52 research outputs found

    Advanced Control Methods of Induction Motor: A Review

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    In this paper, various types of advanced control methods of the induction motor are discussed, and a comparision between these methods have been brought out. This paper also discusses about the application areas of these new methods. The objective of this review is to conclude which method is the best control scheme among all of these methods. The related block diagrams for various control schemes are also illustrated along with various steps involved in the implementation of those schemes. Advantages and disadvantages of the schemes are also presented

    Advanced Control Methods of Induction Motor: a Review

    Get PDF
    In this paper, various types of advanced control methods of the induction motor are discussed, and a comparision between these methods have been brought out. This paper also discusses about the application areas of these new methods. The objective of this review is to conclude which method is the best control scheme among all of these methods. The related block diagrams for various control schemes are also illustrated along with various steps involved in the implementation of those schemes. Advantages and disadvantages of the schemes are also presented

    The design principles of edutainment system for autistic children with communication difficulties

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    The number of children with autism is increasing worldwide. Children with autism face three major problems; socializing, communicating, and behaviour. Approximately 50% of all individuals with autism have difficulties in developing functional language owing to communication deterioration. Mobile devices with installed educational games help these individuals feel more comfortable and relaxed doing such activities. Although numerous mobile applications are available for individuals with autism, they are difficult to use; particularly in terms of user-interface design. This study analysed the existing apps in order to determine the design principles applicable to the Edutainment App being studied. Five applications were involved in this analysis. As outlined in the objectives of this study, identifying these design principles is important in designing the app. The analysis identified fifteen suggestions for the design principles. These suggestions addressed, simple interfaces; image size; number of pictures; home page icon; colour; having images identical to real life objects; the use of caregivers; navigation; password-protection; audio appropriate to the images; the app language used; evaluating parameters to measure the childā€™s growth; option for photo loading; PECS-based communication; and sentence pronunciation function. These recommendations are offered by this study towards designing and developing a prototype app for autistic children. This study introduces an edutainment-system design principle formulated to help develop the communication skills of children with autism-spectrum disorders. This study also describes the design, implementation, and evaluation of the ICanTalk app-a mobile edutainment app that can be used to improve usersā€™ understanding and communication skills and help them to connect with society and the surrounding environment particularly for autistic children with communication difficulties. This app allows caregivers to create personalized content using pictures and audio on their mobile devices (tablets). The evaluation of the app by teachers suggests that it is useful and easy-to-use. In conclusion, based on the evaluation results, it is found that the ICanTalk app is effective in helping autistic children with communication difficultie

    ASEAN 4 KIDS: AN INTERACTIVE APPLICATION FOR LEARNING ASEAN CULTURE

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    With three years to the implementation of ASEAN Community in 2015, knowledge about ASEAN is the basic fundamental building block to the success of the ASEAN Community. A research has revealed that currently there is still a significant knowledge gap about ASEAN among young generation. Therefore, this project aims to fulfill this gap by designing and developing an interactive application for learning ASEAN culture named ā€œASEAN 4 KIDSā€. Objective of this project are to develop an interactive application that encourages young children especially primary school students to learn some basic knowledge about ASEAN and culture of each member countries. The project also aims to raise awareness and understanding of ASEAN, its people and cultures to the target users through ICT. Additionally, the objectives are to explore the use of game-based approach in promoting culture learning as well as to evaluate the effectiveness of the application in learning ASEAN culture. Currently in the market, there are limited numbers of culture teaching applications that integrate various aspects of culture. Furthermore, the products that actually focus on teaching ASEAN Culture are very scarce. Using Flash and Augmented Reality, the system exposes the young children to the technology while they learn from the animation lessons and play the interactive games which are the mechanism to teach about ASEAN and deliver the educational content. Besides, the proposed system, this project also involves the study of how culture is being taught in school and the study of young children nature. As a result, the lessons and games are age-appropriate and match the abilities of the children. As a consequence the system is not only creating a joyful learning for the children but also help create awareness and understanding about ASEAN among them. The prototype system was tested with 5 primary school children aged between nine to twelve years old under the instruction of the developer and parents. The result of the testing showed the excitement of the children towards the system which is a good sign for the implementation in the real learning environment later on

