduced on average for the sperm concentration from 26.1% to 11.3% (P ≤ 0.01), and for motility from 5.8% to 3.1% (P ≤ 0.05). For five test persons, the difference in the coefficient of variation before and after use of the e-learning application was significant (P ≤ 0.05). Individual deviations of means from the group mean before e-learning were reduced compared with individual deviations from the group mean after e-learning. According to a survey, the e-learning application was highly accepted by users. In conclusion, e-learning presents an effective, efficient, and accepted tool for improvement of the precision of CASA measurements. This study provides a model for the standardization of other

  8. Improving Communicative Competence through Synchronous Communication in Computer-Supported Collaborative Learning Environments: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Xi Huang

    2018-01-01

    Full Text Available Computer-supported collaborative learning facilitates the extension of second language acquisition into social practice. Studies on its achievement effects speak directly to the pedagogical notion of treating communicative practice in synchronous computer-mediated communication (SCMC: real-time communication that takes place between human beings via the instrumentality of computers in forms of text, audio and video communication, such as live chat and chatrooms as socially-oriented meaning construction. This review begins by considering the adoption of social interactionist views to identify key paradigms and supportive principles of computer-supported collaborative learning. A special focus on two components of communicative competence is then presented to explore interactional variables in synchronous computer-mediated communication along with a review of research. There follows a discussion on a synthesis of interactional variables in negotiated interaction and co-construction of knowledge from psycholinguistic and social cohesion perspectives. This review reveals both possibilities and disparities of language socialization in promoting intersubjective learning and diversifying the salient use of interactively creative language in computer-supported collaborative learning environments in service of communicative competence.

  9. Tablet computers and eBooks. Unlocking the potential for personal learning environments?

    NARCIS (Netherlands)

    Kalz, Marco

    2012-01-01

    Kalz, M. (2012, 9 May). Tablet computers and eBooks. Unlocking the potential for personal learning environments? Invited presentation during the annual conference of the European Association for Distance Learning (EADL), Noordwijkerhout, The Netherlands.

  10. Exploring gender differences on general and specific computer self-efficacy in mobile learning adoption

    OpenAIRE

    Bao, Yukun; Xiong, Tao; Hu, Zhongyi; Kibelloh, Mboni

    2014-01-01

    Reasons for contradictory findings regarding the gender moderate effect on computer self-efficacy in the adoption of e-learning/mobile learning are limited. Recognizing the multilevel nature of the computer self-efficacy (CSE), this study attempts to explore gender differences in the adoption of mobile learning, by extending the Technology Acceptance Model (TAM) with general and specific CSE. Data collected from 137 university students were tested against the research model using the structur...

  11. Effects of feedback in a computer-based learning environment on students’ learning outcomes: a meta-analysis

    NARCIS (Netherlands)

    van der Kleij, Fabienne; Feskens, Remco C.W.; Eggen, Theodorus Johannes Hendrikus Maria

    2015-01-01

    In this meta-analysis, we investigated the effects of methods for providing item-based feedback in a computer-based environment on students’ learning outcomes. From 40 studies, 70 effect sizes were computed, which ranged from −0.78 to 2.29. A mixed model was used for the data analysis. The results

  12. Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention

    Directory of Open Access Journals (Sweden)

    Rondon Silmara

    2013-02-01

    Full Text Available Abstract Background Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Methods Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students’ prior knowledge (i.e. before undergoing the learning method, short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method were assessed with a multiple choice questionnaire. Students’ performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Results Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. Conclusions The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students’ short and long-term knowledge retention.

  13. 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...... with a prototype of a MOO storyline. The aim of the MOO storyline is to challenge the potential of dialogue, user involvement, and learning responsibility and to use the children?s natural curiosity and motivation for game playing, especially when digital games involves other children. The paper proposes a model......, 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...

  14. The development of AR book for computer learning

    Science.gov (United States)

    Phadung, Muneeroh; Wani, Najela; Tongmnee, Nur-aiynee

    2017-08-01

    Educators need to provide the alternative educational tools to foster learning outcomes of students. By using AR technology to create exciting edutainment experiences, this paper presents how augmented reality (AR) can be applied in the education. This study aims to develop the AR book for tenth grade students (age 15-16) and evaluate its quality. The AR book was developed based on ADDIE framework processes to provide computer learning on software computer knowledge. The content was accorded with the current Thai education curriculum. The AR book had 10 pages in three topics (the first was "Introduction," the second was "System Software" and the third was "Application Software"). Each page contained markers that placed virtual objects (2D animation and video clip). The obtained data were analyzed in terms of average and standard deviation. The validity of multimedia design of the AR book was assessed by three experts in multimedia design. A five-point Likert scale was used and the values were X¯ =4 .84 , S.D. = 1.27 which referred to very high. Moreover, three content experts, who specialize in computer teaching, evaluated the AR book's validity. The values determined by the experts were X¯ =4 .69 , S.D. = 0.29 which referred to very high. Implications for future study and education are discussed.

  15. Synchronized Pair Configuration in Virtualization-Based Lab for Learning Computer Networks

    Science.gov (United States)

    Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita

    2017-01-01

    More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…

  16. Promoting Constructive Activities that Support Vicarious Learning during Computer-Based Instruction

    Science.gov (United States)

    Gholson, Barry; Craig, Scotty D.

    2006-01-01

    This article explores several ways computer-based instruction can be designed to support constructive activities and promote deep-level comprehension during vicarious learning. Vicarious learning, discussed in the first section, refers to knowledge acquisition under conditions in which the learner is not the addressee and does not physically…

  17. Learners' Perceived Information Overload in Online Learning via Computer-Mediated Communication

    Science.gov (United States)

    Chen, Chun-Ying; Pedersen, Susan; Murphy, Karen L.

    2011-01-01

    Many studies report information overload as one of the main problems that students encounter in online learning via computer-mediated communication. This study aimed to explore the sources of online students' information overload and offer suggestions for increasing students' cognitive resources for learning. Participants were 12 graduate students…

  18. Teaching and Learning of Computational Modelling in Creative Shaping Processes

    Directory of Open Access Journals (Sweden)

    Daniela REIMANN

    2017-10-01

    Full Text Available Today, not only diverse design-related disciplines are required to actively deal with the digitization of information and its potentials and side effects for education processes. In Germany, technology didactics developed in vocational education and computer science education in general education, both separated from media pedagogy as an after-school program. Media education is not a subject in German schools yet. However, in the paper we argue for an interdisciplinary approach to learn about computational modeling in creative processes and aesthetic contexts. It crosses the borders of programming technology, arts and design processes in meaningful contexts. Educational scenarios using smart textile environments are introduced and reflected for project based learning.

  19. Perceptual category learning and visual processing: An exercise in computational cognitive neuroscience.

    Science.gov (United States)

    Cantwell, George; Riesenhuber, Maximilian; Roeder, Jessica L; Ashby, F Gregory

    2017-05-01

    The field of computational cognitive neuroscience (CCN) builds and tests neurobiologically detailed computational models that account for both behavioral and neuroscience data. This article leverages a key advantage of CCN-namely, that it should be possible to interface different CCN models in a plug-and-play fashion-to produce a new and biologically detailed model of perceptual category learning. The new model was created from two existing CCN models: the HMAX model of visual object processing and the COVIS model of category learning. Using bitmap images as inputs and by adjusting only a couple of learning-rate parameters, the new HMAX/COVIS model provides impressively good fits to human category-learning data from two qualitatively different experiments that used different types of category structures and different types of visual stimuli. Overall, the model provides a comprehensive neural and behavioral account of basal ganglia-mediated learning. Copyright © 2017 Elsevier Ltd. All rights reserved.

  20. Bridging Theory and Practice: Developing Guidelines to Facilitate the Design of Computer-based Learning Environments

    Directory of Open Access Journals (Sweden)

    Lisa D. Young

    2003-10-01

    Full Text Available Abstract. The design of computer-based learning environments has undergone a paradigm shift; moving students away from instruction that was considered to promote technical rationality grounded in objectivism, to the application of computers to create cognitive tools utilized in constructivist environments. The goal of the resulting computer-based learning environment design principles is to have students learn with technology, rather than from technology. This paper reviews the general constructivist theory that has guided the development of these environments, and offers suggestions for the adaptation of modest, generic guidelines, not mandated principles, that can be flexibly applied and allow for the expression of true constructivist ideals in online learning environments.

  1. 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…

  2. A Case Study on Learning Difficulties and Corresponding Supports for Learning in cMOOCs | Une étude de cas sur les difficultés d’apprentissage et le soutien correspondant pour l’apprentissage dans les cMOOC

    Directory of Open Access Journals (Sweden)

    Shuang Li

    2016-04-01

    Full Text Available cMOOCs, which are based on connectivist learning theory, bring challenges for learners as well as opportunities for self-inquiry. Previous studies have shown that learners in cMOOCs may have difficulties learning, but these studies do not provide any in-depth, empirical explorations of student difficulties or support strategies. This paper presents a case study on student difficulties and support requirements at the beginning of a cMOOC. Content analysis of messages posted by learners and instructors in four main online course learning spaces including Moodle, blogs, Facebook and Twitter was conducted. Three questions are explored in this paper: (1 What kinds of difficulties do learners encounter at the beginning of a cMOOC?; (2 Which of these difficulties are typical for most learners?; and (3 How are these difficulties responded to and supported in the cMOOC environment? Based on the research results of this study, we provide some reflections on learning support for cMOOCs and a discussion of the research itself in the last part of the paper. Les cMOOC, qui s’appuient sur une théorie pédagogique connectiviste, soulèvent des défis pour les apprenants ainsi que des occasions de questionnement de soi. Des études préalables ont démontré que les apprenants des cMOOC peuvent connaître des difficultés d’apprentissage, mais ces études n’offrent pas d’exploration empirique en profondeur des difficultés des élèves ni des stratégies de soutien. Cet article présente une étude de cas sur les difficultés des élèves et les besoins de soutien au début d’un cMOOC. On a procédé à l’analyse du contenu des messages publiés par les apprenants et les instructeurs dans les quatre principaux espaces en ligne pour l’apprentissage, c’est-à-dire Moodle, les blogues, Facebook et Twitter. Cet article explore trois questions : (1 Quels types de difficultés rencontrent les apprenants au début d’un cMOOC?; (2 Parmi ces difficult

  3. Saudi high school students' attitudes and barriers toward the use of computer technologies in learning English.

    Science.gov (United States)

    Sabti, Ahmed Abdulateef; Chaichan, Rasha Sami

    2014-01-01

    This study examines the attitudes of Saudi Arabian high school students toward the use of computer technologies in learning English. The study also discusses the possible barriers that affect and limit the actual usage of computers. Quantitative approach is applied in this research, which involved 30 Saudi Arabia students of a high school in Kuala Lumpur, Malaysia. The respondents comprised 15 males and 15 females with ages between 16 years and 18 years. Two instruments, namely, Scale of Attitude toward Computer Technologies (SACT) and Barriers affecting Students' Attitudes and Use (BSAU) were used to collect data. The Technology Acceptance Model (TAM) of Davis (1989) was utilized. The analysis of the study revealed gender differences in attitudes toward the use of computer technologies in learning English. Female students showed high and positive attitudes towards the use of computer technologies in learning English than males. Both male and female participants demonstrated high and positive perception of Usefulness and perceived Ease of Use of computer technologies in learning English. Three barriers that affected and limited the use of computer technologies in learning English were identified by the participants. These barriers are skill, equipment, and motivation. Among these barriers, skill had the highest effect, whereas motivation showed the least effect.

  4. Reconceptualizing Pedagogical Usability of and Teachers' Roles in Computer Game-Based Learning in School

    Science.gov (United States)

    Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua

    2012-01-01

    At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…

  5. Integrating Computer-Assisted Language Learning in Saudi Schools: A Change Model

    Science.gov (United States)

    Alresheed, Saleh; Leask, Marilyn; Raiker, Andrea

    2015-01-01

    Computer-assisted language learning (CALL) technology and pedagogy have gained recognition globally for their success in supporting second language acquisition (SLA). In Saudi Arabia, the government aims to provide most educational institutions with computers and networking for integrating CALL into classrooms. However, the recognition of CALL's…

  6. Cost-Benefit Analysis of Computer Resources for Machine Learning

    Science.gov (United States)

    Champion, Richard A.

    2007-01-01

    Machine learning describes pattern-recognition algorithms - in this case, probabilistic neural networks (PNNs). These can be computationally intensive, in part because of the nonlinear optimizer, a numerical process that calibrates the PNN by minimizing a sum of squared errors. This report suggests efficiencies that are expressed as cost and benefit. The cost is computer time needed to calibrate the PNN, and the benefit is goodness-of-fit, how well the PNN learns the pattern in the data. There may be a point of diminishing returns where a further expenditure of computer resources does not produce additional benefits. Sampling is suggested as a cost-reduction strategy. One consideration is how many points to select for calibration and another is the geometric distribution of the points. The data points may be nonuniformly distributed across space, so that sampling at some locations provides additional benefit while sampling at other locations does not. A stratified sampling strategy can be designed to select more points in regions where they reduce the calibration error and fewer points in regions where they do not. Goodness-of-fit tests ensure that the sampling does not introduce bias. This approach is illustrated by statistical experiments for computing correlations between measures of roadless area and population density for the San Francisco Bay Area. The alternative to training efficiencies is to rely on high-performance computer systems. These may require specialized programming and algorithms that are optimized for parallel performance.

  7. Cloud Computing Technologies in Writing Class: Factors Influencing Students’ Learning Experience

    Directory of Open Access Journals (Sweden)

    Jenny WANG

    2017-07-01

    Full Text Available The proposed interactive online group within the cloud computing technologies as a main contribution of this paper provides easy and simple access to the cloud-based Software as a Service (SaaS system and delivers effective educational tools for students and teacher on after-class group writing assignment activities. Therefore, this study addresses the implementation of the most commonly used cloud applications, Google Docs, in a higher education course. The learning environment integrated Google Docs that students are using to develop and deploy writing assignments in between classes has been subjected to learning experience assessment. Using the questionnaire as an instrument to study participants (n=28, the system has provided an effective learning environment in between classes for the students and the instructor to stay connected. Factors influencing students’ learning experience based on cloud applications include frequency of interaction online and students’ technology experience. Suggestions to cope with challenges regarding the use of them in higher education including the technical issues are also presented. Educators are therefore encouraged to embrace cloud computing technologies as they design the course curriculum in hoping to effectively enrich students’ learning.

  8. Learning openCV computer vision with the openCV library

    CERN Document Server

    Bradski, Gary

    2008-01-01

    Learning OpenCV puts you right in the middle of the rapidly expanding field of computer vision. Written by the creators of OpenCV, the widely used free open-source library, this book introduces you to computer vision and demonstrates how you can quickly build applications that enable computers to see" and make decisions based on the data. With this book, any developer or hobbyist can get up and running with the framework quickly, whether it's to build simple or sophisticated vision applications

  9. Investigating Essential Factors on Students' Perceived Accomplishment and Enjoyment and Intention to Learn in Web Development

    Science.gov (United States)

    Zhang, Yulei; Dang, Yan

    2015-01-01

    Web development is an important component in the curriculum of computer science and information systems areas. However, it is generally considered difficult to learn among students. In this study,we examined factors that could influence students' perceptions of accomplishment and enjoyment and their intention to learn in the web development…

  10. An Analysis of Creative Process Learning in Computer Game Activities Through Player Experiences

    OpenAIRE

    Wilawan Inchamnan

    2016-01-01

    This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning outcomes is described. Creative components were measured by examining task motivation and domain-relevant and creativity-relevant skill factors. The r...

  11. The Effects of Mobile-Computer-Supported Collaborative Learning: Meta-Analysis and Critical Synthesis

    Science.gov (United States)

    Sung, Yao-Ting; Yang, Je-Ming; Lee, Han-Yueh

    2017-01-01

    One of the trends in collaborative learning is using mobile devices for supporting the process and products of collaboration, which has been forming the field of mobile-computer-supported collaborative learning (mCSCL). Although mobile devices have become valuable collaborative learning tools, evaluative evidence for their substantial…

  12. Teachers, Equity, and Computers for Secondary Mathematics Learning

    Science.gov (United States)

    Forgasz, Helen

    2006-01-01

    The findings presented in this article were derived from a 3-year study aimed at examining issues associated with the use of computers for secondary mathematics learning in Victorian (Australia) schools. Gender and other equity factors were of particular interest. In this article, the focus is on the participating mathematics teachers. Data on…

  13. Learning Together: Micro-Computers in Crosby, Texas, Schools.

    Science.gov (United States)

    McNeil, Linda M.

    The Crosby Independent School District near Houston, Texas, planned to introduce microcomputer instruction to its nearly 3,000 students in slow stages that had teachers and students learning at the same time. The initial impetus for computers came from an administrator who found useful information at a Regional Service Center of the State…

  14. Implementing Computer Algebra Enabled Questions for the Assessment and Learning of Mathematics

    Science.gov (United States)

    Sangwin, Christopher J.; Naismith, Laura

    2008-01-01

    We present principles for the design of an online system to support computer algebra enabled questions for use within the teaching and learning of mathematics in higher education. The introduction of a computer algebra system (CAS) into a computer aided assessment (CAA) system affords sophisticated response processing of student provided answers.…

  15. Coordinated computer-supported collaborative learning: Awareness and awareness tools

    NARCIS (Netherlands)

    Janssen, J.J.H.M.; Bodermer, D.

    2013-01-01

    Traditionally, research on awareness during online collaboration focused on topics such as the effects of spatial information about group members’ activities on the collaborative process. When the concept of awareness was introduced to computer-supported collaborative learning, this focus shifted to

  16. Which Management Control System principles and aspects are relevant when deploying a learning machine?

    OpenAIRE

    Martin, Johansson; Mikael, Göthager

    2017-01-01

    How shall a business adapt its management control systems when learning machines enter the arena? Will the control system continue to focus on humans aspects and continue to consider a learning machine to be an automation tool as any other historically programmed computer? Learning machines introduces productivity capabilities that achieve very high levels of efficiency and quality. A learning machine can sort through large amounts of data and make conclusions difficult by a human mind. Howev...

  17. Internet Shop Users: Computer Practices and Its Relationship to E-Learning Readiness

    OpenAIRE

    Jasper Vincent Q. Alontaga

    2018-01-01

    Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness. This study examined the profile, computer practices and e-learning readiness of seventy one (71) internet shop users. A researcher-made internet sh...

  18. ASSESSMENT OF KNOWLEDGE AND ATTITUDE OF COMPUTER ASSISTED LEARNING AMONG MEDICAL STUDENTS

    Directory of Open Access Journals (Sweden)

    Ravish

    2015-12-01

    Full Text Available INTRODUCTION: It is going truth globally that the medical course in medical college students are developed via computer mediated learning.1 Utilization of both the range upon online messages options must create study exciting, monetization, and likely as hired. We Hypothesized that survey will facilitate to permit us to be able to blueprint some on this necessary condition among my medical students and also to improve our study facilities a lot of automatically. A set of closed ended problems remained displayed on departmental website, to evaluate their computer skills and talents and their own assessment in computer and internet skills helping in learning. In the beginning months of 1st year MBBS college students 2014-15 batch taken up voluntarily to the study through MCQs questions provided to them in the form of departmental website. A batch of 50 college students surveyed on 3 different days. Although 80% students were confident with the operational skills of the computer, the opinion regarding the usage of computers for web based learning activities was not uniform i.e., 55% of the participants felt uncomfortable with web assisted activity in comparison to paper based activity. However, 49% were of the opinion that paper based activity might become redundant and websites will take over books in the future. Expansion on computer-assisted study requires traditional changes as well as thoughtful strategic planning, resource giving, staff benefits, Edutainment promotion by multidisciplinary working, and efficient quality control.

  19. Neural computations mediating one-shot learning in the human brain.

    Directory of Open Access Journals (Sweden)

    Sang Wan Lee

    2015-04-01

    Full Text Available Incremental learning, in which new knowledge is acquired gradually through trial and error, can be distinguished from one-shot learning, in which the brain learns rapidly from only a single pairing of a stimulus and a consequence. Very little is known about how the brain transitions between these two fundamentally different forms of learning. Here we test a computational hypothesis that uncertainty about the causal relationship between a stimulus and an outcome induces rapid changes in the rate of learning, which in turn mediates the transition between incremental and one-shot learning. By using a novel behavioral task in combination with functional magnetic resonance imaging (fMRI data from human volunteers, we found evidence implicating the ventrolateral prefrontal cortex and hippocampus in this process. The hippocampus was selectively "switched" on when one-shot learning was predicted to occur, while the ventrolateral prefrontal cortex was found to encode uncertainty about the causal association, exhibiting increased coupling with the hippocampus for high-learning rates, suggesting this region may act as a "switch," turning on and off one-shot learning as required.

  20. An Evaluation of the Webquest as a Computer-Based Learning Tool

    Science.gov (United States)

    Hassanien, Ahmed

    2006-01-01

    This paper explores the preparation and use of an internet activity for undergraduate learners in higher education (HE). It evaluates the effectiveness of using webquest as a computer-based learning (CBL) tool to support students to learn in HE. The evaluation undertaken offers insights into learner perceptions concerning the ease of use of the…

  1. Uses of Computer and its Relevance to Teaching and Learning in ...

    African Journals Online (AJOL)

    This paper examined the uses of computer and its relevance to teaching and learning in Nigerian secondary schools. The need for computer education and its objectives in Nigerian educational system were identified and discussed. The roles the classroom teachers would play and the challenges they would have to face in ...

  2. Computer Technology-Integrated Projects Should Not Supplant Craft Projects in Science Education

    Science.gov (United States)

    Klopp, Tabatha J.; Rule, Audrey C.; Schneider, Jean Suchsland; Boody, Robert M.

    2014-01-01

    The current emphasis on computer technology integration and narrowing of the curriculum has displaced arts and crafts. However, the hands-on, concrete nature of craft work in science modeling enables students to understand difficult concepts and to be engaged and motivated while learning spatial, logical, and sequential thinking skills. Analogy…

  3. The Hofmethode: Computing Semantic Similarities between E-Learning Products

    Directory of Open Access Journals (Sweden)

    Oliver Michel

    2009-11-01

    Full Text Available The key task in building useful e-learning repositories is to develop a system with an algorithm allowing users to retrieve information that corresponds to their specific requirements. To achieve this, products (or their verbal descriptions, i.e. presented in metadata need to be compared and structured according to the results of this comparison. Such structuring is crucial insofar as there are many search results that correspond to the entered keyword. The Hofmethode is an algorithm (based on psychological considerations to compute semantic similarities between texts and therefore offer a way to compare e-learning products. The computed similarity values are used to build semantic maps in which the products are visually arranged according to their similarities. The paper describes how the Hofmethode is implemented in the online database edulap, and how it contributes to help the user to explore the data in which he is interested.

  4. Active and Collaborative Learning in an Introductory Electrical and Computer Engineering Course

    Science.gov (United States)

    Kotru, Sushma; Burkett, Susan L.; Jackson, David Jeff

    2010-01-01

    Active and collaborative learning instruments were introduced into an introductory electrical and computer engineering course. These instruments were designed to assess specific learning objectives and program outcomes. Results show that students developed an understanding comparable to that of more advanced students assessed later in the…

  5. Using visualizations to support collaboration and coordination during computer-supported collaborative learning

    NARCIS (Netherlands)

    Janssen, J.J.H.M.

    2008-01-01

    This thesis addresses the topic of computer-supported collaborative learning (CSCL in short). In a CSCL-environment, students work in small groups on complex and challenging tasks. Although the teacher guides this process at a distance, students have to regulate and monitor their own learning

  6. Computers and types of control in relation to work stress and learning

    NARCIS (Netherlands)

    Kraan, K.O.; Dhondt, S.; Houtman, I.L.D.; Batenburg, R.S.; Kompier, M.A.J.; Taris, T.W.

    2014-01-01

    Traditional machine-paced work shows adverse effects on worker health and learning. It is hardly known whether technological pacing shows the same effects in computer work. Hypotheses on work stress and learning were formulated regarding the effects of technological pacing, in the context of

  7. Computers and types of control in relation to work stress and learning.

    NARCIS (Netherlands)

    Kraan, K.O.; Dhondt, S.; Houtman, I.L.D.; Batenburg, R.S.; Kompier, M.A.J:; Taris.T.W.

    2014-01-01

    Traditional machine-paced work shows adverse effects on worker health and learning. It is hardly known whether technological pacing shows the same effects in computer work. Hypotheses on work stress and learning were formulated regarding the effects of technological pacing, in the context of

  8. On Combining Multiple-Instance Learning and Active Learning for Computer-Aided Detection of Tuberculosis

    NARCIS (Netherlands)

    Melendez Rodriguez, J.C.; Ginneken, B. van; Maduskar, P.; Philipsen, R.H.H.M.; Ayles, H.; Sanchez, C.I.

    2016-01-01

    The major advantage of multiple-instance learning (MIL) applied to a computer-aided detection (CAD) system is that it allows optimizing the latter with case-level labels instead of accurate lesion outlines as traditionally required for a supervised approach. As shown in previous work, a MIL-based

  9. The impact of computer-based versus "traditional" textbook science instruction on selected student learning outcomes

    Science.gov (United States)

    Rothman, Alan H.

    This study reports the results of research designed to examine the impact of computer-based science instruction on elementary school level students' science content achievement, their attitude about science learning, their level of critical thinking-inquiry skills, and their level of cognitive and English language development. The study compared these learning outcomes resulting from a computer-based approach compared to the learning outcomes from a traditional, textbook-based approach to science instruction. The computer-based approach was inherent in a curriculum titled The Voyage of the Mimi , published by The Bank Street College Project in Science and Mathematics (1984). The study sample included 209 fifth-grade students enrolled in three schools in a suburban school district. This sample was divided into three groups, each receiving one of the following instructional treatments: (a) Mixed-instruction primarily based on the use of a hardcopy textbook in conjunction with computer-based instructional materials as one component of the science course; (b) Non-Traditional, Technology-Based -instruction fully utilizing computer-based material; and (c) Traditional, Textbook-Based-instruction utilizing only the textbook as the basis for instruction. Pre-test, or pre-treatment, data related to each of the student learning outcomes was collected at the beginning of the school year and post-test data was collected at the end of the school year. Statistical analyses of pre-test data were used as a covariate to account for possible pre-existing differences with regard to the variables examined among the three student groups. This study concluded that non-traditional, computer-based instruction in science significantly improved students' attitudes toward science learning and their level of English language development. Non-significant, positive trends were found for the following student learning outcomes: overall science achievement and development of critical thinking

  10. Modellus: Learning Physics with Mathematical Modelling

    Science.gov (United States)

    Teodoro, Vitor

    Computers are now a major tool in research and development in almost all scientific and technological fields. Despite recent developments, this is far from true for learning environments in schools and most undergraduate studies. This thesis proposes a framework for designing curricula where computers, and computer modelling in particular, are a major tool for learning. The framework, based on research on learning science and mathematics and on computer user interface, assumes that: 1) learning is an active process of creating meaning from representations; 2) learning takes place in a community of practice where students learn both from their own effort and from external guidance; 3) learning is a process of becoming familiar with concepts, with links between concepts, and with representations; 4) direct manipulation user interfaces allow students to explore concrete-abstract objects such as those of physics and can be used by students with minimal computer knowledge. Physics is the science of constructing models and explanations about the physical world. And mathematical models are an important type of models that are difficult for many students. These difficulties can be rooted in the fact that most students do not have an environment where they can explore functions, differential equations and iterations as primary objects that model physical phenomena--as objects-to-think-with, reifying the formal objects of physics. The framework proposes that students should be introduced to modelling in a very early stage of learning physics and mathematics, two scientific areas that must be taught in very closely related way, as they were developed since Galileo and Newton until the beginning of our century, before the rise of overspecialisation in science. At an early stage, functions are the main type of objects used to model real phenomena, such as motions. At a later stage, rates of change and equations with rates of change play an important role. This type of equations

  11. Teaching and Learning using Computers: How should We Tread on Its’ Changing Technology?

    Directory of Open Access Journals (Sweden)

    Mohd Sazali Khalid

    2014-09-01

    Full Text Available Children learn quickly from their own parents and as they grow up computers offer more learning options. However they would learn better if the lessons are properly constructed using cognitive, constructivist, collaborative and technical education principles i.e., incorporating mathematics lessons on the computers. This paper reports an ‘experience’ gained by a veteran mathematics teacher in building a courseware called CDiCL using ADDIE principles. The quasi-experimental research was run in Polytechnic Kota Bharu PKB, Kelantan under Ministry of Higher Education (MoHE Malaysia among 137 students at Certificate Engineering students in March 2006 among 4 different groups within 8 weeks. It was discovered CD only group scored the highest gain score of 6 points (difference in Post Test and Pre Test while CL (Collaborative Learning only group scored the least 2 points. From clinical interview, many students failed to understand mathematics from the courseware because of English and behavior problems among participants but some leaders in CL group gained leadership experience demanding soft skills in understanding peers’ limited skills and anxiety at presenting mathematics problem solving. The study concluded with a framework / rubrics for teachers to be effective dealing with mixed ability group of students learning mathematics on computers.

  12. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    Science.gov (United States)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  13. Ark of Inquiry: Responsible Research and Innovation through Computer-Based Inquiry Learning

    NARCIS (Netherlands)

    Margus Pedaste; Leo Siiman; Bregje de Vries; Mirjam Burget; Tomi Jaakkola; Emanuele Bardone; Meelis Brikker; Mario Mäeots; Marianne Lind; Koen Veermans

    2015-01-01

    Ark of Inquiry is a learning platform that uses a computer-based inquiry learning approach to raise youth awareness to Responsible Research and Innovation (RRI). It is developed in the context of a large-scale European project (http://www.arkofinquiry.eu) and provides young European citizens

  14. Effects of Attitudes and Behaviours on Learning Mathematics with Computer Tools

    Science.gov (United States)

    Reed, Helen C.; Drijvers, Paul; Kirschner, Paul A.

    2010-01-01

    This mixed-methods study investigates the effects of student attitudes and behaviours on the outcomes of learning mathematics with computer tools. A computer tool was used to help students develop the mathematical concept of function. In the whole sample (N = 521), student attitudes could account for a 3.4 point difference in test scores between…

  15. An eLearning Standard Approach for Supporting PBL in Computer Engineering

    Science.gov (United States)

    Garcia-Robles, R.; Diaz-del-Rio, F.; Vicente-Diaz, S.; Linares-Barranco, A.

    2009-01-01

    Problem-based learning (PBL) has proved to be a highly successful pedagogical model in many fields, although it is not that common in computer engineering. PBL goes beyond the typical teaching methodology by promoting student interaction. This paper presents a PBL trial applied to a course in a computer engineering degree at the University of…

  16. Developing Online Learning Resources: Big Data, Social Networks, and Cloud Computing to Support Pervasive Knowledge

    Science.gov (United States)

    Anshari, Muhammad; Alas, Yabit; Guan, Lim Sei

    2016-01-01

    Utilizing online learning resources (OLR) from multi channels in learning activities promise extended benefits from traditional based learning-centred to a collaborative based learning-centred that emphasises pervasive learning anywhere and anytime. While compiling big data, cloud computing, and semantic web into OLR offer a broader spectrum of…

  17. A review of Computer Science resources for learning and teaching with K-12 computing curricula: an Australian case study

    Science.gov (United States)

    Falkner, Katrina; Vivian, Rebecca

    2015-10-01

    To support teachers to implement Computer Science curricula into classrooms from the very first year of school, teachers, schools and organisations seek quality curriculum resources to support implementation and teacher professional development. Until now, many Computer Science resources and outreach initiatives have targeted K-12 school-age children, with the intention to engage children and increase interest, rather than to formally teach concepts and skills. What is the educational quality of existing Computer Science resources and to what extent are they suitable for classroom learning and teaching? In this paper, an assessment framework is presented to evaluate the quality of online Computer Science resources. Further, a semi-systematic review of available online Computer Science resources was conducted to evaluate resources available for classroom learning and teaching and to identify gaps in resource availability, using the Australian curriculum as a case study analysis. The findings reveal a predominance of quality resources, however, a number of critical gaps were identified. This paper provides recommendations and guidance for the development of new and supplementary resources and future research.

  18. Which Aspects of the English Language Do Distance Learners Find Difficult?

    Science.gov (United States)

    Teoh, George Boon Sai; Lin, Agnes Liau Wei; Belaja, Kathy

    2016-01-01

    This study reports the findings of a research carried out on distance learners at the School of Distance Education (SDE), University Sains Malaysia (USM). The study was explorative in nature with the purpose identifying the aspects of the English language which distance learners found difficult to learn. A quantitative survey questionnaire design…

  19. Why Is Active Learning so Difficult to Implement: The Turkish Case

    Science.gov (United States)

    Aksit, Fisun; Niemi, Hannele; Nevgi, Anne

    2016-01-01

    This article aims to report how teacher education may promote active learning which is demanded by the current educational reform of Turkish teacher education (TE). This article also examines the effectiveness of the recent reforms in Turkey from a student's perspective, and provides an understanding of the concept of active learning, how it is…

  20. Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning

    Science.gov (United States)

    Ranalli, Jim

    2008-01-01

    With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…

  1. An Investigation of the Relationship between College Chinese EFL Students' Autonomous Learning Capacity and Motivation in Using Computer-Assisted Language Learning

    Science.gov (United States)

    Pu, Minran

    2009-01-01

    The purpose of the study was to investigate the relationship between college EFL students' autonomous learning capacity and motivation in using web-based Computer-Assisted Language Learning (CALL) in China. This study included three questionnaires: the student background questionnaire, the questionnaire on student autonomous learning capacity, and…

  2. Pre-Service Teachers' Uses of and Barriers from Adopting Computer-Assisted Language Learning (CALL) Programs

    Science.gov (United States)

    Samani, Ebrahim; Baki, Roselan; Razali, Abu Bakar

    2014-01-01

    Success in implementation of computer-assisted language learning (CALL) programs depends on the teachers' understanding of the roles of CALL programs in education. Consequently, it is also important to understand the barriers teachers face in the use of computer-assisted language learning (CALL) programs. The current study was conducted on 14…

  3. Enhancing Instruction through Constructivism, Cooperative Learning, and Cloud Computing

    Science.gov (United States)

    Denton, David W.

    2012-01-01

    Cloud computing technologies, such as Google Docs and Microsoft Office Live, have the potential to enhance instructional methods predicated on constructivism and cooperative learning. Cloud-based application features like file sharing and online publishing are prompting departments of education across the nation to adopt these technologies.…

  4. Computer Game-based Learning: Applied Game Development Made Simpler

    NARCIS (Netherlands)

    Nyamsuren, Enkhbold

    2018-01-01

    The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initiative that aims to offer an ecosystem to support serious games’ development and use. Its two main objectives are to provide technologies for computer game-based pedagogy and learning and to establish

  5. Formal and Information Learning in a Computer Clubhouse Environment

    Science.gov (United States)

    McDougall, Anne; Lowe, Jenny; Hopkins, Josie

    2004-01-01

    This paper outlines the establishment and running of an after-school Computer Clubhouse, describing aspects of the leadership, mentoring and learning activities undertaken there. Research data has been collected from examination of documents associated with the Clubhouse, interviews with its founders, Director, session leaders and mentors, and…

  6. Exploring the mechanisms through which computers contribute to learning.

    NARCIS (Netherlands)

    Karasavvidis, I.; Karasavvidis, I.; Pieters, Julius Marie; Plomp, T.

    2003-01-01

    Even though it has been established that the incorporation of computers into the teaching and learning process enhances student performance, the underlying mechanisms through which this is accomplished have been largely unexplored. The present study aims to shed light on this issue. Two groups of 10

  7. CONTRIBUTIONS FOR DEVELOPING OF A COMPUTER AIDED LEARNING ENVIRONMENT OF DESCRIPTIVE GEOMETRY

    Directory of Open Access Journals (Sweden)

    Antonescu Ion

    2009-07-01

    Full Text Available The paper presents the authors’ contributions for developing a computer code for teaching of descriptive geometry using the computer aided learning techniques. The program was implemented using the programming interface and the 3D modeling capabilities of the AutoCAD system.

  8. Attitudes of Jordanian Undergraduate Students towards Using Computer Assisted Language Learning (CALL)

    Science.gov (United States)

    Saeed, Farah Jamal Abed Alrazeq; Al-Zayed, Norma Nawaf

    2018-01-01

    The study aimed at investigating the attitudes of Jordanian undergraduate students towards using computer assisted-language learning (CALL) and its effectiveness in the process of learning the English language. In order to fulfill the study's objective, the researchers used a questionnaire to collect data, followed-up with semi-structured…

  9. An Innovative Improvement of Engineering Learning System Using Computational Fluid Dynamics Concept

    Science.gov (United States)

    Hung, T. C.; Wang, S. K.; Tai, S. W.; Hung, C. T.

    2007-01-01

    An innovative concept of an electronic learning system has been established in an attempt to achieve a technology that provides engineering students with an instructive and affordable framework for learning engineering-related courses. This system utilizes an existing Computational Fluid Dynamics (CFD) package, Active Server Pages programming,…

  10. Neural Computations Mediating One-Shot Learning in the Human Brain

    Science.gov (United States)

    Lee, Sang Wan; O’Doherty, John P.; Shimojo, Shinsuke

    2015-01-01

    Incremental learning, in which new knowledge is acquired gradually through trial and error, can be distinguished from one-shot learning, in which the brain learns rapidly from only a single pairing of a stimulus and a consequence. Very little is known about how the brain transitions between these two fundamentally different forms of learning. Here we test a computational hypothesis that uncertainty about the causal relationship between a stimulus and an outcome induces rapid changes in the rate of learning, which in turn mediates the transition between incremental and one-shot learning. By using a novel behavioral task in combination with functional magnetic resonance imaging (fMRI) data from human volunteers, we found evidence implicating the ventrolateral prefrontal cortex and hippocampus in this process. The hippocampus was selectively “switched” on when one-shot learning was predicted to occur, while the ventrolateral prefrontal cortex was found to encode uncertainty about the causal association, exhibiting increased coupling with the hippocampus for high-learning rates, suggesting this region may act as a “switch,” turning on and off one-shot learning as required. PMID:25919291

  11. Learning and Understanding System Stability Using Illustrative Dynamic Texture Examples

    Science.gov (United States)

    Liu, Huaping; Xiao, Wei; Zhao, Hongyan; Sun, Fuchun

    2014-01-01

    System stability is a basic concept in courses on dynamic system analysis and control for undergraduate students with computer science backgrounds. Typically, this was taught using a simple simulation example of an inverted pendulum. Unfortunately, many difficult issues arise in the learning and understanding of the concepts of stability,…

  12. The Effectiveness of Self-Regulated Learning Scaffolds on Academic Performance in Computer-Based Learning Environments: A Meta-Analysis

    Science.gov (United States)

    Zheng, Lanqin

    2016-01-01

    This meta-analysis examined research on the effects of self-regulated learning scaffolds on academic performance in computer-based learning environments from 2004 to 2015. A total of 29 articles met inclusion criteria and were included in the final analysis with a total sample size of 2,648 students. Moderator analyses were performed using a…

  13. A mixed-methods exploration of an environment for learning computer programming

    Directory of Open Access Journals (Sweden)

    Richard Mather

    2015-08-01

    Full Text Available A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches used for the requirements engineering of computing systems are combined with questionnaire-based feedback and skill tests. These are applied to the ‘Ceebot’ animated 3D learning environment. Video analysis with workplace observation allowed detailed inspection of problem solving and tacit behaviours. Questionnaires and knowledge tests provided broad sample coverage with insights into subject understanding and overall response to the learning environment. Although relatively low scores in programming tests seemingly contradicted the perception that Ceebot had enhanced understanding of programming, this perception was nevertheless found to be correlated with greater test performance. Video analysis corroborated findings that the learning environment and Ceebot animations were engaging and encouraged constructive collaborative behaviours. Ethnographic observations clearly captured Ceebot's value in providing visual cues for problem-solving discussions and for progress through sharing discoveries. Notably, performance in tests was most highly correlated with greater programming practice (p≤0.01. It was apparent that although students had appropriated technology for collaborative working and benefitted from visual and tacit cues provided by Ceebot, they had not necessarily deeply learned the lessons intended. The key value of the ‘mixed-methods’ approach was that ethnographic observations captured the authenticity of learning behaviours, and thereby strengthened confidence in the interpretation of questionnaire and test findings.

  14. Video Games, Gender, Diversity, and Learning as Cultural Practice: Implications for Equitable Learning and Computing Participation through Games

    Science.gov (United States)

    Richard, Gabriela T.

    2017-01-01

    Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…

  15. Student Learning Opportunities in Traditional and Computer-Mediated Internships

    Science.gov (United States)

    Bayerlein, Leopold; Jeske, Debora

    2018-01-01

    Purpose: The purpose of this paper is to provide a student learning outcome focussed assessment of the benefits and limitations of traditional internships, e-internships, and simulated internships to evaluate the potential of computer-mediated internships (CMIs) (e-internships and simulated internships) within higher education from a student…

  16. Examining the Effects of Two Computer Programming Learning Strategies: Self-Explanation versus Reading Questions and Answers

    Directory of Open Access Journals (Sweden)

    Nancy Lee

    2017-08-01

    Full Text Available The study described here explored the differential effects of two learning strategies, self-explanation and reading questions and answers, on learning the computer programming language JavaScript. Students’ test performance and perceptions of effectiveness toward the two strategies were examined. An online interactive tutorial instruction implementing worked-examples and multimedia learning principles was developed for this study. Participants were 147 high school students (ages 14 to 18 of a computer introductory course in six periods which were randomly divided into two groups (n = 78; n = 69 of three periods each. The two groups alternated learning strategies to learn five lessons. Students’ prerequisite knowledge of XHTML and motivation to learn computer programming languages were measured before starting the tutorial. Students largely expressed their preference toward self-explanation over reading questions and answers. They thought self-explanation incurred much more work yet was more effective. However, the two learning strategies did not have differential effects on students’ test performance. The seeming discrepancy arising from students’ preferred strategy and their test performance was discussed in the areas of familiar versus new strategy, difficulty of learning materials and testing method, and experimental duration.

  17. Visual Interactive Syntax Learning: A Case of Blended Learning

    Directory of Open Access Journals (Sweden)

    Jane Vinther

    2008-11-01

    Full Text Available The integration of the computer as a tool in language learningat the tertiary level brings several opportunities for adaptingto individual student needs, but lack of appropriate material suited for the level of student proficiency in Scandinavia has meant that university teachers have found it difficult to blendthe traditional approach with computer tools. This article will present one programme (VISL which has been developed with the purpose of supporting and enhancing traditional instruction. Visual Interactive Syntax Learning (VISL is a programme which is basically a parser put to pedagogical use. The pedagogical purpose is to teach English syntax to university students at an advanced level. The programme allows the students to build sophisticated tree diagrams of Englishsentences with provisions for both functions and forms (simple or complex, incl. subclauses. VISL was initiated as an attempt to facilitate the metalinguistic learning process. Thisarticle will present VISL as a pedagogical tool and tries to argue the case for the benefits of blending traditional lecturing with modern technology while pointing out some of the issues involved.

  18. Information-Limited Parallel Processing in Difficult Heterogeneous Covert Visual Search

    Science.gov (United States)

    Dosher, Barbara Anne; Han, Songmei; Lu, Zhong-Lin

    2010-01-01

    Difficult visual search is often attributed to time-limited serial attention operations, although neural computations in the early visual system are parallel. Using probabilistic search models (Dosher, Han, & Lu, 2004) and a full time-course analysis of the dynamics of covert visual search, we distinguish unlimited capacity parallel versus serial…

  19. E-assessment for learning? Exploring the potential of computer-marked assessment and computer-generated feedback, from short-answer questions to assessment analytics.

    OpenAIRE

    Jordan, Sally

    2014-01-01

    This submission draws on research from twelve publications, all addressing some aspect of the broad research question: “Can interactive computer-marked assessment improve the effectiveness of assessment for learning?” \\ud \\ud The work starts from a consideration of the conditions under which assessment of any sort is predicted to best support learning, and reviews the broader literature of assessment and feedback before considering the potential of computer-based assessment, focusing on relat...

  20. The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning

    Science.gov (United States)

    Wang, Li-Chun; Chen, Ming-Puu

    2010-01-01

    Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…

  1. PARTICULARITIES OF EDUCATIONAL OBJECTS IN COMPUTER-ASSISTED LEARNING FOR PERSONS WITH DISABILITIES

    Directory of Open Access Journals (Sweden)

    Narcisa ISĂILĂ

    2010-12-01

    Full Text Available The current trend in computer-assisted learning is the creation of reusable learning objects. They can be used independently or can be coupled to make lessons that best fit the users' learning needs. From this perspective, the specific of learning objects for people with disabilities is to ensure accessibility and usability. Using standards in the process of creating learning objects provide flexibility in achieving lessons, thus being helpful for educational content creators (teachers. Metadata have an essential role in achieving interoperability and provide standardized information about the learning objects, allowing the searching, accessing and their finding. The compliance of eLearning standards ensures the compatibility and portability of materials from one system to another, which reduces the time and cost of development.

  2. BlueSky Cloud Framework: An E-Learning Framework Embracing Cloud Computing

    Science.gov (United States)

    Dong, Bo; Zheng, Qinghua; Qiao, Mu; Shu, Jian; Yang, Jie

    Currently, E-Learning has grown into a widely accepted way of learning. With the huge growth of users, services, education contents and resources, E-Learning systems are facing challenges of optimizing resource allocations, dealing with dynamic concurrency demands, handling rapid storage growth requirements and cost controlling. In this paper, an E-Learning framework based on cloud computing is presented, namely BlueSky cloud framework. Particularly, the architecture and core components of BlueSky cloud framework are introduced. In BlueSky cloud framework, physical machines are virtualized, and allocated on demand for E-Learning systems. Moreover, BlueSky cloud framework combines with traditional middleware functions (such as load balancing and data caching) to serve for E-Learning systems as a general architecture. It delivers reliable, scalable and cost-efficient services to E-Learning systems, and E-Learning organizations can establish systems through these services in a simple way. BlueSky cloud framework solves the challenges faced by E-Learning, and improves the performance, availability and scalability of E-Learning systems.

  3. Navigating diversity with nursing students through difficult dialogues: A qualitative study

    Directory of Open Access Journals (Sweden)

    Deirdre E. van Jaarsveldt

    2015-01-01

    Full Text Available The Difficult Dialogues project is an international initiative that promotes the development of the art and skill of civil discourse as an essential outcome of higher education. At the University of the Free State, South Africa, the project is implemented by the Centre for Teaching and Learning. When intergroup conflict started disrupting the academic performance of first year nursing students, the School of Nursing consulted with the centre to facilitate a Difficult Dialogues session. This article describes the engineering of a session programme to facilitate learning about navigating diversity and responding to conflict in a constructive way. The rich data of a qualitative inquiry conducted via the Critical Incident Questionnaire are triangulated with literature and other feedback provided to describe to what extent the session contributed towards student learning. A number of participants indicated that they had learnt to respect diversity and had realised that they could co-operate as a team in spite of individual differences. As additional evidence, the students listed specific skills that could aid them in navigating diversity and conflict in future. Considering that the School strives to establish inclusion during the orientation of students, this case raises questions about the sufficiency of such endeavours. In conclusion it is asked to what extent nurse educators should be expected to implement strategies to address issues of diversity in the classroom on a continuous basis.

  4. Computational modeling of spiking neural network with learning rules from STDP and intrinsic plasticity

    Science.gov (United States)

    Li, Xiumin; Wang, Wei; Xue, Fangzheng; Song, Yongduan

    2018-02-01

    Recently there has been continuously increasing interest in building up computational models of spiking neural networks (SNN), such as the Liquid State Machine (LSM). The biologically inspired self-organized neural networks with neural plasticity can enhance the capability of computational performance, with the characteristic features of dynamical memory and recurrent connection cycles which distinguish them from the more widely used feedforward neural networks. Despite a variety of computational models for brain-like learning and information processing have been proposed, the modeling of self-organized neural networks with multi-neural plasticity is still an important open challenge. The main difficulties lie in the interplay among different forms of neural plasticity rules and understanding how structures and dynamics of neural networks shape the computational performance. In this paper, we propose a novel approach to develop the models of LSM with a biologically inspired self-organizing network based on two neural plasticity learning rules. The connectivity among excitatory neurons is adapted by spike-timing-dependent plasticity (STDP) learning; meanwhile, the degrees of neuronal excitability are regulated to maintain a moderate average activity level by another learning rule: intrinsic plasticity (IP). Our study shows that LSM with STDP+IP performs better than LSM with a random SNN or SNN obtained by STDP alone. The noticeable improvement with the proposed method is due to the better reflected competition among different neurons in the developed SNN model, as well as the more effectively encoded and processed relevant dynamic information with its learning and self-organizing mechanism. This result gives insights to the optimization of computational models of spiking neural networks with neural plasticity.

  5. Investigating Difficulties of Learning Computer Programming in Saudi Arabia

    Science.gov (United States)

    Alakeel, Ali M.

    2015-01-01

    Learning computer programming is one of the main requirements of many educational study plans in higher education. Research has shown that many students face difficulties acquiring reasonable programming skills during their first year of college. In Saudi Arabia, there are twenty-three state-owned universities scattered around the country that…

  6. Improved object optimal synthetic description, modeling, learning, and discrimination by GEOGINE computational kernel

    Science.gov (United States)

    Fiorini, Rodolfo A.; Dacquino, Gianfranco

    2005-03-01

    GEOGINE (GEOmetrical enGINE), a state-of-the-art OMG (Ontological Model Generator) based on n-D Tensor Invariants for n-Dimensional shape/texture optimal synthetic representation, description and learning, was presented in previous conferences elsewhere recently. Improved computational algorithms based on the computational invariant theory of finite groups in Euclidean space and a demo application is presented. Progressive model automatic generation is discussed. GEOGINE can be used as an efficient computational kernel for fast reliable application development and delivery in advanced biomedical engineering, biometric, intelligent computing, target recognition, content image retrieval, data mining technological areas mainly. Ontology can be regarded as a logical theory accounting for the intended meaning of a formal dictionary, i.e., its ontological commitment to a particular conceptualization of the world object. According to this approach, "n-D Tensor Calculus" can be considered a "Formal Language" to reliably compute optimized "n-Dimensional Tensor Invariants" as specific object "invariant parameter and attribute words" for automated n-Dimensional shape/texture optimal synthetic object description by incremental model generation. The class of those "invariant parameter and attribute words" can be thought as a specific "Formal Vocabulary" learned from a "Generalized Formal Dictionary" of the "Computational Tensor Invariants" language. Even object chromatic attributes can be effectively and reliably computed from object geometric parameters into robust colour shape invariant characteristics. As a matter of fact, any highly sophisticated application needing effective, robust object geometric/colour invariant attribute capture and parameterization features, for reliable automated object learning and discrimination can deeply benefit from GEOGINE progressive automated model generation computational kernel performance. Main operational advantages over previous

  7. Interactive Whiteboards and Computer Games at Highschool Level: Digital Resources for Enhancing Reflection in Teaching and Learning

    DEFF Research Database (Denmark)

    Sorensen, Elsebeth Korsgaard; Poulsen, Mathias; Houmann, Rita

    The general potential of computer games for teaching and learning is becoming widely recognized. In particular, within the application contexts of primary and lower secondary education, the relevance and value and computer games seem more accepted, and the possibility and willingness to incorporate...... computer games as a possible resource at the level of other educational resources seem more frequent. For some reason, however, to apply computer games in processes of teaching and learning at the high school level, seems an almost non-existent event. This paper reports on study of incorporating...... the learning game “Global Conflicts: Latin America” as a resource into the teaching and learning of a course involving the two subjects “English language learning” and “Social studies” at the final year in a Danish high school. The study adapts an explorative research design approach and investigates...

  8. Interesting cases which were difficult to diagnose by CT

    International Nuclear Information System (INIS)

    Ueki, Koji; Okubo, Koichi; Shinohara, Shinji

    1981-01-01

    Computed tomography (CT) clinically provides us with much more useful diagnostic informations regarding the localization, size, shape, extent and inner structure of the lesions and then in some cases the specific diagnosis can be also obtained by CT alone. However, it is usually difficult to define the longitudinal extent of the lesions, their relation to adjacent tissues, the originated site in enormous lesion and histological type also. At CT examination, it is essential to recognize these drawback and limitation on CT. From these points of view, six interesting cases (i.e. pericardial diverticulum, hepatoma with retroperitoneal metastasis, cholangiohepatoma, afferent loop syndrome, invagination and retroperitoneal malignant schwannoma) which were difficult to diagnose by CT and proved ultimately with operation or autopsy were illustrated with some reviews. (author)

  9. A Functional Specification for a Programming Language for Computer Aided Learning Applications.

    Science.gov (United States)

    National Research Council of Canada, Ottawa (Ontario).

    In 1972 there were at least six different course authoring languages in use in Canada with little exchange of course materials between Computer Assisted Learning (CAL) centers. In order to improve facilities for producing "transportable" computer based course materials, a working panel undertook the definition of functional requirements of a user…

  10. Spiral and Project-Based Learning with Peer Assessment in a Computer Science Project Management Course

    Science.gov (United States)

    Jaime, Arturo; Blanco, José Miguel; Domínguez, César; Sánchez, Ana; Heras, Jónathan; Usandizaga, Imanol

    2016-01-01

    Different learning methods such as project-based learning, spiral learning and peer assessment have been implemented in science disciplines with different outcomes. This paper presents a proposal for a project management course in the context of a computer science degree. Our proposal combines three well-known methods: project-based learning,…

  11. Events of potential learning: how preschoolers produce curriculum at the computer during free play periods

    Directory of Open Access Journals (Sweden)

    Mats Bevemyr

    2016-11-01

    Full Text Available The Swedish preschool curriculum emphasizes children’s learning through play. This means that children’s learning in everyday practice is accomplished through a complex mixture of teacher-led activities and activities the children themselves initiate. When learning is viewed as situated and constituted through social interaction (Lave & Wenger, 1991, almost all social events have learning potential. Consequently, from an educational and a curriculum point of view it is important to raise the question of how children’s learning can be made visible, and determine what kind of learning children’s own initiated (play activities imply. The focus of the paper is on children’s (aged 3-5 years “communities of practice” at the computer during “free play” period in two various Swedish preschools settings. Events of peer interaction are analyzed in detail to illustrate what kind of learning activities are going on at the computer, and to discuss these events of potential learning in relation to the curriculum goals and the educational practice. From a curriculum point of view, the analyses show that the children’s activities at the computer involve a variety of events that might provides for learning that can be viewed as goal-oriented. From the children’s point of view, the project of socialization seems to be the most prominent goal. A crucial point for educational success, however, is to understand not only what the object of learning is, rather what motivates children’s play apprenticeship in their own “communities of practice”.

  12. Seeking the best training model for difficult conversations in neonatology.

    Science.gov (United States)

    Lechner, Beatrice E; Shields, Robin; Tucker, Richard; Bender, G Jesse

    2016-05-01

    We hypothesize that a formal simulation curriculum prepares neonatology fellows for difficult conversations better than traditional didactics. Single-center neonatology fellowship graduates from 1999 to 2013 were sent a retrospective web-based survey. Some had been exposed to a Difficult Conversations curriculum (simulation group), others had not (no simulation group). The simulation group participated in one workshop annually, consisting of lecture, simulation, and debriefing. Scenarios were customized to year of training. Epoch comparisons were made between the simulation and no simulation groups. Self-rated baseline effectiveness at discussing difficult topics was not different. The simulation group reported more supervised family meetings and feedback after fellow-led meetings. Simulations were rated very positively. The simulation group reported increased comfort levels. Strategic pause and body positioning were specific communication skills more frequently acquired in the simulation group. In both groups, the highest ranked contributors to learning were mentor observation and clinical practice. In the simulation group, simulation and debriefing outranked didactics or other experiences. Simulation-based workshops improve communication skills in high stakes conversations. However, they do not substitute for mentor observation and experience. Establishing a structured simulation-based difficult conversations curriculum refines vital communication skills necessary for the high stakes conversations neonatologists direct in clinical practice.

  13. Effects of a Computer-Assisted Concept Mapping Learning Strategy on EFL College Students' English Reading Comprehension

    Science.gov (United States)

    Liu, Pei-Lin; Chen, Chiu-Jung; Chang, Yu-Ju

    2010-01-01

    The purpose of this research was to investigate the effects of a computer-assisted concept mapping learning strategy on EFL college learners' English reading comprehension. The research questions were: (1) what was the influence of the computer-assisted concept mapping learning strategy on different learners' English reading comprehension? (2) did…

  14. Learning general phonological rules from distributional information: a computational model.

    Science.gov (United States)

    Calamaro, Shira; Jarosz, Gaja

    2015-04-01

    Phonological rules create alternations in the phonetic realizations of related words. These rules must be learned by infants in order to identify the phonological inventory, the morphological structure, and the lexicon of a language. Recent work proposes a computational model for the learning of one kind of phonological alternation, allophony (Peperkamp, Le Calvez, Nadal, & Dupoux, 2006). This paper extends the model to account for learning of a broader set of phonological alternations and the formalization of these alternations as general rules. In Experiment 1, we apply the original model to new data in Dutch and demonstrate its limitations in learning nonallophonic rules. In Experiment 2, we extend the model to allow it to learn general rules for alternations that apply to a class of segments. In Experiment 3, the model is further extended to allow for generalization by context; we argue that this generalization must be constrained by linguistic principles. Copyright © 2014 Cognitive Science Society, Inc.

  15. A Comparative Study of Paper-based and Computer-based Contextualization in Vocabulary Learning of EFL Students

    Directory of Open Access Journals (Sweden)

    Mousa Ahmadian

    2015-04-01

    Full Text Available Vocabulary acquisition is one of the largest and most important tasks in language classes. New technologies, such as computers, have helped a lot in this way. The importance of the issue led the researchers to do the present study which concerns the comparison of contextualized vocabulary learning on paper and through Computer Assisted Language Learning (CALL. To this end, 52 Pre-university EFL learners were randomly assigned in two groups: a paper-based group (PB and a computer-based (CB group each with 26 learners. The PB group received PB contextualization of vocabulary items, while the CB group received CB contextualization of the vocabulary items thorough PowerPoint (PP software. One pretest, posttest, along with an immediate and a delayed posttest were given to the learners. Paired samples t-test of pretest and posttest and independent samples t-test of the delayed and immediate posttest were executed by SPSS software. The results revealed that computer-based contextualization had more effects on vocabulary learning of Iranian EFL learners than paper-based contextualization of the words. Keywords: Computer-based contextualization, Paper-based contextualization, Vocabulary learning, CALL

  16. It takes a village: supporting inquiry- and equity-oriented computer science pedagogy through a professional learning community

    Science.gov (United States)

    Ryoo, Jean; Goode, Joanna; Margolis, Jane

    2015-10-01

    This article describes the importance that high school computer science teachers place on a teachers' professional learning community designed around an inquiry- and equity-oriented approach for broadening participation in computing. Using grounded theory to analyze four years of teacher surveys and interviews from the Exploring Computer Science (ECS) program in the Los Angeles Unified School District, this article describes how participating in professional development activities purposefully aimed at fostering a teachers' professional learning community helps ECS teachers make the transition to an inquiry-based classroom culture and break professional isolation. This professional learning community also provides experiences that challenge prevalent deficit notions and stereotypes about which students can or cannot excel in computer science.

  17. The Role of Computer-Assisted Language Learning (CALL) in Promoting Learner Autonomy

    Science.gov (United States)

    Mutlu, Arzu; Eroz-Tuga, Betil

    2013-01-01

    Problem Statement: Teaching a language with the help of computers and the Internet has attracted the attention of many practitioners and researchers in the last 20 years, so the number of studies that investigate whether computers and the Internet promote language learning continues to increase. These studies have focused on exploring the beliefs…

  18. Pragmatically Framed Cross-Situational Noun Learning Using Computational Reinforcement Models.

    Science.gov (United States)

    Najnin, Shamima; Banerjee, Bonny

    2018-01-01

    Cross-situational learning and social pragmatic theories are prominent mechanisms for learning word meanings (i.e., word-object pairs). In this paper, the role of reinforcement is investigated for early word-learning by an artificial agent. When exposed to a group of speakers, the agent comes to understand an initial set of vocabulary items belonging to the language used by the group. Both cross-situational learning and social pragmatic theory are taken into account. As social cues, joint attention and prosodic cues in caregiver's speech are considered. During agent-caregiver interaction, the agent selects a word from the caregiver's utterance and learns the relations between that word and the objects in its visual environment. The "novel words to novel objects" language-specific constraint is assumed for computing rewards. The models are learned by maximizing the expected reward using reinforcement learning algorithms [i.e., table-based algorithms: Q-learning, SARSA, SARSA-λ, and neural network-based algorithms: Q-learning for neural network (Q-NN), neural-fitted Q-network (NFQ), and deep Q-network (DQN)]. Neural network-based reinforcement learning models are chosen over table-based models for better generalization and quicker convergence. Simulations are carried out using mother-infant interaction CHILDES dataset for learning word-object pairings. Reinforcement is modeled in two cross-situational learning cases: (1) with joint attention (Attentional models), and (2) with joint attention and prosodic cues (Attentional-prosodic models). Attentional-prosodic models manifest superior performance to Attentional ones for the task of word-learning. The Attentional-prosodic DQN outperforms existing word-learning models for the same task.

  19. APA Summit on Medical Student Education Task Force on Informatics and Technology: learning about computers and applying computer technology to education and practice.

    Science.gov (United States)

    Hilty, Donald M; Hales, Deborah J; Briscoe, Greg; Benjamin, Sheldon; Boland, Robert J; Luo, John S; Chan, Carlyle H; Kennedy, Robert S; Karlinsky, Harry; Gordon, Daniel B; Yager, Joel; Yellowlees, Peter M

    2006-01-01

    This article provides a brief overview of important issues for educators regarding medical education and technology. The literature describes key concepts, prototypical technology tools, and model programs. A work group of psychiatric educators was convened three times by phone conference to discuss the literature. Findings were presented to and input was received from the 2005 Summit on Medical Student Education by APA and the American Directors of Medical Student Education in Psychiatry. Knowledge of, skills in, and attitudes toward medical informatics are important to life-long learning and modern medical practice. A needs assessment is a starting place, since student, faculty, institution, and societal factors bear consideration. Technology needs to "fit" into a curriculum in order to facilitate learning and teaching. Learning about computers and applying computer technology to education and clinical care are key steps in computer literacy for physicians.

  20. Learning Computational Models of Video Memorability from fMRI Brain Imaging.

    Science.gov (United States)

    Han, Junwei; Chen, Changyuan; Shao, Ling; Hu, Xintao; Han, Jungong; Liu, Tianming

    2015-08-01

    Generally, various visual media are unequally memorable by the human brain. This paper looks into a new direction of modeling the memorability of video clips and automatically predicting how memorable they are by learning from brain functional magnetic resonance imaging (fMRI). We propose a novel computational framework by integrating the power of low-level audiovisual features and brain activity decoding via fMRI. Initially, a user study experiment is performed to create a ground truth database for measuring video memorability and a set of effective low-level audiovisual features is examined in this database. Then, human subjects' brain fMRI data are obtained when they are watching the video clips. The fMRI-derived features that convey the brain activity of memorizing videos are extracted using a universal brain reference system. Finally, due to the fact that fMRI scanning is expensive and time-consuming, a computational model is learned on our benchmark dataset with the objective of maximizing the correlation between the low-level audiovisual features and the fMRI-derived features using joint subspace learning. The learned model can then automatically predict the memorability of videos without fMRI scans. Evaluations on publically available image and video databases demonstrate the effectiveness of the proposed framework.

  1. Machine Learning in Computer-Aided Synthesis Planning.

    Science.gov (United States)

    Coley, Connor W; Green, William H; Jensen, Klavs F

    2018-05-15

    Computer-aided synthesis planning (CASP) is focused on the goal of accelerating the process by which chemists decide how to synthesize small molecule compounds. The ideal CASP program would take a molecular structure as input and output a sorted list of detailed reaction schemes that each connect that target to purchasable starting materials via a series of chemically feasible reaction steps. Early work in this field relied on expert-crafted reaction rules and heuristics to describe possible retrosynthetic disconnections and selectivity rules but suffered from incompleteness, infeasible suggestions, and human bias. With the relatively recent availability of large reaction corpora (such as the United States Patent and Trademark Office (USPTO), Reaxys, and SciFinder databases), consisting of millions of tabulated reaction examples, it is now possible to construct and validate purely data-driven approaches to synthesis planning. As a result, synthesis planning has been opened to machine learning techniques, and the field is advancing rapidly. In this Account, we focus on two critical aspects of CASP and recent machine learning approaches to both challenges. First, we discuss the problem of retrosynthetic planning, which requires a recommender system to propose synthetic disconnections starting from a target molecule. We describe how the search strategy, necessary to overcome the exponential growth of the search space with increasing number of reaction steps, can be assisted through a learned synthetic complexity metric. We also describe how the recursive expansion can be performed by a straightforward nearest neighbor model that makes clever use of reaction data to generate high quality retrosynthetic disconnections. Second, we discuss the problem of anticipating the products of chemical reactions, which can be used to validate proposed reactions in a computer-generated synthesis plan (i.e., reduce false positives) to increase the likelihood of experimental success

  2. The Role of Corticostriatal Systems in Speech Category Learning.

    Science.gov (United States)

    Yi, Han-Gyol; Maddox, W Todd; Mumford, Jeanette A; Chandrasekaran, Bharath

    2016-04-01

    One of the most difficult category learning problems for humans is learning nonnative speech categories. While feedback-based category training can enhance speech learning, the mechanisms underlying these benefits are unclear. In this functional magnetic resonance imaging study, we investigated neural and computational mechanisms underlying feedback-dependent speech category learning in adults. Positive feedback activated a large corticostriatal network including the dorsolateral prefrontal cortex, inferior parietal lobule, middle temporal gyrus, caudate, putamen, and the ventral striatum. Successful learning was contingent upon the activity of domain-general category learning systems: the fast-learning reflective system, involving the dorsolateral prefrontal cortex that develops and tests explicit rules based on the feedback content, and the slow-learning reflexive system, involving the putamen in which the stimuli are implicitly associated with category responses based on the reward value in feedback. Computational modeling of response strategies revealed significant use of reflective strategies early in training and greater use of reflexive strategies later in training. Reflexive strategy use was associated with increased activation in the putamen. Our results demonstrate a critical role for the reflexive corticostriatal learning system as a function of response strategy and proficiency during speech category learning. © The Author 2014. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  3. A Proposed Smart E-Learning System Using Cloud Computing Services: PaaS, IaaS and Web 3.0

    Directory of Open Access Journals (Sweden)

    Dr.Mona M. Nasr

    2012-09-01

    Full Text Available E-learning systems need to improve its infrastructure, which can devote the required computation and storage resources for e-learning systems. Microsoft cloud computing technologies although in their early stages, have managed to change the way applications are going to be developed and accessed. The objective of the paper is to combine various technologies to design architecture which describe E-learning systems. Web 3.0 uses widget aggregation, intelligent retrieval, user interest modeling and semantic annotation. These technologies are aimed at running applications as services over the internet on a flexible infrastructure. Cloud computing provides a low cost solution to academic institutions for their researchers, faculty and learners. In this paper we integrate cloud computing as a platform with web 3.0 for building intelligent e-learning systems.

  4. Metacognitive Load--Useful, or Extraneous Concept? Metacognitive and Self-Regulatory Demands in Computer-Based Learning

    Science.gov (United States)

    Schwonke, Rolf

    2015-01-01

    Instructional design theories such as the "cognitive load theory" (CLT) or the "cognitive theory of multimedia learning" (CTML) explain learning difficulties in (computer-based) learning usually as a result of design deficiencies that hinder effective schema construction. However, learners often struggle even in well-designed…

  5. Parameter learning in MTE networks using incomplete data

    DEFF Research Database (Denmark)

    Fernández, Antonio; Langseth, Helge; Nielsen, Thomas Dyhre

    a considerable computational burden as well as the inability to handle missing values in the training data. In this paper we describe an EM-based algorithm for learning the maximum likelihood parameters of an MTE network when confronted with incomplete data. In order to overcome the computational difficulties we......Bayesian networks with mixtures of truncated exponentials (MTEs) are gaining popularity as a flexible modelling framework for hybrid domains. MTEs support efficient and exact inference algorithms, but estimating an MTE from data has turned out to be a difficult task. Current methods suffer from...

  6. Impact of tablet computers and eBooks on learning practices of law students

    NARCIS (Netherlands)

    Kalz, Marco; Specht, Marcus; Van Oosterzee, Michiel

    2012-01-01

    Kalz, M., Specht, M., & Van Oosterzee, M. (2012). Impact of tablet computers and eBooks on learning practices of law students. In M. Specht, J. Multisilta, & M. Sharples (Eds.), Proceedings of the 11th World Conference on Mobile and Contextual Learning 2012 (pp. 203-208). October, 16-18, 2012,

  7. The Internet and computer enhanced foreign language learning and intercultural communication

    Directory of Open Access Journals (Sweden)

    Levent Uzun

    2012-07-01

    Full Text Available The present study aims at discussing the potential of the Internet and computer-mediated artefacts for education. The understanding of digitalised and technology utilised education, which is the current trend of our age, is highlighted and some computer-mediated artefacts such as the so called modular object-oriented dynamic learning environment (MOODLE, the online virtual reality chatting game Second Life, and some others are introduced in a unified connection to show how they can be practically integrated in education, and how they can foster foreign language learning and practice, and intercultural communication. It is emphasised that the current situation of the physical conditions, and also the needs, interests and abilities of the new-age learners should be considered more carefully to give education a correct direction in the future.

  8. Service-Learning in the Computer and Information Sciences Practical Applications in Engineering Education

    CERN Document Server

    Nejmeh, Brian A

    2012-01-01

    A road map for service-learning partnerships between information science and nonprofit organizations While service-learning is a well-known educational method for integrating learning experiences with community service, it is only now beginning to emerge in computer and information sciences (CIS). Offering a truly global perspective, this book introduces for the first time an essential framework for service learning in CIS, addressing both the challenges and opportunities of this approach for all stakeholders involved-faculty, students, and community nonprofit organizations (NPOs), both dome

  9. Transforming information for computer-aided instruction: using a Socratic Dialogue method to teach gross anatomy.

    Science.gov (United States)

    Constantinou, P; Daane, S; Dev, P

    1994-01-01

    Traditional teaching of anatomy can be a difficult process of rote memorization. Computers allow information presentation to be much more dynamic, and interactive; the same information can be presented in multiple organizations. Using this idea, we have implemented a new pedagogy for computer-assisted instruction in The Anatomy Lesson, an interactive digital teacher which uses a "Socratic Dialogue" metaphor, as well as a textbook-like approach, to facilitate conceptual learning in anatomy.

  10. Developing Computer Assisted Media of Pneumatic System Learning Oriented to Industrial Demands

    Directory of Open Access Journals (Sweden)

    Wahyu Dwi Kurniawan

    2017-04-01

    Full Text Available This study aimed to develop learning media of pneumatic systems based on computer-assisted learning as an effort to improve the competence of students at the Department of Mechanical Engineering, Faculty of Engineering UNESA. The development method referred to the 4D model design of Thiagarajan comprising the steps of: define, design, develop, and desseminate. The results showed that the expert validation average score included in both categories was 3.54, indicating the learning application acceptable. A limited test showed effective results, namely: (a Analysis of the data included in the category of learning was good (3.64, indicated by students’ enthusiasm in the learning process; (b Teaching learning activities were categorized as good, the students actively involved in learning, and the most dominant activity was doing tasks while discussing; (c Learning objectives were both achieved individually and classically; (d The students showed a positive response expressed by the students’ interest, excitement, and motivation to follow the learning process.

  11. Making difficult decisions how to be decisive and get the business done

    CERN Document Server

    Shaw, Peter J A

    2010-01-01

    You are faced with so many difficult decisions. Often your decision making seems random. It can be swayed by different situations and emotions. You need to be more rigorous in the way you make decisions and yet you have very little time to do so. Experience from others who have made tough decisions and a framework to help you do so would be invaluable. The courage to make decisions is sometimes a bit elusive. It is difficult to find the calmness to be able to make and live with those decisions. There is so much that can be learned from the experience of others. After working through this boo

  12. An Analysis of Creative Process Learning in Computer Game Activities Through Player Experiences

    Directory of Open Access Journals (Sweden)

    Wilawan Inchamnan

    2016-09-01

    Full Text Available This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL. A behavior analysis for measuring the creative potential of computer game activities and learning outcomes is described. Creative components were measured by examining task motivation and domain-relevant and creativity-relevant skill factors. The research approach applied heuristic checklists in the field of gameplay to analyze the stage of player activities involved in the performance of the task and to examine player experiences with the Player Experience of Need Satisfaction (PENS survey. Player experiences were influenced by competency, autonomy, intuitive controls, relatedness and presence. This study examines the impact of these activities on the player experience for evaluating learning outcomes through school records. The study is designed to better understand the creative potential of people who are engaged in learning knowledge and skills during the course while playing video games. The findings show the creative potential that occurred to yield levels of creative performance within game play activities to support learning. The anticipated outcome is knowledge on how video games foster creative thinking as an overview of the Creative Potential of Learning Model (CPLN. CPLN clearly describes the interrelationships between principles of learning and creative potential, the interpretation of the results is indispensable.

  13. Exploiting the Dynamics of Soft Materials for Machine Learning.

    Science.gov (United States)

    Nakajima, Kohei; Hauser, Helmut; Li, Tao; Pfeifer, Rolf

    2018-06-01

    Soft materials are increasingly utilized for various purposes in many engineering applications. These materials have been shown to perform a number of functions that were previously difficult to implement using rigid materials. Here, we argue that the diverse dynamics generated by actuating soft materials can be effectively used for machine learning purposes. This is demonstrated using a soft silicone arm through a technique of multiplexing, which enables the rich transient dynamics of the soft materials to be fully exploited as a computational resource. The computational performance of the soft silicone arm is examined through two standard benchmark tasks. Results show that the soft arm compares well to or even outperforms conventional machine learning techniques under multiple conditions. We then demonstrate that this system can be used for the sensory time series prediction problem for the soft arm itself, which suggests its immediate applicability to a real-world machine learning problem. Our approach, on the one hand, represents a radical departure from traditional computational methods, whereas on the other hand, it fits nicely into a more general perspective of computation by way of exploiting the properties of physical materials in the real world.

  14. E-Learning - best Practice in Photogrammetry, Remote Sensing and GIS - Status and Challenges

    Science.gov (United States)

    König, G.; Shih, P. T. Y.; Katterfeld, C.

    2012-07-01

    In addition to professional training, computer aided teaching has long tradition. The difficult economic situation, however, forced many customers to take drastic austerity measures in the field of learning. Cost pressure encouraged a new openness to innovative and tailored learning concepts. As a result e-learning gained more interest and importance promising great benefit to the user. Around the world a variety of well-designed e-learning products exist. The web pages of Commission VI/2 (http://www.igg.tuberlin. de/ISPRS/) provide a decision aid to locate relevant material. Links to websites known to the authors are listed; a search function allows selective access, taking account of quality criteria. This article describes best practice e-learning applications in photogrammetry, remote sensing and GIS. The rating is based on results of the Computer Assisted Teaching CONtest (CATCON) initiated by ISPRS, and on observation of recent developments.

  15. Learning with Interactive Computer Graphics in the Undergraduate Neuroscience Classroom

    Science.gov (United States)

    Pani, John R.; Chariker, Julia H.; Naaz, Farah; Mattingly, William; Roberts, Joshua; Sephton, Sandra E.

    2014-01-01

    Instruction of neuroanatomy depends on graphical representation and extended self-study. As a consequence, computer-based learning environments that incorporate interactive graphics should facilitate instruction in this area. The present study evaluated such a system in the undergraduate neuroscience classroom. The system used the method of…

  16. Students' Perceptions of Autonomous Out-of-Class Learning through the Use of Computers

    Science.gov (United States)

    Liu, Xianghu

    2014-01-01

    This study investigates the attitudes towards, and practices of, computer-assisted autonomous learning in learning English of 160 students from three different higher education institutions in China. To do this, a questionnaire was completed by 160 participants, and follow-up in-depth interviews were undertaken with six participants and six of…

  17. The Effectiveness of Computers on Vocabulary Learning among Preschool Children: A Semiotic Approach

    Science.gov (United States)

    Basoz, Tutku; Can, Dilek Tüfekci

    2016-01-01

    Semiotics has recently achieved some prominence as a theoretical foundation for foreign language learning/teaching. Though there have been a number of research on the semiotics in foreign language learning, the practical use of semiotics in preschool classroom environment still remains unanswered. What is more, the effectiveness of computers on…

  18. A Drawing and Multi-Representational Computer Environment for Beginners' Learning of Programming Using C: Design and Pilot Formative Evaluation

    Science.gov (United States)

    Kordaki, Maria

    2010-01-01

    This paper presents both the design and the pilot formative evaluation study of a computer-based problem-solving environment (named LECGO: Learning Environment for programming using C using Geometrical Objects) for the learning of computer programming using C by beginners. In its design, constructivist and social learning theories were taken into…

  19. Self-teaching neural network learns difficult reactor control problem

    International Nuclear Information System (INIS)

    Jouse, W.C.

    1989-01-01

    A self-teaching neural network used as an adaptive controller quickly learns to control an unstable reactor configuration. The network models the behavior of a human operator. It is trained by allowing it to operate the reactivity control impulsively. It is punished whenever either the power or fuel temperature stray outside technical limits. Using a simple paradigm, the network constructs an internal representation of the punishment and of the reactor system. The reactor is constrained to small power orbits

  20. A Computer-Based Game That Promotes Mathematics Learning More than a Conventional Approach

    Science.gov (United States)

    McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi

    2017-01-01

    Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…

  1. An Analysis of Creative Process Learning in Computer Game Activities through Player Experiences

    Science.gov (United States)

    Inchamnan, Wilawan

    2016-01-01

    This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…

  2. Embodied Computation: An Active-Learning Approach to Mobile Robotics Education

    Science.gov (United States)

    Riek, L. D.

    2013-01-01

    This paper describes a newly designed upper-level undergraduate and graduate course, Autonomous Mobile Robots. The course employs active, cooperative, problem-based learning and is grounded in the fundamental computational problems in mobile robotics defined by Dudek and Jenkin. Students receive a broad survey of robotics through lectures, weekly…

  3. Conventional Microscopy vs. Computer Imagery in Chiropractic Education.

    Science.gov (United States)

    Cunningham, Christine M; Larzelere, Elizabeth D; Arar, Ilija

    2008-01-01

    As human tissue pathology slides become increasingly difficult to obtain, other methods of teaching microscopy in educational laboratories must be considered. The purpose of this study was to evaluate our students' satisfaction with newly implemented computer imagery based laboratory instruction and to obtain input from their perspective on the advantages and disadvantages of computerized vs. traditional microscope laboratories. This undertaking involved the creation of a new computer laboratory. Robbins and Cotran Pathologic Basis of Disease, 7(th)ed, was chosen as the required text which gave students access to the Robbins Pathology website, including complete content of text, Interactive Case Study Companion, and Virtual Microscope. Students had experience with traditional microscopes in their histology and microbiology laboratory courses. Student satisfaction with computer based learning was assessed using a 28 question survey which was administered to three successive trimesters of pathology students (n=193) using the computer survey website Zoomerang. Answers were given on a scale of 1-5 and statistically analyzed using weighted averages. The survey data indicated that students were satisfied with computer based learning activities during pathology laboratory instruction. The most favorable aspect to computer imagery was 24-7 availability (weighted avg. 4.16), followed by clarification offered by accompanying text and captions (weighted avg. 4.08). Although advantages and disadvantages exist in using conventional microscopy and computer imagery, current pathology teaching environments warrant investigation of replacing traditional microscope exercises with computer applications. Chiropractic students supported the adoption of computer-assisted instruction in pathology laboratories.

  4. Development and Study the Usage of Blended Learning Environment Model Using Engineering Design Concept Learning Activities to Computer Programming Courses for Undergraduate Students of Rajabhat Universities

    Directory of Open Access Journals (Sweden)

    Kasame Tritrakan

    2017-06-01

    Full Text Available The objectives of this research were to study and Synthesise the components, to develop, and to study the usage of blended learning environment model using engineering design concept learning activities to computer programming courses for undergraduate students of Rajabhat universities. The research methodology was divided into 3 phases. Phase I: surveying presents, needs and problems in teaching computer programming of 52 lecturers by using in-depth interview from 5 experienced lecturers. The model’s elements were evaluated by 5 experts. The tools were questionnaire, interview form, and model’s elements assessment form. Phase II: developing the model of blended learning environment and learning activities based on engineering design processes and confirming model by 8 experts. The tools were the draft of learning environment, courseware, and assessment forms. Phase III evaluating the effects of using the implemented environment. The samples were students which formed into 2 groups, 25 people in the experiment group and 27 people in the control group by cluster random sampling. The tools were learning environment, courseware, and assessment tools. The statistics used in this research were means, standard deviation, t-test dependent, and one-way MANOVA. The results found that: 1 Lecturers quite agreed with the physical, mental, social, and information learning environment, learning processes, and assessments. There were all needs in high level. However there were physical environment problems in high level yet quite low in other aspects. 2 The developed learning environment had 4 components which were a 4 types of environments b the inputs included blended learning environment, learning motivation factors, and computer programming content c the processes were analysis of state objectives, design learning environment and activities, developing learning environment and testing materials, implement, ation evaluation and evaluate, 4 the outputs

  5. Impaired Expected Value Computations Coupled With Overreliance on Stimulus-Response Learning in Schizophrenia.

    Science.gov (United States)

    Hernaus, Dennis; Gold, James M; Waltz, James A; Frank, Michael J

    2018-04-03

    While many have emphasized impaired reward prediction error signaling in schizophrenia, multiple studies suggest that some decision-making deficits may arise from overreliance on stimulus-response systems together with a compromised ability to represent expected value. Guided by computational frameworks, we formulated and tested two scenarios in which maladaptive representations of expected value should be most evident, thereby delineating conditions that may evoke decision-making impairments in schizophrenia. In a modified reinforcement learning paradigm, 42 medicated people with schizophrenia and 36 healthy volunteers learned to select the most frequently rewarded option in a 75-25 pair: once when presented with a more deterministic (90-10) pair and once when presented with a more probabilistic (60-40) pair. Novel and old combinations of choice options were presented in a subsequent transfer phase. Computational modeling was employed to elucidate contributions from stimulus-response systems (actor-critic) and expected value (Q-learning). People with schizophrenia showed robust performance impairments with increasing value difference between two competing options, which strongly correlated with decreased contributions from expected value-based learning (Q-learning). Moreover, a subtle yet consistent contextual choice bias for the probabilistic 75 option was present in people with schizophrenia, which could be accounted for by a context-dependent reward prediction error in the actor-critic. We provide evidence that decision-making impairments in schizophrenia increase monotonically with demands placed on expected value computations. A contextual choice bias is consistent with overreliance on stimulus-response learning, which may signify a deficit secondary to the maladaptive representation of expected value. These results shed new light on conditions under which decision-making impairments may arise. Copyright © 2018 Society of Biological Psychiatry. Published by

  6. Abstraction ability as an indicator of success for learning computing science?

    DEFF Research Database (Denmark)

    Bennedsen, Jens; Caspersen, Michael Edelgaard

    2008-01-01

    Computing scientists generally agree that abstract thinking is a crucial component for practicing computer science. We report on a three-year longitudinal study to confirm the hypothesis that general abstraction ability has a positive impact on performance in computing science. Abstraction ability...... is operationalized as stages of cognitive development for which validated tests exist. Performance in computing science is operationalized as grade in the final assessment of ten courses of a bachelor's degree programme in computing science. The validity of the operationalizations is discussed. We have investigated...... the positive impact overall, for two groupings of courses (a content-based grouping and a grouping based on SOLO levels of the courses' intended learning outcome), and for each individual course. Surprisingly, our study shows that there is hardly any correlation between stage of cognitive development...

  7. Application of Computer-Assisted Learning Methods in the Teaching of Chemical Spectroscopy.

    Science.gov (United States)

    Ayscough, P. B.; And Others

    1979-01-01

    Discusses the application of computer-assisted learning methods to the interpretation of infrared, nuclear magnetic resonance, and mass spectra; and outlines extensions into the area of integrated spectroscopy. (Author/CMV)

  8. Development and Evaluation of Computer-Based Laboratory Practical Learning Tool

    Science.gov (United States)

    Gandole, Y. B.

    2006-01-01

    Effective evaluation of educational software is a key issue for successful introduction of advanced tools in the curriculum. This paper details to developing and evaluating a tool for computer assisted learning of science laboratory courses. The process was based on the generic instructional system design model. Various categories of educational…

  9. Evaluating Children's Learning Disabilities with an Apple II Personal Computer or Tempting Poor Learners with an Apple.

    Science.gov (United States)

    Sisson, Lee Hansen; And Others

    This paper describes the use of commercially-available software for the Apple Computer to augment diagnostic evaluations of learning disabled children and to enhance "learning to learn" strategies at the application/transfer level of learning. A short rationale discusses levels of evaluation and learning, using a model that synthesizes the ideas…

  10. Integrating Symbolic and Statistical Methods for Testing Intelligent Systems Applications to Machine Learning and Computer Vision

    Energy Technology Data Exchange (ETDEWEB)

    Jha, Sumit Kumar [University of Central Florida, Orlando; Pullum, Laura L [ORNL; Ramanathan, Arvind [ORNL

    2016-01-01

    Embedded intelligent systems ranging from tiny im- plantable biomedical devices to large swarms of autonomous un- manned aerial systems are becoming pervasive in our daily lives. While we depend on the flawless functioning of such intelligent systems, and often take their behavioral correctness and safety for granted, it is notoriously difficult to generate test cases that expose subtle errors in the implementations of machine learning algorithms. Hence, the validation of intelligent systems is usually achieved by studying their behavior on representative data sets, using methods such as cross-validation and bootstrapping.In this paper, we present a new testing methodology for studying the correctness of intelligent systems. Our approach uses symbolic decision procedures coupled with statistical hypothesis testing to. We also use our algorithm to analyze the robustness of a human detection algorithm built using the OpenCV open-source computer vision library. We show that the human detection implementation can fail to detect humans in perturbed video frames even when the perturbations are so small that the corresponding frames look identical to the naked eye.

  11. Collocational Relations in Japanese Language Textbooks and Computer-Assisted Language Learning Resources

    Directory of Open Access Journals (Sweden)

    Irena SRDANOVIĆ

    2011-05-01

    Full Text Available In this paper, we explore presence of collocational relations in the computer-assisted language learning systems and other language resources for the Japanese language, on one side, and, in the Japanese language learning textbooks and wordlists, on the other side. After introducing how important it is to learn collocational relations in a foreign language, we examine their coverage in the various learners’ resources for the Japanese language. We particularly concentrate on a few collocations at the beginner’s level, where we demonstrate their treatment across various resources. A special attention is paid to what is referred to as unpredictable collocations, which have a bigger foreign language learning-burden than the predictable ones.

  12. Why behavior change is difficult to sustain.

    Science.gov (United States)

    Bouton, Mark E

    2014-11-01

    Unhealthy behavior is responsible for much human disease, and a common goal of contemporary preventive medicine is therefore to encourage behavior change. However, while behavior change often seems easy in the short run, it can be difficult to sustain. This article provides a selective review of research from the basic learning and behavior laboratory that provides some insight into why. The research suggests that methods used to create behavior change (including extinction, counterconditioning, punishment, reinforcement of alternative behavior, and abstinence reinforcement) tend to inhibit, rather than erase, the original behavior. Importantly, the inhibition, and thus behavior change more generally, is often specific to the "context" in which it is learned. In support of this view, the article discusses a number of lapse and relapse phenomena that occur after behavior has been changed (renewal, spontaneous recovery, reinstatement, rapid reacquisition, and resurgence). The findings suggest that changing a behavior can be an inherently unstable and unsteady process; frequent lapses should be expected. In the long run, behavior-change therapies might benefit from paying attention to the context in which behavior change occurs. Copyright © 2014 Elsevier Inc. All rights reserved.

  13. Teaching and Learning with Mobile Computing Devices: Case Study in K-12 Classrooms

    Science.gov (United States)

    Grant, Michael M.; Tamim, Suha; Brown, Dorian B.; Sweeney, Joseph P.; Ferguson, Fatima K.; Jones, Lakavious B.

    2015-01-01

    While ownership of mobile computing devices, such as cellphones, smartphones, and tablet computers, has been rapid, the adoption of these devices in K-12 classrooms has been measured. Some schools and individual teachers have integrated mobile devices to support teaching and learning. The purpose of this qualitative research was to describe the…

  14. The Computer as a Tool for Learning through Reflection. Technical Report No. 376.

    Science.gov (United States)

    Collins, Allan; Brown, John Seely

    Because of its ability to record and represent process, the computer can provide a powerful, motivating, and as yet untapped tool for focusing the students' attention directly on their own thought processes and learning through reflection. Properly abstracted and structured, the computational medium can capture the processes by which a novice or…

  15. The Difference Engine: Computing, Knowledge, and the Transformation of Learning

    Science.gov (United States)

    Provenzo, Eugene F.

    2011-01-01

    Since the 1960s, the rapid evolution of technology has created a new cultural geography--a virtual geography. "The Difference Engine: Computing, Knowledge and the Transformation of Learning" offers a conscious critique of this change and its effects on contemporary culture and education. This engaging text assumes that we are at a critical…

  16. Optimizing Cognitive Load for Learning from Computer-Based Science Simulations

    Science.gov (United States)

    Lee, Hyunjeong; Plass, Jan L.; Homer, Bruce D.

    2006-01-01

    How can cognitive load in visual displays of computer simulations be optimized? Middle-school chemistry students (N = 257) learned with a simulation of the ideal gas law. Visual complexity was manipulated by separating the display of the simulations in two screens (low complexity) or presenting all information on one screen (high complexity). The…

  17. Cloud Computing and Multi Agent System to improve Learning Object Paradigm

    Directory of Open Access Journals (Sweden)

    Ana B. Gil

    2015-05-01

    Full Text Available The paradigm of Learning Object provides Educators and Learners with the ability to access an extensive number of learning resources. To do so, this paradigm provides different technologies and tools, such as federated search platforms and storage repositories, in order to obtain information ubiquitously and on demand. However, the vast amount and variety of educational content, which is distributed among several repositories, and the existence of various and incompatible standards, technologies and interoperability layers among repositories, constitutes a real problem for the expansion of this paradigm. This study presents an agent-based architecture that uses the advantages provided by Cloud Computing platforms to deal with the open issues on the Learning Object paradigm.

  18. Use of Computer-Based Learning Multimedia at English Departement of Universitas Sembilanbelas November Kolaka

    Directory of Open Access Journals (Sweden)

    Kadaruddin Kadaruddin

    2017-10-01

    Full Text Available In an attempt to help the students of the English Study Program in Universitas Sembilanbelas November improve their English proficiency, the researcher used computer-based learning multimedia. The objective of the treatment was to overcome the students’ low performance in English by creating an enjoyable atmosphere. To investigate how computer-based learning multimedia improve the students’ English students’performance at the English Study Program of Universitas Sembilanbelas November, the researcher adopted Plomp’s (1997 development method which consists of five steps; namely, preliminary investigation; planning; realization/construction; test, evaluation, and revision; and implementation. Based on the results of this research, it can be concluded that in order to improve the English ability of students, it will need to be presented in the form of activities that are more creative and innovative. One is through the use of computer-based learning multimedia. This has been done in order to provide a more attractive presentation of the material and relevant to the conditions and characteristics of the students.

  19. University Students Use of Computers and Mobile Devices for Learning and Their Reading Speed on Different Platforms

    Science.gov (United States)

    Mpofu, Bongeka

    2016-01-01

    This research was aimed at the investigation of mobile device and computer use at a higher learning institution. The goal was to determine the current use of computers and mobile devices for learning and the students' reading speed on different platforms. The research was contextualised in a sample of students at the University of South Africa.…

  20. COMPUTER MATHEMATICS SYSTEMS IN STUDENTS’ LEARNING OF "INFORMATIСS"

    Directory of Open Access Journals (Sweden)

    Taras P. Kobylnyk

    2014-04-01

    Full Text Available The article describes the general characteristics of the most popular computer mathematics systems such as commercial (Maple, Mathematica, Matlab and open source (Scilab, Maxima, GRAN, Sage, as well as the conditions of use of these systems as means of fundamentalization of the educational process of bachelor of informatics. It is considered the role of CMS in bachelor of informatics training. It is identified the approaches of CMS pedagogical use while learning information and physics and mathematics disciplines. There are presented some tasks, in which we must carefully use the «responses» have been received using CMS. It is identified the promising directions of development of computer mathematics systems in high-tech environment.

  1. New trends in networking, computing, e-learning, systems sciences, and engineering

    CERN Document Server

    Sobh, Tarek

    2015-01-01

    This book includes a set of rigorously reviewed world-class manuscripts addressing and detailing state-of-the-art research projects in the areas of Computer Science, Informatics, and Systems Sciences, and Engineering. It includes selected papers form the conference proceedings of the Ninth International Joint Conferences on Computer, Information, and Systems Sciences, and Engineering (CISSE 2013). Coverage includes topics in: Industrial Electronics, Technology & Automation, Telecommunications and Networking, Systems, Computing Sciences and Software Engineering, Engineering Education, Instructional Technology, Assessment, and E-learning.  • Provides the latest in a series of books growing out of the International Joint Conferences on Computer, Information, and Systems Sciences, and Engineering; • Includes chapters in the most advanced areas of Computing, Informatics, Systems Sciences, and Engineering; • Accessible to a wide range of readership, including professors, researchers, practitioners and...

  2. Effects of Computer Graphics Types and Epistemological Beliefs on Students' Learning of Mathematical Concepts.

    Science.gov (United States)

    Lin, Chi-Hui

    2002-01-01

    Describes a study that determined the implications of computer graphics types and epistemological beliefs with regard to the design of computer-based mathematical concept learning with elementary school students in Taiwan. Discusses the factor structure of the epistemological belief questionnaire, student performance, and students' attitudes…

  3. An Empathic Avatar in a Computer-Aided Learning Program to Encourage and Persuade Learners

    Science.gov (United States)

    Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi

    2012-01-01

    Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…

  4. Team Work in International Programs: Why is it so difficult?

    DEFF Research Database (Denmark)

    Lauridsen, Karen M.; Madsen, Henning

    intercultural collaboration. The issues that arise seem to be grounded in linguistic, cultural and educational factors. This paper reports on and discusses a study of student responses to intercultural collaboration (in English) in two programmes at Aarhus University, Denmark. One conclusion...... is that the international students are more prepared to work in multicultural teams than their Danish peers. Another one tells us that once students have experience with the diversity of these teams, at least some of them become more open towards working in such teams in the future. It is interesting to discuss......Team Work in International Programs: Why is it so difficult? And what can we do about it? It is common knowledge that students often find it difficult to collaborate on assignments, projects, etc., but we require that they do so for a number of reasons, e.g. to learn how to work in teams or take...

  5. Machine Learning in Ultrasound Computer-Aided Diagnostic Systems: A Survey.

    Science.gov (United States)

    Huang, Qinghua; Zhang, Fan; Li, Xuelong

    2018-01-01

    The ultrasound imaging is one of the most common schemes to detect diseases in the clinical practice. There are many advantages of ultrasound imaging such as safety, convenience, and low cost. However, reading ultrasound imaging is not easy. To support the diagnosis of clinicians and reduce the load of doctors, many ultrasound computer-aided diagnosis (CAD) systems are proposed. In recent years, the success of deep learning in the image classification and segmentation led to more and more scholars realizing the potential of performance improvement brought by utilizing the deep learning in the ultrasound CAD system. This paper summarized the research which focuses on the ultrasound CAD system utilizing machine learning technology in recent years. This study divided the ultrasound CAD system into two categories. One is the traditional ultrasound CAD system which employed the manmade feature and the other is the deep learning ultrasound CAD system. The major feature and the classifier employed by the traditional ultrasound CAD system are introduced. As for the deep learning ultrasound CAD, newest applications are summarized. This paper will be useful for researchers who focus on the ultrasound CAD system.

  6. Machine Learning in Ultrasound Computer-Aided Diagnostic Systems: A Survey

    Directory of Open Access Journals (Sweden)

    Qinghua Huang

    2018-01-01

    Full Text Available The ultrasound imaging is one of the most common schemes to detect diseases in the clinical practice. There are many advantages of ultrasound imaging such as safety, convenience, and low cost. However, reading ultrasound imaging is not easy. To support the diagnosis of clinicians and reduce the load of doctors, many ultrasound computer-aided diagnosis (CAD systems are proposed. In recent years, the success of deep learning in the image classification and segmentation led to more and more scholars realizing the potential of performance improvement brought by utilizing the deep learning in the ultrasound CAD system. This paper summarized the research which focuses on the ultrasound CAD system utilizing machine learning technology in recent years. This study divided the ultrasound CAD system into two categories. One is the traditional ultrasound CAD system which employed the manmade feature and the other is the deep learning ultrasound CAD system. The major feature and the classifier employed by the traditional ultrasound CAD system are introduced. As for the deep learning ultrasound CAD, newest applications are summarized. This paper will be useful for researchers who focus on the ultrasound CAD system.

  7. E-LEARNING – BEST PRACTICE IN PHOTOGRAMMETRY, REMOTE SENSING AND GIS – STATUS AND CHALLENGES

    Directory of Open Access Journals (Sweden)

    G. König

    2012-07-01

    Full Text Available In addition to professional training, computer aided teaching has long tradition. The difficult economic situation, however, forced many customers to take drastic austerity measures in the field of learning. Cost pressure encouraged a new openness to innovative and tailored learning concepts. As a result e-learning gained more interest and importance promising great benefit to the user. Around the world a variety of well-designed e-learning products exist. The web pages of Commission VI/2 (http://www.igg.tuberlin. de/ISPRS/ provide a decision aid to locate relevant material. Links to websites known to the authors are listed; a search function allows selective access, taking account of quality criteria. This article describes best practice e-learning applications in photogrammetry, remote sensing and GIS. The rating is based on results of the Computer Assisted Teaching CONtest (CATCON initiated by ISPRS, and on observation of recent developments.

  8. Lifelong mobile learning: Increasing accessibility and flexibility with tablet computers and ebooks

    OpenAIRE

    Kalz, Marco

    2011-01-01

    Kalz, M. (2011, 1 September). Lifelong mobile learning: Increasing accessibility and flexibility with tablet computers and ebooks. Presentation provided during the opening ceremony of the iPad pilot for schakelzone rechten, Utrecht, The Netherlands.

  9. Event-Driven Random Back-Propagation: Enabling Neuromorphic Deep Learning Machines.

    Science.gov (United States)

    Neftci, Emre O; Augustine, Charles; Paul, Somnath; Detorakis, Georgios

    2017-01-01

    An ongoing challenge in neuromorphic computing is to devise general and computationally efficient models of inference and learning which are compatible with the spatial and temporal constraints of the brain. One increasingly popular and successful approach is to take inspiration from inference and learning algorithms used in deep neural networks. However, the workhorse of deep learning, the gradient descent Gradient Back Propagation (BP) rule, often relies on the immediate availability of network-wide information stored with high-precision memory during learning, and precise operations that are difficult to realize in neuromorphic hardware. Remarkably, recent work showed that exact backpropagated gradients are not essential for learning deep representations. Building on these results, we demonstrate an event-driven random BP (eRBP) rule that uses an error-modulated synaptic plasticity for learning deep representations. Using a two-compartment Leaky Integrate & Fire (I&F) neuron, the rule requires only one addition and two comparisons for each synaptic weight, making it very suitable for implementation in digital or mixed-signal neuromorphic hardware. Our results show that using eRBP, deep representations are rapidly learned, achieving classification accuracies on permutation invariant datasets comparable to those obtained in artificial neural network simulations on GPUs, while being robust to neural and synaptic state quantizations during learning.

  10. Event-Driven Random Back-Propagation: Enabling Neuromorphic Deep Learning Machines

    Directory of Open Access Journals (Sweden)

    Emre O. Neftci

    2017-06-01

    Full Text Available An ongoing challenge in neuromorphic computing is to devise general and computationally efficient models of inference and learning which are compatible with the spatial and temporal constraints of the brain. One increasingly popular and successful approach is to take inspiration from inference and learning algorithms used in deep neural networks. However, the workhorse of deep learning, the gradient descent Gradient Back Propagation (BP rule, often relies on the immediate availability of network-wide information stored with high-precision memory during learning, and precise operations that are difficult to realize in neuromorphic hardware. Remarkably, recent work showed that exact backpropagated gradients are not essential for learning deep representations. Building on these results, we demonstrate an event-driven random BP (eRBP rule that uses an error-modulated synaptic plasticity for learning deep representations. Using a two-compartment Leaky Integrate & Fire (I&F neuron, the rule requires only one addition and two comparisons for each synaptic weight, making it very suitable for implementation in digital or mixed-signal neuromorphic hardware. Our results show that using eRBP, deep representations are rapidly learned, achieving classification accuracies on permutation invariant datasets comparable to those obtained in artificial neural network simulations on GPUs, while being robust to neural and synaptic state quantizations during learning.

  11. Investigation into Mobile Learning Framework in Cloud Computing Platform

    OpenAIRE

    Wei, Guo; Joan, Lu

    2014-01-01

    Abstract—Cloud computing infrastructure is increasingly\\ud used for distributed applications. Mobile learning\\ud applications deployed in the cloud are a new research\\ud direction. The applications require specific development\\ud approaches for effective and reliable communication. This\\ud paper proposes an interdisciplinary approach for design and\\ud development of mobile applications in the cloud. The\\ud approach includes front service toolkit and backend service\\ud toolkit. The front servi...

  12. A Computer Learning Center for Environmental Sciences

    Science.gov (United States)

    Mustard, John F.

    2000-01-01

    In the fall of 1998, MacMillan Hall opened at Brown University to students. In MacMillan Hall was the new Computer Learning Center, since named the EarthLab which was outfitted with high-end workstations and peripherals primarily focused on the use of remotely sensed and other spatial data in the environmental sciences. The NASA grant we received as part of the "Centers of Excellence in Applications of Remote Sensing to Regional and Global Integrated Environmental Assessments" was the primary source of funds to outfit this learning and research center. Since opening, we have expanded the range of learning and research opportunities and integrated a cross-campus network of disciplines who have come together to learn and use spatial data of all kinds. The EarthLab also forms a core of undergraduate, graduate, and faculty research on environmental problems that draw upon the unique perspective of remotely sensed data. Over the last two years, the Earthlab has been a center for research on the environmental impact of water resource use in and regions, impact of the green revolution on forest cover in India, the design of forest preserves in Vietnam, and detailed assessments of the utility of thermal and hyperspectral data for water quality analysis. It has also been used extensively for local environmental activities, in particular studies on the impact of lead on the health of urban children in Rhode Island. Finally, the EarthLab has also served as a key educational and analysis center for activities related to the Brown University Affiliated Research Center that is devoted to transferring university research to the private sector.

  13. The Effectiveness of Computer-Assisted Instruction for Teaching Mathematics to Students with Specific Learning Disability

    Science.gov (United States)

    Stultz, Sherry L.

    2013-01-01

    Using computers to teach students is not a new idea. Computers have been utilized for educational purposes for over 80 years. However, the effectiveness of these programs for teaching mathematics to students with specific learning disability is unclear. This study was undertaken to determine if computer-assisted instruction was as effective as…

  14. Conflict Management: Difficult Conversations with Difficult People

    OpenAIRE

    Overton, Amy R.; Lowry, Ann C.

    2013-01-01

    Conflict occurs frequently in any workplace; health care is not an exception. The negative consequences include dysfunctional team work, decreased patient satisfaction, and increased employee turnover. Research demonstrates that training in conflict resolution skills can result in improved teamwork, productivity, and patient and employee satisfaction. Strategies to address a disruptive physician, a particularly difficult conflict situation in healthcare, are addressed.

  15. Conflict management: difficult conversations with difficult people.

    Science.gov (United States)

    Overton, Amy R; Lowry, Ann C

    2013-12-01

    Conflict occurs frequently in any workplace; health care is not an exception. The negative consequences include dysfunctional team work, decreased patient satisfaction, and increased employee turnover. Research demonstrates that training in conflict resolution skills can result in improved teamwork, productivity, and patient and employee satisfaction. Strategies to address a disruptive physician, a particularly difficult conflict situation in healthcare, are addressed.

  16. Instructional Advice, Time Advice and Learning Questions in Computer Simulations

    Science.gov (United States)

    Rey, Gunter Daniel

    2010-01-01

    Undergraduate students (N = 97) used an introductory text and a computer simulation to learn fundamental concepts about statistical analyses (e.g., analysis of variance, regression analysis and General Linear Model). Each learner was randomly assigned to one cell of a 2 (with or without instructional advice) x 2 (with or without time advice) x 2…

  17. An Empirical Evaluation of Puzzle-Based Learning as an Interest Approach for Teaching Introductory Computer Science

    Science.gov (United States)

    Merrick, K. E.

    2010-01-01

    This correspondence describes an adaptation of puzzle-based learning to teaching an introductory computer programming course. Students from two offerings of the course--with and without the puzzle-based learning--were surveyed over a two-year period. Empirical results show that the synthesis of puzzle-based learning concepts with existing course…

  18. Evaluation of E-Rat, a Computer-based Rat Dissection in Terms of Student Learning Outcomes.

    Science.gov (United States)

    Predavec, Martin

    2001-01-01

    Presents a study that used computer-based rat anatomy to compare student learning outcomes from computer-based instruction with a conventional dissection. Indicates that there was a significant relationship between the time spent on both classes and the marks gained. Shows that computer-based instruction can be a viable alternative to the use of…

  19. Zen of cloud learning cloud computing by examples on Microsoft Azure

    CERN Document Server

    Bai, Haishi

    2014-01-01

    Zen of Cloud: Learning Cloud Computing by Examples on Microsoft Azure provides comprehensive coverage of the essential theories behind cloud computing and the Windows Azure cloud platform. Sharing the author's insights gained while working at Microsoft's headquarters, it presents nearly 70 end-to-end examples with step-by-step guidance on implementing typical cloud-based scenarios.The book is organized into four sections: cloud service fundamentals, cloud solutions, devices and cloud, and system integration and project management. Each chapter contains detailed exercises that provide readers w

  20. A Delphi Study on Technology Enhanced Learning (TEL) Applied on Computer Science (CS) Skills

    Science.gov (United States)

    Porta, Marcela; Mas-Machuca, Marta; Martinez-Costa, Carme; Maillet, Katherine

    2012-01-01

    Technology Enhanced Learning (TEL) is a new pedagogical domain aiming to study the usage of information and communication technologies to support teaching and learning. The following study investigated how this domain is used to increase technical skills in Computer Science (CS). A Delphi method was applied, using three-rounds of online survey…

  1. How people learn while playing serious games: A computational modelling approach

    NARCIS (Netherlands)

    Westera, Wim

    2017-01-01

    This paper proposes a computational modelling approach for investigating the interplay of learning and playing in serious games. A formal model is introduced that allows for studying the details of playing a serious game under diverse conditions. The dynamics of player action and motivation is based

  2. Combination of inquiry learning model and computer simulation to improve mastery concept and the correlation with critical thinking skills (CTS)

    Science.gov (United States)

    Nugraha, Muhamad Gina; Kaniawati, Ida; Rusdiana, Dadi; Kirana, Kartika Hajar

    2016-02-01

    Among the purposes of physics learning at high school is to master the physics concepts and cultivate scientific attitude (including critical attitude), develop inductive and deductive reasoning skills. According to Ennis et al., inductive and deductive reasoning skills are part of critical thinking. Based on preliminary studies, both of the competence are lack achieved, it is seen from student learning outcomes is low and learning processes that are not conducive to cultivate critical thinking (teacher-centered learning). One of learning model that predicted can increase mastery concepts and train CTS is inquiry learning model aided computer simulations. In this model, students were given the opportunity to be actively involved in the experiment and also get a good explanation with the computer simulations. From research with randomized control group pretest-posttest design, we found that the inquiry learning model aided computer simulations can significantly improve students' mastery concepts than the conventional (teacher-centered) method. With inquiry learning model aided computer simulations, 20% of students have high CTS, 63.3% were medium and 16.7% were low. CTS greatly contribute to the students' mastery concept with a correlation coefficient of 0.697 and quite contribute to the enhancement mastery concept with a correlation coefficient of 0.603.

  3. Implementation of computer learning cases into the curriculum of internal medicine

    Directory of Open Access Journals (Sweden)

    Fischer, Martin R.

    2005-01-01

    Full Text Available Computer-based interactive clinical cases were introduced in 1999 to improve problem-solving abilities in undergraduate education in internal medicine at the University of Munich; the content of online cases was matched with the main lecture. Course credits were given for the successful processing of four cases; an additional eight cases were offered to the students for voluntary use. Only the required cases were used substantially (between 89% and 95% of all students whereas a minority of students (between 5% and 11% used the cases voluntarily. In spite of this predominantly extrinsic motivation, most students expressed a high level of intrinsic motivation and rated their self-reported learning success as high. The difficulty of cases was rated as appropriate. This was supported by quantitative data on the correctness of students' answers. In summary, the integration of computer-based cases into a face-to-face learning curriculum should be coupled with the course assessment framework.

  4. Higgs Machine Learning Challenge 2014

    CERN Document Server

    Olivier, A-P; Bourdarios, C ; LAL / Orsay; Goldfarb, S ; University of Michigan

    2014-01-01

    High Energy Physics (HEP) has been using Machine Learning (ML) techniques such as boosted decision trees (paper) and neural nets since the 90s. These techniques are now routinely used for difficult tasks such as the Higgs boson search. Nevertheless, formal connections between the two research fields are rather scarce, with some exceptions such as the AppStat group at LAL, founded in 2006. In collaboration with INRIA, AppStat promotes interdisciplinary research on machine learning, computational statistics, and high-energy particle and astroparticle physics. We are now exploring new ways to improve the cross-fertilization of the two fields by setting up a data challenge, following the footsteps of, among others, the astrophysics community (dark matter and galaxy zoo challenges) and neurobiology (connectomics and decoding the human brain). The organization committee consists of ATLAS physicists and machine learning researchers. The Challenge will run from Monday 12th to September 2014.

  5. Relativity in a Rock Field: A Study of Physics Learning with a Computer Game

    Science.gov (United States)

    Carr, David; Bossomaier, Terry

    2011-01-01

    The "Theory of Special Relativity" is widely regarded as a difficult topic for learners in physics to grasp, as it reformulates fundamental conceptions of space, time and motion, and predominantly deals with situations outside of everyday experience. In this paper, we describe embedding the physics of relativity into a computer game, and…

  6. Space Transportation and the Computer Industry: Learning from the Past

    Science.gov (United States)

    Merriam, M. L.; Rasky, D.

    2002-01-01

    Since the space shuttle began flying in 1981, NASA has made a number of attempts to advance the state of the art in space transportation. In spite of billions of dollars invested, and several concerted attempts, no replacement for the shuttle is expected before 2010. Furthermore, the cost of access to space has dropped very slowly over the last two decades. On the other hand, the same two decades have seen dramatic progress in the computer industry. Computational speeds have increased by about a factor of 1000 and available memory, disk space, and network bandwidth has seen similar increases. At the same time, the cost of computing has dropped by about a factor of 10000. Is the space transportation problem simply harder? Or is there something to be learned from the computer industry? In looking for the answers, this paper reviews the early history of NASA's experience with supercomputers and NASA's visionary course change in supercomputer procurement strategy.

  7. Applying Web-Based Co-Regulated Learning to Develop Students' Learning and Involvement in a Blended Computing Course

    Science.gov (United States)

    Tsai, Chia-Wen

    2015-01-01

    This research investigated, via quasi-experiments, the effects of web-based co-regulated learning (CRL) on developing students' computing skills. Two classes of 68 undergraduates in a one-semester course titled "Applied Information Technology: Data Processing" were chosen for this research. The first class (CRL group, n = 38) received…

  8. The Use of Computer Simulation to Compare Student performance in Traditional versus Distance Learning Environments

    Directory of Open Access Journals (Sweden)

    Retta Guy

    2015-06-01

    Full Text Available Simulations have been shown to be an effective tool in traditional learning environments; however, as distance learning grows in popularity, the need to examine simulation effectiveness in this environment has become paramount. A casual-comparative design was chosen for this study to determine whether students using a computer-based instructional simulation in hybrid and fully online environments learned better than traditional classroom learners. The study spans a period of 6 years beginning fall 2008 through spring 2014. The population studied was 281 undergraduate business students self-enrolled in a 200-level microcomputer application course. The overall results support previous studies in that computer simulations are most effective when used as a supplement to face-to-face lectures and in hybrid environments.

  9. Machine Learning in Medical Imaging.

    Science.gov (United States)

    Giger, Maryellen L

    2018-03-01

    Advances in both imaging and computers have synergistically led to a rapid rise in the potential use of artificial intelligence in various radiological imaging tasks, such as risk assessment, detection, diagnosis, prognosis, and therapy response, as well as in multi-omics disease discovery. A brief overview of the field is given here, allowing the reader to recognize the terminology, the various subfields, and components of machine learning, as well as the clinical potential. Radiomics, an expansion of computer-aided diagnosis, has been defined as the conversion of images to minable data. The ultimate benefit of quantitative radiomics is to (1) yield predictive image-based phenotypes of disease for precision medicine or (2) yield quantitative image-based phenotypes for data mining with other -omics for discovery (ie, imaging genomics). For deep learning in radiology to succeed, note that well-annotated large data sets are needed since deep networks are complex, computer software and hardware are evolving constantly, and subtle differences in disease states are more difficult to perceive than differences in everyday objects. In the future, machine learning in radiology is expected to have a substantial clinical impact with imaging examinations being routinely obtained in clinical practice, providing an opportunity to improve decision support in medical image interpretation. The term of note is decision support, indicating that computers will augment human decision making, making it more effective and efficient. The clinical impact of having computers in the routine clinical practice may allow radiologists to further integrate their knowledge with their clinical colleagues in other medical specialties and allow for precision medicine. Copyright © 2018. Published by Elsevier Inc.

  10. The Use of Engineering Design Concept for Computer Programming Course: A Model of Blended Learning Environment

    Science.gov (United States)

    Tritrakan, Kasame; Kidrakarn, Pachoen; Asanok, Manit

    2016-01-01

    The aim of this research is to develop a learning model which blends factors from learning environment and engineering design concept for learning in computer programming course. The usage of the model was also analyzed. This study presents the design, implementation, and evaluation of the model. The research methodology is divided into three…

  11. The development of Sonic Pi and its use in educational partnerships: Co-creating pedagogies for learning computer programming

    OpenAIRE

    Aaron, S; Blackwell, Alan Frank; Burnard, Pamela Anne

    2017-01-01

    Sonic Pi is a new open source software tool and platform originally developed for the Raspberry Pi computer, designed to enable school children to learn programming by creating music. In this article we share insights from a scoping study on the development of Sonic Pi and its use in educational partnerships. Our findings draw attention to the importance of collaborative relationships between teacher and computer scientist and the value of creative pedagogies for learning computer programming...

  12. Modelling the factors that influence computer science students' attitude towards serious games in class / Maria Jacomina Zeeman

    OpenAIRE

    Zeeman, Maria Jacomina

    2014-01-01

    Although the software development industry is one of the fastest growing sections in the labour market currently, computer science is one of the subject fields with the least growth in number of enrolments at tertiary institutions. Low enrolment figures and high dropout rates are common in computer science courses. Apart from the fact that programming is a difficult skill to master, irrelevant course material and out-dated teaching and learning strategies could be to blame for this phenomenon...

  13. Learning regularization parameters for general-form Tikhonov

    International Nuclear Information System (INIS)

    Chung, Julianne; Español, Malena I

    2017-01-01

    Computing regularization parameters for general-form Tikhonov regularization can be an expensive and difficult task, especially if multiple parameters or many solutions need to be computed in real time. In this work, we assume training data is available and describe an efficient learning approach for computing regularization parameters that can be used for a large set of problems. We consider an empirical Bayes risk minimization framework for finding regularization parameters that minimize average errors for the training data. We first extend methods from Chung et al (2011 SIAM J. Sci. Comput. 33 3132–52) to the general-form Tikhonov problem. Then we develop a learning approach for multi-parameter Tikhonov problems, for the case where all involved matrices are simultaneously diagonalizable. For problems where this is not the case, we describe an approach to compute near-optimal regularization parameters by using operator approximations for the original problem. Finally, we propose a new class of regularizing filters, where solutions correspond to multi-parameter Tikhonov solutions, that requires less data than previously proposed optimal error filters, avoids the generalized SVD, and allows flexibility and novelty in the choice of regularization matrices. Numerical results for 1D and 2D examples using different norms on the errors show the effectiveness of our methods. (paper)

  14. Use of an Interculturally Enriched Collaboration Script in Computer-Supported Collaborative Learning in Higher Education

    Science.gov (United States)

    Popov, Vitaliy; Biemans, Harm J. A.; Kuznetsov, Andrei N.; Mulder, Martin

    2014-01-01

    In this exploratory study, the authors introduced an interculturally enriched collaboration script (IECS) for working in culturally diverse groups within a computer-supported collaborative learning (CSCL) environment and then assessed student online collaborative behaviour, learning performance and experiences. The question was if and how these…

  15. Evaluating Students' Perceptions and Attitudes toward Computer-Mediated Project-Based Learning Environment: A Case Study

    Science.gov (United States)

    Seet, Ling Ying Britta; Quek, Choon Lang

    2010-01-01

    This research investigated 68 secondary school students' perceptions of their computer-mediated project-based learning environment and their attitudes towards Project Work (PW) using two instruments--Project Work Classroom Learning Environment Questionnaire (PWCLEQ) and Project Work Related Attitudes Instrument (PWRAI). In this project-based…

  16. Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool

    Science.gov (United States)

    Martinez-Hernandez, Kermin Joel

    2010-01-01

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…

  17. The ATLAS Higgs Machine Learning Challenge

    CERN Document Server

    Cowan, Glen; The ATLAS collaboration; Bourdarios, Claire

    2015-01-01

    High Energy Physics has been using Machine Learning techniques (commonly known as Multivariate Analysis) since the 1990s with Artificial Neural Net and more recently with Boosted Decision Trees, Random Forest etc. Meanwhile, Machine Learning has become a full blown field of computer science. With the emergence of Big Data, data scientists are developing new Machine Learning algorithms to extract meaning from large heterogeneous data. HEP has exciting and difficult problems like the extraction of the Higgs boson signal, and at the same time data scientists have advanced algorithms: the goal of the HiggsML project was to bring the two together by a “challenge”: participants from all over the world and any scientific background could compete online to obtain the best Higgs to tau tau signal significance on a set of ATLAS fully simulated Monte Carlo signal and background. Instead of HEP physicists browsing through machine learning papers and trying to infer which new algorithms might be useful for HEP, then c...

  18. Improve Outcomes Study subjects Chemistry Teaching and Learning Strategies through independent study with the help of computer-based media

    Science.gov (United States)

    Sugiharti, Gulmah

    2018-03-01

    This study aims to see the improvement of student learning outcomes by independent learning using computer-based learning media in the course of STBM (Teaching and Learning Strategy) Chemistry. Population in this research all student of class of 2014 which take subject STBM Chemistry as many as 4 class. While the sample is taken by purposive as many as 2 classes, each 32 students, as control class and expriment class. The instrument used is the test of learning outcomes in the form of multiple choice with the number of questions as many as 20 questions that have been declared valid, and reliable. Data analysis techniques used one-sided t test and improved learning outcomes using a normalized gain test. Based on the learning result data, the average of normalized gain values for the experimental class is 0,530 and for the control class is 0,224. The result of the experimental student learning result is 53% and the control class is 22,4%. Hypothesis testing results obtained t count> ttable is 9.02> 1.6723 at the level of significance α = 0.05 and db = 58. This means that the acceptance of Ha is the use of computer-based learning media (CAI Computer) can improve student learning outcomes in the course Learning Teaching Strategy (STBM) Chemistry academic year 2017/2018.

  19. Computer Simulations to Support Science Instruction and Learning: A critical review of the literature

    Science.gov (United States)

    Smetana, Lara Kathleen; Bell, Randy L.

    2012-06-01

    Researchers have explored the effectiveness of computer simulations for supporting science teaching and learning during the past four decades. The purpose of this paper is to provide a comprehensive, critical review of the literature on the impact of computer simulations on science teaching and learning, with the goal of summarizing what is currently known and providing guidance for future research. We report on the outcomes of 61 empirical studies dealing with the efficacy of, and implications for, computer simulations in science instruction. The overall findings suggest that simulations can be as effective, and in many ways more effective, than traditional (i.e. lecture-based, textbook-based and/or physical hands-on) instructional practices in promoting science content knowledge, developing process skills, and facilitating conceptual change. As with any other educational tool, the effectiveness of computer simulations is dependent upon the ways in which they are used. Thus, we outline specific research-based guidelines for best practice. Computer simulations are most effective when they (a) are used as supplements; (b) incorporate high-quality support structures; (c) encourage student reflection; and (d) promote cognitive dissonance. Used appropriately, computer simulations involve students in inquiry-based, authentic science explorations. Additionally, as educational technologies continue to evolve, advantages such as flexibility, safety, and efficiency deserve attention.

  20. Examining Student Opinions on Computer Use Based on the Learning Styles in Mathematics Education

    Science.gov (United States)

    Ozgen, Kemal; Bindak, Recep

    2012-01-01

    The purpose of this study is to identify the opinions of high school students, who have different learning styles, related to computer use in mathematics education. High school students' opinions on computer use in mathematics education were collected with both qualitative and quantitative approaches in the study conducted with a survey model. For…

  1. Machine learning of the reactor core loading pattern critical parameters

    International Nuclear Information System (INIS)

    Trontl, K.; Pevec, D.; Smuc, T.

    2007-01-01

    The usual approach to loading pattern optimization involves high degree of engineering judgment, a set of heuristic rules, an optimization algorithm and a computer code used for evaluating proposed loading patterns. The speed of the optimization process is highly dependent on the computer code used for the evaluation. In this paper we investigate the applicability of a machine learning model which could be used for fast loading pattern evaluation. We employed a recently introduced machine learning technique, Support Vector Regression (SVR), which has a strong theoretical background in statistical learning theory. Superior empirical performance of the method has been reported on difficult regression problems in different fields of science and technology. SVR is a data driven, kernel based, nonlinear modelling paradigm, in which model parameters are automatically determined by solving a quadratic optimization problem. The main objective of the work reported in this paper was to evaluate the possibility of applying SVR method for reactor core loading pattern modelling. The starting set of experimental data for training and testing of the machine learning algorithm was obtained using a two-dimensional diffusion theory reactor physics computer code. We illustrate the performance of the solution and discuss its applicability, i.e., complexity, speed and accuracy, with a projection to a more realistic scenario involving machine learning from the results of more accurate and time consuming three-dimensional core modelling code. (author)

  2. Spectral Transfer Learning using Information Geometry for a User-Independent Brain-Computer Interface

    OpenAIRE

    Nicholas Roy Waytowich; Nicholas Roy Waytowich; Vernon Lawhern; Vernon Lawhern; Addison Bohannon; Addison Bohannon; Kenneth Ball; Brent Lance

    2016-01-01

    Recent advances in signal processing and machine learning techniques have enabled the application of Brain-Computer Interface (BCI) technologies to fields such as medicine, industry and recreation. However, BCIs still suffer from the requirement of frequent calibration sessions due to the intra- and inter- individual variability of brain-signals, which makes calibration suppression through transfer learning an area of increasing interest for the development of practical BCI systems. In this p...

  3. Spectral Transfer Learning Using Information Geometry for a User-Independent Brain-Computer Interface

    OpenAIRE

    Waytowich, Nicholas R.; Lawhern, Vernon J.; Bohannon, Addison W.; Ball, Kenneth R.; Lance, Brent J.

    2016-01-01

    Recent advances in signal processing and machine learning techniques have enabled the application of Brain-Computer Interface (BCI) technologies to fields such as medicine, industry, and recreation; however, BCIs still suffer from the requirement of frequent calibration sessions due to the intra- and inter-individual variability of brain-signals, which makes calibration suppression through transfer learning an area of increasing interest for the development of practical BCI systems. In this p...

  4. Teaching Neuroanatomy Using Computer-Aided Learning: What Makes for Successful Outcomes?

    Science.gov (United States)

    Svirko, Elena; Mellanby, Jane

    2017-01-01

    Computer-aided learning (CAL) is an integral part of many medical courses. The neuroscience course at Oxford University for medical students includes CAL course of neuroanatomy. CAL is particularly suited to this since neuroanatomy requires much detailed three-dimensional visualization, which can be presented on screen. The CAL course was…

  5. A single exercise bout and locomotor learning after stroke: physiological, behavioural, and computational outcomes.

    Science.gov (United States)

    Charalambous, Charalambos C; Alcantara, Carolina C; French, Margaret A; Li, Xin; Matt, Kathleen S; Kim, Hyosub E; Morton, Susanne M; Reisman, Darcy S

    2018-05-15

    Previous work demonstrated an effect of a single high-intensity exercise bout coupled with motor practice on the retention of a newly acquired skilled arm movement, in both neurologically intact and impaired adults. In the present study, using behavioural and computational analyses we demonstrated that a single exercise bout, regardless of its intensity and timing, did not increase the retention of a novel locomotor task after stroke. Considering both present and previous work, we postulate that the benefits of exercise effect may depend on the type of motor learning (e.g. skill learning, sensorimotor adaptation) and/or task (e.g. arm accuracy-tracking task, walking). Acute high-intensity exercise coupled with motor practice improves the retention of motor learning in neurologically intact adults. However, whether exercise could improve the retention of locomotor learning after stroke is still unknown. Here, we investigated the effect of exercise intensity and timing on the retention of a novel locomotor learning task (i.e. split-belt treadmill walking) after stroke. Thirty-seven people post stroke participated in two sessions, 24 h apart, and were allocated to active control (CON), treadmill walking (TMW), or total body exercise on a cycle ergometer (TBE). In session 1, all groups exercised for a short bout (∼5 min) at low (CON) or high (TMW and TBE) intensity and before (CON and TMW) or after (TBE) the locomotor learning task. In both sessions, the locomotor learning task was to walk on a split-belt treadmill in a 2:1 speed ratio (100% and 50% fast-comfortable walking speed) for 15 min. To test the effect of exercise on 24 h retention, we applied behavioural and computational analyses. Behavioural data showed that neither high-intensity group showed greater 24 h retention compared to CON, and computational data showed that 24 h retention was attributable to a slow learning process for sensorimotor adaptation. Our findings demonstrated that acute exercise

  6. Ten years of CLIVE (Computer-Aided Learning in Veterinary Education) in the United Kingdom.

    Science.gov (United States)

    Dale, Vicki H M; McConnell, Gill; Short, Andrew; Sullivan, Martin

    2005-01-01

    This paper outlines the work of the CLIVE (Computer-Aided Learning in Veterinary Education) project over a 10-year period, set against the backdrop of changes in education policy and learning technology developments. The consortium of six UK veterinary schools and 14 international Associate Member Schools has been very successful. Sustaining these partnerships requires that the project redefine itself and adapt to cater to the diverse learning needs of today's students and to changing professional and societal needs on an international scale.

  7. Characteristics of Israeli School Teachers in Computer-based Learning Environments

    Directory of Open Access Journals (Sweden)

    Noga Magen-Nagar

    2013-01-01

    Full Text Available The purpose of this research is to investigate whether there are differences in the level of computer literacy, the amount of implementation of ICT in teaching and learning-assessment processes and the attitudes of teachers from computerized schools in comparison to teachers in non-computerized schools. In addition, the research investigates the characteristics of Israeli school teachers in a 21st century computer-based learning environment. A quantitative research methodology was used. The research sample included 811 elementary school teachers from the Jewish sector of whom 402 teachers were from the computerized school sample and 409 were teachers from the non-computerized school sample. The research findings show that teachers from the computerized school sample are more familiar with ICT, tend to use ICT more and have a more positive attitude towards ICT than teachers in the non-computerized school sample. The main conclusion which can be drawn from this research is that positive attitudes of teachers towards ICT are not sufficient for the integration of technology to occur. Future emphasis on new teaching skills of collective Technological Pedagogical Content Knowledge is necessary to promote the implementation of optimal pedagogy in innovative environments.

  8. Improving Communicative Competence through Synchronous Communication in Computer-Supported Collaborative Learning Environments: A Systematic Review

    Science.gov (United States)

    Huang, Xi

    2018-01-01

    Computer-supported collaborative learning facilitates the extension of second language acquisition into social practice. Studies on its achievement effects speak directly to the pedagogical notion of treating communicative practice in synchronous computer-mediated communication (SCMC): real-time communication that takes place between human beings…

  9. Using Just-in-Time Information to Support Scientific Discovery Learning in a Computer-Based Simulation

    Science.gov (United States)

    Hulshof, Casper D.; de Jong, Ton

    2006-01-01

    Students encounter many obstacles during scientific discovery learning with computer-based simulations. It is hypothesized that an effective type of support, that does not interfere with the scientific discovery learning process, should be delivered on a "just-in-time" base. This study explores the effect of facilitating access to…

  10. Effects of Learning Style and Training Method on Computer Attitude and Performance in World Wide Web Page Design Training.

    Science.gov (United States)

    Chou, Huey-Wen; Wang, Yu-Fang

    1999-01-01

    Compares the effects of two training methods on computer attitude and performance in a World Wide Web page design program in a field experiment with high school students in Taiwan. Discusses individual differences, Kolb's Experiential Learning Theory and Learning Style Inventory, Computer Attitude Scale, and results of statistical analyses.…

  11. SnapAnatomy, a computer-based interactive tool for independent learning of human anatomy.

    Science.gov (United States)

    Yip, George W; Rajendran, Kanagasuntheram

    2008-06-01

    Computer-aided instruction materials are becoming increasing popular in medical education and particularly in the teaching of human anatomy. This paper describes SnapAnatomy, a new interactive program that the authors designed for independent learning of anatomy. SnapAnatomy is primarily tailored for the beginner student to encourage the learning of anatomy by developing a three-dimensional visualization of human structure that is essential to applications in clinical practice and the understanding of function. The program allows the student to take apart and to accurately put together body components in an interactive, self-paced and variable manner to achieve the learning outcome.

  12. Trends of Mobile Learning in Computing Education from 2006 to 2014: A Systematic Review of Research Publications

    Science.gov (United States)

    Anohah, Ebenezer; Oyelere, Solomon Sunday; Suhonen, Jarkko

    2017-01-01

    The majority of the existing research regarding mobile learning in computing education has primarily focused on studying the effectiveness of, and in some cases reporting about, implemented mobile learning solutions. However, it is equally important to explore development and application perspectives on the integration of mobile learning into…

  13. Learning in educational computer games for novices: the impact of implementation and delivery of support devices on virtual presence, cognitive load and learning outcomes

    NARCIS (Netherlands)

    Schrader, Claudia; Bastiaens, Theo

    2018-01-01

    Embedding support devices in educational computer games has been asserted to positively affect learning outcomes. However, there is only limited direct empirical evidence on which design variations of support provision influence learning. In order to better understand the impact of support design on

  14. Cloud Computing and Validated Learning for Accelerating Innovation in IoT

    Science.gov (United States)

    Suciu, George; Todoran, Gyorgy; Vulpe, Alexandru; Suciu, Victor; Bulca, Cristina; Cheveresan, Romulus

    2015-01-01

    Innovation in Internet of Things (IoT) requires more than just creation of technology and use of cloud computing or big data platforms. It requires accelerated commercialization or aptly called go-to-market processes. To successfully accelerate, companies need a new type of product development, the so-called validated learning process.…

  15. Computer-Assisted English Learning System Based on Free Conversation by Topic

    Science.gov (United States)

    Choi, Sung-Kwon; Kwon, Oh-Woog; Kim, Young-Kil

    2017-01-01

    This paper aims to describe a computer-assisted English learning system using chatbots and dialogue systems, which allow free conversation outside the topic without limiting the learner's flow of conversation. The evaluation was conducted by 20 experimenters. The performance of the system based on a free conversation by topic was measured by the…

  16. Peer-Allocated Instant Response (PAIR): Computional allocation of peer tutors in learning communities

    NARCIS (Netherlands)

    Westera, Wim

    2009-01-01

    Westera, W. (2007). Peer-Allocated Instant Response (PAIR): Computational allocation of peer tutors in learning communities. Journal of Artificial Societies and Social Simulation, http://jasss.soc.surrey.ac.uk/10/2/5.html

  17. Information-Processing Correlates of Computer-Assisted Word Learning by Mentally Retarded Students.

    Science.gov (United States)

    Conners, Frances A.; Detterman, Douglas K.

    1987-01-01

    Nineteen moderately/severely retarded students (ages 9-22) completed ten 15-minute computer-assisted instruction sessions and seven basic cognitive tasks measuring simple learning, choice reaction time, relearning, probed recall, stimulus discrimination, tachictoscopic threshold, and recognition memory. Stimulus discrimination, probed recall, and…

  18. Characteristic research on Hong Kong "I learned" series computer textbooks

    Science.gov (United States)

    Hu, Jinyan; Liu, Zhongxia; Li, Yuanyuan; Lu, Jianheng; Zhang, Lili

    2011-06-01

    Currently, the construction of information technology textbooks in the primary and middle schools is an important content of the information technology curriculum reform. The article expect to have any inspire and reference on inland China school information technology teaching material construction and development through the analyzing and refining the characteristics of the Hong Kong quality textbook series - "I learn . elementary school computer cognitive curriculum".

  19. The Effectiveness of Using Contextual Clues, Dictionary Strategy and Computer Assisted Language Learning (Call In Learning Vocabulary

    Directory of Open Access Journals (Sweden)

    Zuraina Ali

    2013-07-01

    Full Text Available This study investigates the effectiveness of three vocabulary learning methods that are Contextual Clues, Dictionary Strategy, and Computer Assisted Language Learning (CALL in learning vocabulary among ESL learners. First, it aims at finding which of the vocabulary learning methods namely Dictionary Strategy, Contextual Clues, and CALL that may result in the highest number of words learnt in the immediate and delayed recall tests. Second, it compares the results of the Pre-test and the Delayed Recall Post-test to determine the differences of learning vocabulary using the methods. A quasi-experiment that tested the effectiveness of learning vocabulary using Dictionary Strategy, Contextual clues, and CALL involved 123 first year university students. Qualitative procedures included the collection of data from interviews which were conducted to triangulate the data obtain from the quantitative inquiries. Findings from the study using ANOVA revealed that there were significant differences when students were exposed to Dictionary Strategy, Contextual Clues and CALL in the immediate recall tests but not in the Delayed Recall Post-test. Also, there were significant differences when t test was used to compare the scores between the Pre-test and the Delayed Recall Post-test in using the three methods of vocabulary learning. Although many researchers have advocated the relative effectiveness of Dictionary Strategy, Contextual Clues, and CALL in learning vocabulary, the study however, is still paramount since there is no study has ever empirically investigated the relative efficacy of these three methods in a single study.

  20. Gamification of Learning: Can Games Motivate Me to Learn History?

    Directory of Open Access Journals (Sweden)

    Andry Chowanda

    2016-09-01

    Full Text Available This article presented empirical finding of the effect of gamification for learning. Evidence in the findings of the empirical study that explores two education games that were developed earlier with a total of 64 participants was presented. The first game was a computer game with historical themes of Ken Arok and Ken Dedes of Singhasari Kingdom. The second game was an Android-based mobile game with Historicity of the Bible themes of Moses. Prior research showed that more than 50 percent of junior and senior high school students in Jakarta demonstrated their apathy to several subjects in their school. They also disclosed that they were having difficulty in following their class in particular with a difficult subject such as History subject. With the popularity of games, the gamification of learning was investigatd to enhance the interest of the students to master a particular subject. The results show that there is a statistical significance increase of the students score and interest in history subject in a group that was using the games to help them in the subject compared to a group that reading books about the particular subject alone 0.001. Furthermore, the participants also reported that playing games was helping them to remember difficult names and event timeline in the historical events   

  1. The MORPG-Based Learning System for Multiple Courses: A Case Study on Computer Science Curriculum

    Science.gov (United States)

    Liu, Kuo-Yu

    2015-01-01

    This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…

  2. The Effects of Self-Explanation and Reading Questions and Answers on Learning Computer Programming Language

    Science.gov (United States)

    Lee, Nancy

    2013-01-01

    The current study explored the differential effects of two learning strategies, self-explanation and reading questions and answers, on students' test performance in the computer programming language JavaScript. Students' perceptions toward the two strategies as to their effectiveness in learning JavaScript was also explored by examining students'…

  3. Discovery Learning, Representation, and Explanation within a Computer-Based Simulation: Finding the Right Mix

    Science.gov (United States)

    Rieber, Lloyd P.; Tzeng, Shyh-Chii; Tribble, Kelly

    2004-01-01

    The purpose of this research was to explore how adult users interact and learn during an interactive computer-based simulation supplemented with brief multimedia explanations of the content. A total of 52 college students interacted with a computer-based simulation of Newton's laws of motion in which they had control over the motion of a simple…

  4. Analysis of problem solving on project based learning with resource based learning approach computer-aided program

    Science.gov (United States)

    Kuncoro, K. S.; Junaedi, I.; Dwijanto

    2018-03-01

    This study aimed to reveal the effectiveness of Project Based Learning with Resource Based Learning approach computer-aided program and analyzed problem-solving abilities in terms of problem-solving steps based on Polya stages. The research method used was mixed method with sequential explanatory design. The subject of this research was the students of math semester 4. The results showed that the S-TPS (Strong Top Problem Solving) and W-TPS (Weak Top Problem Solving) had good problem-solving abilities in each problem-solving indicator. The problem-solving ability of S-MPS (Strong Middle Problem Solving) and (Weak Middle Problem Solving) in each indicator was good. The subject of S-BPS (Strong Bottom Problem Solving) had a difficulty in solving the problem with computer program, less precise in writing the final conclusion and could not reflect the problem-solving process using Polya’s step. While the Subject of W-BPS (Weak Bottom Problem Solving) had not been able to meet almost all the indicators of problem-solving. The subject of W-BPS could not precisely made the initial table of completion so that the completion phase with Polya’s step was constrained.

  5. A Peer-Assisted Learning Experience in Computer Programming Language Learning and Developing Computer Programming Skills

    Science.gov (United States)

    Altintas, Tugba; Gunes, Ali; Sayan, Hamiyet

    2016-01-01

    Peer learning or, as commonly expressed, peer-assisted learning (PAL) involves school students who actively assist others to learn and in turn benefit from an effective learning environment. This research was designed to support students in becoming more autonomous in their learning, help them enhance their confidence level in tackling computer…

  6. High levels of IGF-1 predict difficult intubation of patients with acromegaly.

    Science.gov (United States)

    Zhang, Yu; Guo, Xiaopeng; Pei, Lijian; Zhang, Zhuhua; Tan, Gang; Xing, Bing

    2017-08-01

    To investigate the characteristics of difficult intubation and identify novel efficient predictors in patients with acromegaly. Patients with either untreated acromegaly or non-functional pituitary adenomas were enrolled. Patients with acromegaly underwent hormone assays, upper airway computed tomography and magnetic resonance imaging examinations and preoperative overnight polysomnography. The modified Mallampati classification, mouth opening, neck circumference, and neck extension were assessed, and the Cormack-Lehane grades and the time of tracheal intubation were recorded. Patients with acromegaly had a higher incidence of difficult intubation (62.5%). The time of tracheal intubation was prolonged, the neck circumference was enlarged, and the neck extension was confined. In patients with acromegaly and difficult intubation, the insulin-like growth factor 1 levels and apnea/hypoxia index were significantly higher compared to patients without difficult intubation (1115.40 ± 253.73 vs. 791.67 ± 206.62 ng/ml, P = 0.020; 22.17 ± 23.25 vs. 2.47 ± 2.84, P = 0.026, respectively). The bilateral regression analysis revealed that high levels of insulin-like growth factor 1 were an independent risk factor for developing difficult intubation (p = 0.042, Exp B = 1.006). The modified Mallampati classification was positively correlated with apnea/hypoxia index and could be calculated using the following logarithmic equation: MMC = 0.2982 * ln (AHI) + 2.1836. In patients with acromegaly, neck movement is confined, the time of tracheal intubation is prolonged, and the neck circumference is enlarged, and these patients suffer from an increased incidence of difficult intubation (62.5%) during anesthesia induction. The apnea/hypoxia index and insulin-like growth factor 1 levels are both increased in acromegalic patients with difficult intubation, and elevated insulin-like growth factor 1 levels are an independent risk factor of difficult

  7. Discriminative Transfer Learning for General Image Restoration

    KAUST Repository

    Xiao, Lei; Heide, Felix; Heidrich, Wolfgang; Schö lkopf, Bernhard; Hirsch, Michael

    2018-01-01

    Recently, several discriminative learning approaches have been proposed for effective image restoration, achieving convincing trade-off between image quality and computational efficiency. However, these methods require separate training for each restoration task (e.g., denoising, deblurring, demosaicing) and problem condition (e.g., noise level of input images). This makes it time-consuming and difficult to encompass all tasks and conditions during training. In this paper, we propose a discriminative transfer learning method that incorporates formal proximal optimization and discriminative learning for general image restoration. The method requires a single-pass discriminative training and allows for reuse across various problems and conditions while achieving an efficiency comparable to previous discriminative approaches. Furthermore, after being trained, our model can be easily transferred to new likelihood terms to solve untrained tasks, or be combined with existing priors to further improve image restoration quality.

  8. Discriminative Transfer Learning for General Image Restoration

    KAUST Repository

    Xiao, Lei

    2018-04-30

    Recently, several discriminative learning approaches have been proposed for effective image restoration, achieving convincing trade-off between image quality and computational efficiency. However, these methods require separate training for each restoration task (e.g., denoising, deblurring, demosaicing) and problem condition (e.g., noise level of input images). This makes it time-consuming and difficult to encompass all tasks and conditions during training. In this paper, we propose a discriminative transfer learning method that incorporates formal proximal optimization and discriminative learning for general image restoration. The method requires a single-pass discriminative training and allows for reuse across various problems and conditions while achieving an efficiency comparable to previous discriminative approaches. Furthermore, after being trained, our model can be easily transferred to new likelihood terms to solve untrained tasks, or be combined with existing priors to further improve image restoration quality.

  9. The influence of audio communications technology on computer-supported collaborative learning

    Directory of Open Access Journals (Sweden)

    Denise Whitelock

    1996-12-01

    Full Text Available In recent years there has been an appreciation of the benefits that can be obtained by students working in groups or teams using computers (Eraut and Hoyles, 1988. But there is a difference in opinion as to how a partner enhances learning, and in particular how well adult learners do in the collaborative setting. In order to capitalize on the opportunities offered by new technologies, we need to understand more fully how the process of collaboration is effected by different communication technologies, and how the technologies themselves might be used to best advantage for the benefit of distance learners. However, another factor, apart from the technology itself, which is thought to influence computer-supported collaborative learning is in the gender distribution of the group. A number of classroom studies have shown gender differences when children work together with computers, and these have been reported from a number of subject-domains including science (Scanlon et al, 1993; Littleton et al, 1992. Since our own expertise is in the area of science learning, we selected a non-trivial physics task for the subjects to work with, and that is in the area of elastic collisions. Previous studies (Villani and Pacca, 1990; Whitelock et al, 1993 have shown that both adults and school-children have difficulty in predicting the subsequent motion of balls or ice pucks after they collide. Villani's study stresses that even postgraduate students tend to revert to their informal commonsense notions unless they are cued to use formal representations of these types of problem. These studies have demonstrated that the topic of elastic collisions is a complex yet fruitful one in which to engage students in group work.

  10. Technology Trends in Mobile Computer Supported Collaborative Learning in Elementary Education from 2009 to 2014

    Science.gov (United States)

    Carapina, Mia; Boticki, Ivica

    2015-01-01

    This paper analyses mobile computer supported collaborative learning in elementary education worldwide focusing on technology trends for the period from 2009 to 2014. The results present representation of device types used to support collaborative activities, their distribution per users (1:1 or 1:m) and if students are learning through or around…

  11. Science education with handheld devices: A comparison of Nintendo WiiMote and iPod touch for kinematics learning

    OpenAIRE

    Hochberg, K.; Kuhn, J.; Müller, A.

    2016-01-01

    Experiential science learning based on the in-built sensors of handheld devices such as smartphones, tablet computer and game consoles has seen quite a strong development in recent years. In particular, such devices with internal acceleration sensors offer an innovative approach to kinematics learning in classroom physics, a notoriously difficult topic for pupils. In view of research and teaching in this domain, the practical advantages and disadvantages of two such devices, the Nintendo WiiM...

  12. Network Enabled - Unresolved Residual Analysis and Learning (NEURAL)

    Science.gov (United States)

    Temple, D.; Poole, M.; Camp, M.

    Since the advent of modern computational capacity, machine learning algorithms and techniques have served as a method through which to solve numerous challenging problems. However, for machine learning methods to be effective and robust, sufficient data sets must be available; specifically, in the space domain, these are generally difficult to acquire. Rapidly evolving commercial space-situational awareness companies boast the capability to collect hundreds of thousands nightly observations of resident space objects (RSOs) using a ground-based optical sensor network. This provides the ability to maintain custody of and characterize thousands of objects persistently. With this information available, novel deep learning techniques can be implemented. The technique discussed in this paper utilizes deep learning to make distinctions between nightly data collects with and without maneuvers. Implementation of these techniques will allow the data collected from optical ground-based networks to enable well informed and timely the space domain decision making.

  13. Learning Style and Task Performance in Synchronous Computer-Mediated Communication: A Case Study of Iranian EFL Learners

    Science.gov (United States)

    Hedayati, Mohsen; Foomani, Elham Mohammadi

    2015-01-01

    The study reported here explores whether English as a foreign Language (EFL) learners' preferred ways of learning (i.e., learning styles) affect their task performance in computer-mediated communication (CMC). As Ellis (2010) points out, while the increasing use of different sorts of technology is witnessed in language learning contexts, it is…

  14. Effective communication during difficult conversations.

    Science.gov (United States)

    Polito, Jacquelyn M

    2013-06-01

    A strong interest and need exist in the workplace today to master the skills of conducting difficult conversations. Theories and strategies abound, yet none seem to have found the magic formula with universal appeal and success. If it is such an uncomfortable skill to master is it better to avoid or initiate such conversations with employees? Best practices and evidence-based management guide us to the decision that quality improvement dictates effective communication, even when difficult. This brief paper will offer some suggestions for strategies to manage difficult conversations with employees. Mastering the skills of conducting difficult conversations is clearly important to keeping lines of communication open and productive. Successful communication skills may actually help to avert confrontation through employee engagement, commitment and appropriate corresponding behavior

  15. "Everything Is about Balance": Graduate Education Faculty and the Navigation of Difficult Discourses on Race

    Science.gov (United States)

    Murray-Johnson, Kayon; Ross-Gordon, Jovita M.

    2018-01-01

    The purpose of this multiple case study was to describe the experiences of graduate education faculty of varying racial/ethnic backgrounds, learning to navigate difficult discourses on race effectively over time. The study employed positionality as a theoretical framework. Findings indicate that faculty balance what we refer to as "strategies…

  16. Heterogeneous quantum computing for satellite constellation optimization: solving the weighted k-clique problem

    Science.gov (United States)

    Bass, Gideon; Tomlin, Casey; Kumar, Vaibhaw; Rihaczek, Pete; Dulny, Joseph, III

    2018-04-01

    NP-hard optimization problems scale very rapidly with problem size, becoming unsolvable with brute force methods, even with supercomputing resources. Typically, such problems have been approximated with heuristics. However, these methods still take a long time and are not guaranteed to find an optimal solution. Quantum computing offers the possibility of producing significant speed-up and improved solution quality. Current quantum annealing (QA) devices are designed to solve difficult optimization problems, but they are limited by hardware size and qubit connectivity restrictions. We present a novel heterogeneous computing stack that combines QA and classical machine learning, allowing the use of QA on problems larger than the hardware limits of the quantum device. These results represent experiments on a real-world problem represented by the weighted k-clique problem. Through this experiment, we provide insight into the state of quantum machine learning.

  17. The use of computer assisted technology to enhance student psychiatric nurses learning during a practice placement.

    Science.gov (United States)

    Denny, Margaret; Higgins, Agnes

    2003-06-01

    Despite the available literature that identifies the value of integrating computer-assisted learning into the curriculum, psychiatric nurse education lags behind in this area of curriculum development. The purpose of this paper is to report on a pilot project involving the use of a computer assisted learning (CAL) interactive multimedia (IMM) package called 'Admissions,' as a self-directed learning tool with two-second year psychiatric nursing students. The students were on a practice placement in an Irish mental health service. The aim of using the multimedia resource was to augment the students' learning during their practice placement and enable them to re-examine the issue of psychosis from a multiplicity of perspectives. This paper provides a brief description of the interactive multimedia package, together with a discussion on the support offered to the students during its use. experiential taxonomy is used as a framework to guide the discussion on the learning and evaluation process used. Feedback from the students suggests that the CAL package is easy to use, informative and promoted independence and self-directed study.

  18. Developing an evidence-based curriculum designed to help psychiatric nurses learn to use computers and the Internet.

    Science.gov (United States)

    Koivunen, Marita; Välimäki, Maritta; Jakobsson, Tiina; Pitkänen, Anneli

    2008-01-01

    This article describes the systematic process in which an evidence-based approach was used to develop a curriculum designed to support the computer and Internet skills of nurses in psychiatric hospitals in Finland. The pressure on organizations to have skilled and motivated nurses who use modern information and communication technology in health care organizations has increased due to rapid technology development at the international and national levels. However, less frequently has the development of those computer education curricula been based on evidence-based knowledge. First, we identified psychiatric nurses' learning experiences and barriers to computer use by examining written essays. Second, nurses' computer skills were surveyed. Last, evidence from the literature was scrutinized to find effective methods that can be used to teach and learn computer use in health care. This information was integrated and used for the development process of an education curriculum designed to support nurses' computer and Internet skills.

  19. Customer Service: What I Learned When I Bought My New Computer

    Science.gov (United States)

    Neugebauer, Roger

    2009-01-01

    In this article, the author relates that similar to the time he bought his new computer, he had the opportunity to experience poor customer service when he and his wife signed their child up for a preschool program. They learned that the staff at the preschool didn't want parents looking over their shoulders and questioning their techniques. He…

  20. A computational model of Dopamine and Acetylcholine aberrant learning in Basal Ganglia.

    Science.gov (United States)

    Baston, Chiara; Ursino, Mauro

    2015-01-01

    Basal Ganglia (BG) are implied in many motor and cognitive tasks, such as action selection, and have a central role in many pathologies, primarily Parkinson Disease. In the present work, we use a recently developed biologically inspired BG model to analyze how the dopamine (DA) level can affect the temporal response during action selection, and the capacity to learn new actions following rewards and punishments. The model incorporates the 3 main pathways (direct, indirect and hyperdirect) working in BG functioning. The behavior of 2 alternative networks (the first with normal DA levels, the second with reduced DA) is analyzed both in untrained conditions, and during training performed in different epochs. The results show that reduced DA causes delayed temporal responses in the untrained network, and difficult of learning during training, characterized by the necessity of much more epochs. The results provide interesting hints to understand the behavior of healthy and dopamine depleted subjects, such as parkinsonian patients.

  1. Bridges to Swaziland: Using Task-Based Learning and Computer-Mediated Instruction to Improve English Language Teaching and Learning

    Science.gov (United States)

    Pierson, Susan Jacques

    2015-01-01

    One way to provide high quality instruction for underserved English Language Learners around the world is to combine Task-Based English Language Learning with Computer- Assisted Instruction. As part of an ongoing project, "Bridges to Swaziland," these approaches have been implemented in a determined effort to improve the ESL program for…

  2. Vocational Teacher Perceptions on the use of ICT in Learning Computer Network

    Science.gov (United States)

    Yannuar; Rohendi, D.; Yanti, H.; Nurhabibah; Mi'raj, Y. Z.

    2018-02-01

    ICT has been widely used in primary education to vocational schools, but has not been so clearly integrate ICT in the learning process. While the teacher is the key to the effective use of ICT processed. This paper reports a study of surveys that examine the perspective of vocational school teachers. Current research aims to examine a vocational school teacher knowledge about ICT and support for computer use for learning. The sample in this research group consists of 25 teachers of vocational schools. The findings of this research use descriptive method with engineering survey with sampling purposes. Resources in research is journals and book report research results. The results showed teachers have a positive outlook towards the use of ICT in learning. The conclusions resulting from this research is the use of ICT to help teachers be more effective in teaching in the classroom and can improve student learning.

  3. Improving Communicative Competence through Synchronous Communication in Computer-Supported Collaborative Learning Environments: A Systematic Review

    OpenAIRE

    Xi Huang

    2018-01-01

    Computer-supported collaborative learning facilitates the extension of second language acquisition into social practice. Studies on its achievement effects speak directly to the pedagogical notion of treating communicative practice in synchronous computer-mediated communication (SCMC): real-time communication that takes place between human beings via the instrumentality of computers in forms of text, audio and video communication, such as live chat and chatrooms as socially-oriented meaning c...

  4. Computer-Assisted Mathematics Instruction for Students with Specific Learning Disability: A Review of the Literature

    Science.gov (United States)

    Stultz, Sherry L.

    2017-01-01

    This review was conducted to evaluate the current body of scholarly research regarding the use of computer-assisted instruction (CAI) to teach mathematics to students with specific learning disability (SLD). For many years, computers are utilized for educational purposes. However, the effectiveness of CAI for teaching mathematics to this specific…

  5. Computational Science with the Titan Supercomputer: Early Outcomes and Lessons Learned

    Science.gov (United States)

    Wells, Jack

    2014-03-01

    Modeling and simulation with petascale computing has supercharged the process of innovation and understanding, dramatically accelerating time-to-insight and time-to-discovery. This presentation will focus on early outcomes from the Titan supercomputer at the Oak Ridge National Laboratory. Titan has over 18,000 hybrid compute nodes consisting of both CPUs and GPUs. In this presentation, I will discuss the lessons we have learned in deploying Titan and preparing applications to move from conventional CPU architectures to a hybrid machine. I will present early results of materials applications running on Titan and the implications for the research community as we prepare for exascale supercomputer in the next decade. Lastly, I will provide an overview of user programs at the Oak Ridge Leadership Computing Facility with specific information how researchers may apply for allocations of computing resources. This research used resources of the Oak Ridge Leadership Computing Facility at the Oak Ridge National Laboratory, which is supported by the Office of Science of the U.S. Department of Energy under Contract No. DE-AC05-00OR22725.

  6. It Takes a Village: Supporting Inquiry- and Equity-Oriented Computer Science Pedagogy through a Professional Learning Community

    Science.gov (United States)

    Ryoo, Jean; Goode, Joanna; Margolis, Jane

    2015-01-01

    This article describes the importance that high school computer science teachers place on a teachers' professional learning community designed around an inquiry- and equity-oriented approach for broadening participation in computing. Using grounded theory to analyze four years of teacher surveys and interviews from the Exploring Computer Science…

  7. Deep learning

    CERN Document Server

    Goodfellow, Ian; Courville, Aaron

    2016-01-01

    Deep learning is a form of machine learning that enables computers to learn from experience and understand the world in terms of a hierarchy of concepts. Because the computer gathers knowledge from experience, there is no need for a human computer operator to formally specify all the knowledge that the computer needs. The hierarchy of concepts allows the computer to learn complicated concepts by building them out of simpler ones; a graph of these hierarchies would be many layers deep. This book introduces a broad range of topics in deep learning. The text offers mathematical and conceptual background, covering relevant concepts in linear algebra, probability theory and information theory, numerical computation, and machine learning. It describes deep learning techniques used by practitioners in industry, including deep feedforward networks, regularization, optimization algorithms, convolutional networks, sequence modeling, and practical methodology; and it surveys such applications as natural language proces...

  8. Internal and External Regulation to Support Knowledge Construction and Convergence in Computer Supported Collaborative Learning (CSCL)

    Science.gov (United States)

    Romero, Margarida; Lambropoulos, Niki

    2011-01-01

    Computer Supported Collaborative Learning (CSCL) activities aim to promote collaborative knowledge construction and convergence. During the CSCL activity, the students should regulate their learning activity, at the individual and collective level. This implies an organisation cost related to the coordination of the activity with the team-mates…

  9. Visual Perspectives within Educational Computer Games: Effects on Presence and Flow within Virtual Immersive Learning Environments

    Science.gov (United States)

    Scoresby, Jon; Shelton, Brett E.

    2011-01-01

    The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…

  10. The Effects of Computer Games on Primary School Students' Achievement and Motivation in Geography Learning

    Science.gov (United States)

    Tuzun, Hakan; Yilmaz-Soylu, Meryem; Karakus, Turkan; Inal, Yavuz; Kizilkaya, Gonca

    2009-01-01

    The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this…

  11. Digital mammographic tumor classification using transfer learning from deep convolutional neural networks.

    Science.gov (United States)

    Huynh, Benjamin Q; Li, Hui; Giger, Maryellen L

    2016-07-01

    Convolutional neural networks (CNNs) show potential for computer-aided diagnosis (CADx) by learning features directly from the image data instead of using analytically extracted features. However, CNNs are difficult to train from scratch for medical images due to small sample sizes and variations in tumor presentations. Instead, transfer learning can be used to extract tumor information from medical images via CNNs originally pretrained for nonmedical tasks, alleviating the need for large datasets. Our database includes 219 breast lesions (607 full-field digital mammographic images). We compared support vector machine classifiers based on the CNN-extracted image features and our prior computer-extracted tumor features in the task of distinguishing between benign and malignant breast lesions. Five-fold cross validation (by lesion) was conducted with the area under the receiver operating characteristic (ROC) curve as the performance metric. Results show that classifiers based on CNN-extracted features (with transfer learning) perform comparably to those using analytically extracted features [area under the ROC curve [Formula: see text

  12. Creating Effective Educational Computer Games for Undergraduate Classroom Learning: A Conceptual Model

    Science.gov (United States)

    Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe

    2008-01-01

    When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…

  13. Improving learning with science and social studies text using computer-based concept maps for students with disabilities.

    Science.gov (United States)

    Ciullo, Stephen; Falcomata, Terry S; Pfannenstiel, Kathleen; Billingsley, Glenna

    2015-01-01

    Concept maps have been used to help students with learning disabilities (LD) improve literacy skills and content learning, predominantly in secondary school. However, despite increased access to classroom technology, no previous studies have examined the efficacy of computer-based concept maps to improve learning from informational text for students with LD in elementary school. In this study, we used a concurrent delayed multiple probe design to evaluate the interactive use of computer-based concept maps on content acquisition with science and social studies texts for Hispanic students with LD in Grades 4 and 5. Findings from this study suggest that students improved content knowledge during intervention relative to a traditional instruction baseline condition. Learning outcomes and social validity information are considered to inform recommendations for future research and the feasibility of classroom implementation. © The Author(s) 2014.

  14. Memristive device based learning for navigation in robots.

    Science.gov (United States)

    Sarim, Mohammad; Kumar, Manish; Jha, Rashmi; Minai, Ali A

    2017-11-08

    Biomimetic robots have gained attention recently for various applications ranging from resource hunting to search and rescue operations during disasters. Biological species are known to intuitively learn from the environment, gather and process data, and make appropriate decisions. Such sophisticated computing capabilities in robots are difficult to achieve, especially if done in real-time with ultra-low energy consumption. Here, we present a novel memristive device based learning architecture for robots. Two terminal memristive devices with resistive switching of oxide layer are modeled in a crossbar array to develop a neuromorphic platform that can impart active real-time learning capabilities in a robot. This approach is validated by navigating a robot vehicle in an unknown environment with randomly placed obstacles. Further, the proposed scheme is compared with reinforcement learning based algorithms using local and global knowledge of the environment. The simulation as well as experimental results corroborate the validity and potential of the proposed learning scheme for robots. The results also show that our learning scheme approaches an optimal solution for some environment layouts in robot navigation.

  15. Semi-supervised learning for ordinal Kernel Discriminant Analysis.

    Science.gov (United States)

    Pérez-Ortiz, M; Gutiérrez, P A; Carbonero-Ruz, M; Hervás-Martínez, C

    2016-12-01

    Ordinal classification considers those classification problems where the labels of the variable to predict follow a given order. Naturally, labelled data is scarce or difficult to obtain in this type of problems because, in many cases, ordinal labels are given by a user or expert (e.g. in recommendation systems). Firstly, this paper develops a new strategy for ordinal classification where both labelled and unlabelled data are used in the model construction step (a scheme which is referred to as semi-supervised learning). More specifically, the ordinal version of kernel discriminant learning is extended for this setting considering the neighbourhood information of unlabelled data, which is proposed to be computed in the feature space induced by the kernel function. Secondly, a new method for semi-supervised kernel learning is devised in the context of ordinal classification, which is combined with our developed classification strategy to optimise the kernel parameters. The experiments conducted compare 6 different approaches for semi-supervised learning in the context of ordinal classification in a battery of 30 datasets, showing (1) the good synergy of the ordinal version of discriminant analysis and the use of unlabelled data and (2) the advantage of computing distances in the feature space induced by the kernel function. Copyright © 2016 Elsevier Ltd. All rights reserved.

  16. The importance of subjective facial appearance on the ability of anesthesiologists to predict difficult intubation.

    Science.gov (United States)

    Connor, Christopher W; Segal, Scott

    2014-02-01

    Previously we demonstrated that a computer algorithm based on bedside airway examinations and facial photographs accurately classified easy and difficult airways. The extent of the ability of anesthesiologists to perform the same task is unknown. We hypothesized that providing photographs would add to the predictive ability of anesthesiologists over that achieved when provided only with the Mallampati (MP) score and the thyromental distance (TMD). We further hypothesized that human observers would implicitly bias their predictions toward more sensitive determination of difficult airways, rather than more specific determination of easy airways. Residents, fellows, and attending anesthesiologists with varying levels of experience (N = 160) were presented with MP and TMD information from 80 Caucasian men subjects. The same subjects' data, accompanied by 3 facial photographs in head-on and right and left profiles, were also presented. Anesthesiologists classified the airways as easy or difficult according to specified criteria ("easy" defined as a single attempt with a Macintosh 3 blade resulting in a grade 1 laryngoscopic view; "difficult" defined as >1 attempt by an operator with at least 12 months anesthesia experience, grade 3 or 4 laryngoscopic view, need for a second operator, or nonelective use of an alternative airway device). Accuracy, sensitivity, and specificity were calculated for each anesthesiologist. We further developed a cost function to quantify a relative bias toward avoiding an unexpectedly difficult intubation versus overpreparing for an easy intubation. One hundred sixty respondents completed the study. Presenting photographs improved respondents' sensitivity and accuracy in classifying airways, though specificity decreased slightly. Overall accuracy when given photographs was 61.6% (95% confidence interval, 60.8%-62.4%), which was significantly lower than the computer's performance of 87.5% (t test, P interval, 4.9:1-8.4:1). Anesthesiologists can

  17. Hidden Dangers of Computer Modelling: Remarks on Sokolik and Smith's Connectionist Learning Model of French Gender.

    Science.gov (United States)

    Carroll, Susanne E.

    1995-01-01

    Criticizes the computer modelling experiments conducted by Sokolik and Smith (1992), which involved the learning of French gender attribution using connectionist architecture. The article argues that the experiments greatly oversimplified the complexity of gender learning, in that they were designed in such a way that knowledge that must be…

  18. The Goal Specificity Effect on Strategy Use and Instructional Efficiency during Computer-Based Scientific Discovery Learning

    Science.gov (United States)

    Kunsting, Josef; Wirth, Joachim; Paas, Fred

    2011-01-01

    Using a computer-based scientific discovery learning environment on buoyancy in fluids we investigated the "effects of goal specificity" (nonspecific goals vs. specific goals) for two goal types (problem solving goals vs. learning goals) on "strategy use" and "instructional efficiency". Our empirical findings close an important research gap,…

  19. Detecting and Understanding the Impact of Cognitive and Interpersonal Conflict in Computer Supported Collaborative Learning Environments

    Science.gov (United States)

    Prata, David Nadler; Baker, Ryan S. J. d.; Costa, Evandro d. B.; Rose, Carolyn P.; Cui, Yue; de Carvalho, Adriana M. J. B.

    2009-01-01

    This paper presents a model which can automatically detect a variety of student speech acts as students collaborate within a computer supported collaborative learning environment. In addition, an analysis is presented which gives substantial insight as to how students' learning is associated with students' speech acts, knowledge that will…

  20. Undergraduate teaching in geriatric medicine using computer-aided learning improves student performance in examinations.

    Science.gov (United States)

    Daunt, Laura A; Umeonusulu, Patience I; Gladman, John R F; Blundell, Adrian G; Conroy, Simon P; Gordon, Adam L

    2013-07-01

    computer-aided learning (CAL) is increasingly used to deliver teaching, but few studies have evaluated its impact on learning within geriatric medicine. We developed and implemented CAL packages on falls and continence, and evaluated their effect on student performance in two medical schools. traditional ward based and didactic teaching was replaced by blended learning (CAL package combined with traditional teaching methods). Examination scores were compared for cohorts of medical students receiving traditional learning and those receiving blended learning. Control questions were included to provide data on cohort differences. in both medical schools, there was a trend towards improved scores following blended learning, with a smaller number of students achieving low scores (P learning was associated with improvement in student examination performance, regardless of the setting or the methods adopted, and without increasing teaching time. Our findings support the use of CAL in teaching geriatric medicine, and this method has been adopted for teaching other topics in the undergraduate curriculum.

  1. ANALYSIS OF EFFECTIVENESS OF METHODOLOGICAL SYSTEM FOR PROBABILITY AND STOCHASTIC PROCESSES COMPUTER-BASED LEARNING FOR PRE-SERVICE ENGINEERS

    Directory of Open Access Journals (Sweden)

    E. Chumak

    2015-04-01

    Full Text Available The author substantiates that only methodological training systems of mathematical disciplines with implementation of information and communication technologies (ICT can meet the requirements of modern educational paradigm and make possible to increase the educational efficiency. Due to this fact, the necessity of developing the methodology of theory of probability and stochastic processes computer-based learning for pre-service engineers is underlined in the paper. The results of the experimental study for analysis of the efficiency of methodological system of theory of probability and stochastic processes computer-based learning for pre-service engineers are shown. The analysis includes three main stages: ascertaining, searching and forming. The key criteria of the efficiency of designed methodological system are the level of probabilistic and stochastic skills of students and their learning motivation. The effect of implementing the methodological system of probability theory and stochastic processes computer-based learning on the level of students’ IT literacy is shown in the paper. The expanding of the range of objectives of ICT applying by students is described by author. The level of formation of students’ learning motivation on the ascertaining and forming stages of the experiment is analyzed. The level of intrinsic learning motivation for pre-service engineers is defined on these stages of the experiment. For this purpose, the methodology of testing the students’ learning motivation in the chosen specialty is presented in the paper. The increasing of intrinsic learning motivation of the experimental group students (E group against the control group students (C group is demonstrated.

  2. Applying Machine Learning and High Performance Computing to Water Quality Assessment and Prediction

    Directory of Open Access Journals (Sweden)

    Ruijian Zhang

    2017-12-01

    Full Text Available Water quality assessment and prediction is a more and more important issue. Traditional ways either take lots of time or they can only do assessments. In this research, by applying machine learning algorithm to a long period time of water attributes’ data; we can generate a decision tree so that it can predict the future day’s water quality in an easy and efficient way. The idea is to combine the traditional ways and the computer algorithms together. Using machine learning algorithms, the assessment of water quality will be far more efficient, and by generating the decision tree, the prediction will be quite accurate. The drawback of the machine learning modeling is that the execution takes quite long time, especially when we employ a better accuracy but more time-consuming algorithm in clustering. Therefore, we applied the high performance computing (HPC System to deal with this problem. Up to now, the pilot experiments have achieved very promising preliminary results. The visualized water quality assessment and prediction obtained from this project would be published in an interactive website so that the public and the environmental managers could use the information for their decision making.

  3. Teachability in Computational Learning

    OpenAIRE

    Shinohara, Ayumi; Miyano, Satoru

    1990-01-01

    This paper considers computationai learning from the viewpoint of teaching. We introduce a notion of teachability with which we establish a relationship between the learnability and teachability. We also discuss the complexity issues of a teacher in relation to learning.

  4. Review article: video-laryngoscopy: another tool for difficult intubation or a new paradigm in airway management?

    Science.gov (United States)

    Paolini, Jean-Baptiste; Donati, François; Drolet, Pierre

    2013-02-01

    An adequate airway management plan is essential for patient safety. Recently, new tools have been developed as alternatives to direct laryngoscopy and intubation. Among these, video-laryngoscopy has enjoyed a rapid increase in popularity and is now considered by many as the first-line technique in airway management. This paradigm shift may have an impact on patient safety. Studies show that video-laryngoscopes are associated with better glottic visualization, a higher success rate for difficult airways, and a faster learning curve, resulting in a higher success rate for intubations by novice physicians. Thus, unanticipated difficult intubations may be less frequent if video-laryngoscopy is used as the first-line approach. In addition, on-screen viewing by the operator creates a new dynamic interaction during airway management. The entire operating room team can assess progress in real time, which enhances communication and improves teaching. However, if video-laryngoscopes become standard tools for tracheal intubation, these more costly devices will need to be widely available in all locations where airway management is conducted. Furthermore, algorithms for difficult intubation will require modification, and the question of selecting alternate devices will arise. If the incidence of difficult intubation decreases, the lack of motivation to teach and learn the use of alternative devices might adversely impact patient safety. The greater effectiveness of video-laryngoscopes associated with multi-person visualization could enhance overall patient safety during airway management. However, the routine use of video-laryngoscopy also introduces some issues that need to be addressed to avoid potentially dangerous pitfalls.

  5. Mathematical Language Development and Talk Types in Computer Supported Collaborative Learning Environments

    Science.gov (United States)

    Symons, Duncan; Pierce, Robyn

    2015-01-01

    In this study we examine the use of cumulative and exploratory talk types in a year 5 computer supported collaborative learning environment. The focus for students in this environment was to participate in mathematical problem solving, with the intention of developing the proficiencies of problem solving and reasoning. Findings suggest that…

  6. The ATLAS Higgs machine learning challenge

    CERN Document Server

    Davey, W; The ATLAS collaboration; Rousseau, D; Cowan, G; Kegl, B; Germain-Renaud, C; Guyon, I

    2014-01-01

    High Energy Physics has been using Machine Learning techniques (commonly known as Multivariate Analysis) since the 90's with Artificial Neural Net for example, more recently with Boosted Decision Trees, Random Forest etc... Meanwhile, Machine Learning has become a full blown field of computer science. With the emergence of Big Data, Data Scientists are developing new Machine Learning algorithms to extract sense from large heterogeneous data. HEP has exciting and difficult problems like the extraction of the Higgs boson signal, data scientists have advanced algorithms: the goal of the HiggsML project is to bring the two together by a “challenge”: participants from all over the world and any scientific background can compete online ( https://www.kaggle.com/c/higgs-boson ) to obtain the best Higgs to tau tau signal significance on a set of ATLAS full simulated Monte Carlo signal and background. Winners with the best scores will receive money prizes ; authors of the best method (most usable) will be invited t...

  7. The Implementation of Blended Learning Using Android-Based Tutorial Video in Computer Programming Course II

    Science.gov (United States)

    Huda, C.; Hudha, M. N.; Ain, N.; Nandiyanto, A. B. D.; Abdullah, A. G.; Widiaty, I.

    2018-01-01

    Computer programming course is theoretical. Sufficient practice is necessary to facilitate conceptual understanding and encouraging creativity in designing computer programs/animation. The development of tutorial video in an Android-based blended learning is needed for students’ guide. Using Android-based instructional material, students can independently learn anywhere and anytime. The tutorial video can facilitate students’ understanding about concepts, materials, and procedures of programming/animation making in detail. This study employed a Research and Development method adapting Thiagarajan’s 4D model. The developed Android-based instructional material and tutorial video were validated by experts in instructional media and experts in physics education. The expert validation results showed that the Android-based material was comprehensive and very feasible. The tutorial video was deemed feasible as it received average score of 92.9%. It was also revealed that students’ conceptual understanding, skills, and creativity in designing computer program/animation improved significantly.

  8. Quality Computer Assisted Mobile Learning (CAML and Distance Education Leadership in Managing Technology Enhanced Learning Management System (TELMS in the Malaysian Public Tertiary Education

    Directory of Open Access Journals (Sweden)

    Lee Tan Luck

    2009-07-01

    Full Text Available Abstract - The success in the implementation of a quality computer assisted mobile learning and distance education in a Technology Enhanced Learning Management System is highly rely on the academic leadership in managing and application of Information and Communication Technology (ICT in the tertiary level. The effectiveness of its leadership, knowledge, application and management of ICT and learning management system is of utmost important. Successful application and management includes quality and cost effectiveness of universities administration, CAML and distance education leadership development, organizational culture, academic staffs and students’ attitude and their commitment towards teaching and learning process, support towards the usage of state of the art techno-educational facilities, availability of ICT resources, maintenance and funding of a Learning Management System. This paper will discuss the above factors, which present a comprehensive framework for the implementation of a quality CAML and distance education environment in ICT application and management in the Malaysian public universities. Selected Fifty-two respondents from two Malaysian public universities which offer e Learning and distance education with Learning Management System were acquired. A survey questionnaire is used to determine the effectiveness of ICT and mobile learning application management. Data from the questionnaires were analyzed by using non-parametric and parametric statistics testing. Results of this study show there is significant different in the CAML and distance education leadership in TELMS and the application of ICT and its management in the Malaysian public universities. The study will also address the implementation elements necessary for transforming the public universities and its CAML and distance education teaching and learning process into an effective and result oriented computer assisted mobile learning management model in public

  9. Piloting a new approach: making use of technology to present a distance learning computer science course

    Directory of Open Access Journals (Sweden)

    Tina Wilson

    1996-12-01

    Full Text Available Teaching projects which make use of new technology are becoming of interest to all academic institutions in the UK due to economic pressure to increase student numbers. CMC (Computer- Mediated Communication such as computer conferencing appears an attractive solution to higher education's 'numbers' problem, with the added benefit that it is free from time and place constraints. Researchers have discussed CMC from a number of different perspectives, for example Mason and Kaye (1989 describe a CMC system as a system of interactivity between tutors, students, resources and organizational structure. Steeples et al (1993 consider CMC in terms of group cohesion, modes of discourse and intervention strategies to stimulate and structure participation. Goodyear et al (1994 discuss the Just in Time (TT-Based Open Learning (JTTOL model in terms of a set of educational beliefs, role definitions, working methods and learning resources, together with a definition of infrastructure requirements for CMC. Shedletsky (1993 suggests that a CMC should be viewed in terms of an 'intrapersonal communication' model, while Mayes et al (1994 identify three types of learning which is mediated by telematics, that is, learning by conceptualization, construction and dialogue. Other researchers, such as Velayo (1994, describe the teacher as 'an active agent', and present a model for computer conferencing which neglects the social aspect of CMC, while Berge (1995 mentions the importance of social activity between students and the importance of the role of the moderator. From these accounts, there appear to be a number of dimensions which can be used to evaluate CMC. Not all researchers emphasize the same dimensions; however, this paper proposes that computer conferencing systems should be designed to encourage students to participate in all three of the following dimensions. These can be summarized as: (a a knowledge dimension (includes domain and meta knowledge; (b a social

  10. Computer-enhanced visual learning method: a paradigm to teach and document surgical skills.

    Science.gov (United States)

    Maizels, Max; Mickelson, Jennie; Yerkes, Elizabeth; Maizels, Evelyn; Stork, Rachel; Young, Christine; Corcoran, Julia; Holl, Jane; Kaplan, William E

    2009-09-01

    Changes in health care are stimulating residency training programs to develop new methods for teaching surgical skills. We developed Computer-Enhanced Visual Learning (CEVL) as an innovative Internet-based learning and assessment tool. The CEVL method uses the educational procedures of deliberate practice and performance to teach and learn surgery in a stylized manner. CEVL is a learning and assessment tool that can provide students and educators with quantitative feedback on learning a specific surgical procedure. Methods involved examine quantitative data of improvement in surgical skills. Herein, we qualitatively describe the method and show how program directors (PDs) may implement this technique in their residencies. CEVL allows an operation to be broken down into teachable components. The process relies on feedback and remediation to improve performance, with a focus on learning that is applicable to the next case being performed. CEVL has been shown to be effective for teaching pediatric orchiopexy and is being adapted to additional adult and pediatric procedures and to office examination skills. The CEVL method is available to other residency training programs.

  11. The Effects of Mobile-Computer-Supported Collaborative Learning: Meta-Analysis and Critical Synthesis.

    Science.gov (United States)

    Sung, Yao-Ting; Yang, Je-Ming; Lee, Han-Yueh

    2017-08-01

    One of the trends in collaborative learning is using mobile devices for supporting the process and products of collaboration, which has been forming the field of mobile-computer-supported collaborative learning (mCSCL). Although mobile devices have become valuable collaborative learning tools, evaluative evidence for their substantial contributions to collaborative learning is still scarce. The present meta-analysis, which included 48 peer-reviewed journal articles and doctoral dissertations written over a 16-year period (2000-2015) involving 5,294 participants, revealed that mCSCL has produced meaningful improvements for collaborative learning, with an overall mean effect size of 0.516. Moderator variables, such as domain subject, group size, teaching method, intervention duration, and reward method were related to different effect sizes. The results provided implications for future research and practice, such as suggestions on how to appropriately use the functionalities of mobile devices, how to best leverage mCSCL through effective group learning mechanisms, and what outcome variables should be included in future studies to fully elucidate the process and products of mCSCL.

  12. Exploring gender and gender pairing in the knowledge elaboration processes of students using computer-supported collaborative learning

    NARCIS (Netherlands)

    Ding, N.; Bosker, R. J.; Harskamp, E. G.

    The aim of the study is to investigate the influence of gender and gender pairing on students' learning performances and knowledge elaboration processes in Computer-Supported Collaborative Learning (CSCL). A sample of ninety-six secondary school students, participated in a two-week experiment.

  13. Applying Machine Learning and High Performance Computing to Water Quality Assessment and Prediction

    OpenAIRE

    Ruijian Zhang; Deren Li

    2017-01-01

    Water quality assessment and prediction is a more and more important issue. Traditional ways either take lots of time or they can only do assessments. In this research, by applying machine learning algorithm to a long period time of water attributes’ data; we can generate a decision tree so that it can predict the future day’s water quality in an easy and efficient way. The idea is to combine the traditional ways and the computer algorithms together. Using machine learning algorithms, the ass...

  14. Learning to Identify Local Flora with Human Feedback (Author’s Manuscript)

    Science.gov (United States)

    2014-06-23

    cally tag images with species names of flora or fauna to sup- port content-based retrieval [10]. Detecting and identifying species could help to infer...Learning to Identify Local Flora with Human Feedback Stefan Lee and David Crandall School of Informatics and Computing Indiana University {steflee...applications that use consumer pho- tos to track the distribution of natural phenomena [8]. But flora identification is a very difficult problem, both

  15. Learning Opportunities in Synchronous Computer-Mediated Communication and Face-to-Face Interaction

    Science.gov (United States)

    Kim, Hye Yeong

    2014-01-01

    This study investigated how synchronous computer-mediated communication (SCMC) and face-to-face (F2F) oral interaction influence the way in which learners collaborate in language learning and how they solve their communicative problems. The findings suggest that output modality may affect how learners produce language, attend to linguistic forms,…

  16. Improving Teaching and Learning of Computer Programming through the Use of the Second Life Virtual World

    Science.gov (United States)

    Esteves, Micaela; Fonseca, Benjamim; Morgado, Leonel; Martins, Paulo

    2011-01-01

    The emergence of new technologies such as three-dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that…

  17. The comparative effect of individually-generated vs. collaboratively-generated computer-based concept mapping on science concept learning

    Science.gov (United States)

    Kwon, So Young

    Using a quasi-experimental design, the researcher investigated the comparative effects of individually-generated and collaboratively-generated computer-based concept mapping on middle school science concept learning. Qualitative data were analyzed to explain quantitative findings. One hundred sixty-one students (74 boys and 87 girls) in eight, seventh grade science classes at a middle school in Southeast Texas completed the entire study. Using prior science performance scores to assure equivalence of student achievement across groups, the researcher assigned the teacher's classes to one of the three experimental groups. The independent variable, group, consisted of three levels: 40 students in a control group, 59 students trained to individually generate concept maps on computers, and 62 students trained to collaboratively generate concept maps on computers. The dependent variables were science concept learning as demonstrated by comprehension test scores, and quality of concept maps created by students in experimental groups as demonstrated by rubric scores. Students in the experimental groups received concept mapping training and used their newly acquired concept mapping skills to individually or collaboratively construct computer-based concept maps during study time. The control group, the individually-generated concept mapping group, and the collaboratively-generated concept mapping group had equivalent learning experiences for 50 minutes during five days, excepting that students in a control group worked independently without concept mapping activities, students in the individual group worked individually to construct concept maps, and students in the collaborative group worked collaboratively to construct concept maps during their study time. Both collaboratively and individually generated computer-based concept mapping had a positive effect on seventh grade middle school science concept learning but neither strategy was more effective than the other. However

  18. Cerebellar supervised learning revisited: biophysical modeling and degrees-of-freedom control.

    Science.gov (United States)

    Kawato, Mitsuo; Kuroda, Shinya; Schweighofer, Nicolas

    2011-10-01

    The biophysical models of spike-timing-dependent plasticity have explored dynamics with molecular basis for such computational concepts as coincidence detection, synaptic eligibility trace, and Hebbian learning. They overall support different learning algorithms in different brain areas, especially supervised learning in the cerebellum. Because a single spine is physically very small, chemical reactions at it are essentially stochastic, and thus sensitivity-longevity dilemma exists in the synaptic memory. Here, the cascade of excitable and bistable dynamics is proposed to overcome this difficulty. All kinds of learning algorithms in different brain regions confront with difficult generalization problems. For resolution of this issue, the control of the degrees-of-freedom can be realized by changing synchronicity of neural firing. Especially, for cerebellar supervised learning, the triangle closed-loop circuit consisting of Purkinje cells, the inferior olive nucleus, and the cerebellar nucleus is proposed as a circuit to optimally control synchronous firing and degrees-of-freedom in learning. Copyright © 2011 Elsevier Ltd. All rights reserved.

  19. APPLICATION OF INFORMATION AND COMMUNICATION TECHNOLOGIES IN COMPUTER AIDED LANGUAGE LEARNING

    Directory of Open Access Journals (Sweden)

    I. B. Tampel

    2013-01-01

    Full Text Available The article deals with the various ways of application for automatic speech recognition, Text-to-Speech technology, pronunciation and communication skills training, vocabulary check of the taught person, audition skills training in computer aided language learning (CALL-system. In spite of some constraints such technologies application is effective both for education problems simplification and for comfort growth of the system application.

  20. Computer literacy and E-learning perception in Cameroon: the case of Yaounde Faculty of Medicine and Biomedical Sciences.

    Science.gov (United States)

    Bediang, Georges; Stoll, Beat; Geissbuhler, Antoine; Klohn, Axel M; Stuckelberger, Astrid; Nko'o, Samuel; Chastonay, Philippe

    2013-04-19

    Health science education faces numerous challenges: assimilation of knowledge, management of increasing numbers of learners or changes in educational models and methodologies. With the emergence of e-learning, the use of information and communication technologies (ICT) and Internet to improve teaching and learning in health science training institutions has become a crucial issue for low and middle income countries, including sub-Saharan Africa. In this perspective, the Faculty of Medicine and Biomedical Sciences (FMBS) of Yaoundé has played a pioneering role in Cameroon in making significant efforts to improve students' and lecturers' access to computers and to Internet on its campus.The objective is to investigate how computer literacy and the perception towards e-learning and its potential could contribute to the learning and teaching process within the FMBS academic community. A cross-sectional survey was carried out among students, residents and lecturers. The data was gathered through a written questionnaire distributed at FMBS campus and analysed with routine statistical software. 307 participants answered the questionnaire: 218 students, 57 residents and 32 lecturers. Results show that most students, residents and lecturers have access to computers and Internet, although students' access is mainly at home for computers and at cyber cafés for Internet. Most of the participants have a fairly good mastery of ICT. However, some basic rules of good practices concerning the use of ICT in the health domain were still not well known. Google is the most frequently used engine to retrieve health literature for all participants; only 7% of students and 16% of residents have heard about Medical Subject Headings (MeSH).The potential of e-learning in the improvement of teaching and learning still remains insufficiently exploited. About two thirds of the students are not familiar with the concept of e-leaning. 84% of students and 58% of residents had never had access to