    Cultural Issues That Affect Computer Programming: A Study of Vietnamese in Higher Education

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    Every society has its own cultural system which ultimately permeates and influences their educational system. Cultural attitudes impact the way students learn and participate in education. A few social practices or culture values may affect student engagement, learning process and learning experience in computer programming education. The purpose of this research was to investigate the impact of students&rsquo; cultural attitudes on learning programming courses in Vietnam. To identify this, a questionnaire was designed and distributed to Vietnamese undergraduate IT students in order to measure the relationship between cultural attitudes and student engagement in learning. This study used Geert Hofstede&rsquo;s defined cultural dimensions of power distance, and collectivism versus individualism as combined factors that affect student participation and engagement. The survey results were analyzed by the correlation coefficient statistical method to examine the statistical relationships that exist between student&rsquo;s power dependency culture and participation in learning. The survey results confirmed that many students completed their secondary education in a teacher centered environment and students are hesitant to express their opinions to teachers, and prefer to use existing solutions to complete their work. Moreover, statistical results partially supported the conclusion that, student&rsquo;s high power distance culture may affect their engagement in learning programming courses though many students are interested in active learning environments.</p

    A generalized e-learning usage behaviour model by data mining technique

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    Current study on e-Learning userā€™s behaviour model obtained the specific models.In many cases, the e-Learning userā€™s behaviour model for open source e-Learning system such as Moodle, which can predict learning outcome or learning performance is still deficient and cannot generally apply in many institutions due to the fact that the majority of prediction models were developed particularly for certain institutions. This study proposes to produce a general model that can make a prediction of learning outcome inspired by Skinnerā€™s theory, which explains the relationship between learner, achievement, and learner reinforcement.This study proposes similar patterns in e-Learning userā€™s behaviour models of different institutions by the data-mining technique based on the learning environment theory.Therefore, this research is conducted in three main phases; include data preparation from weblog of different institutions with the same e-Learning system, data extraction by the accurate classifier model finding process and model verification for generating a verification pattern.The research outcome will be a similar pattern that could be used as a direction for creating a more appropriate e-Learning usersā€™ behaviour model and could be used broadly in other higher institutions

    Student participation model in e-learning

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    Collaborative learning becomes a popular method to be a potential approach in meaningful learning and motivate studentā€™s participation. However, its use has yet to be implemented in the current education system. E-learning is a platform that promises the full usage of ICT and technology in learning process and contains social media tools that support collaborative learning. However, the usage of e-learning and studentā€™s participations are low, where the social media tools for collaborative learning are not fully utilized. In fact, the e-learning is only being used for disseminating learning. Interactions among students in elearning are still very poor and the learning process is not effective. It is also found that students fail to stimulate their participations until the end of the course. Other issues in collaborative learning assessment is analyzing the log to measure studentā€™s participation that gives equal grade of performance to each student. This measurement is unfair because normally each student has different participation levels. This research proposes a Student Participation Model (SPM) that contains three main components which are social learning component, collaborative learning process component and collaborative learning assessment component. The main purpose of this model is to increase studentā€™s participation and the usage of e-learning as well as to improve collaborative learning assessment. The social components include the Person: namely instructors, students and collaborators, the Behavior of a personā€™s action: namely Sharing, Exchanging and Exploring, and the Environment which is the e-learning technology. Meanwhile, the collaborative learning process of SPM is based on the Task-oriented collaborative learning model. In addition, the collaborative learning assessment for students is the log analysis that includes the studentsā€™ attitude and their participation levels. The model is able to generate studentsā€™ work progress result, participation percentage (individually and group) and also studentsā€™ attitude in e-learning (passive and active). This model is verified using expert validation method. The expert validation method is used to validate the effectiveness of model. It is found that the experts agreed that the model is relevant to apply, understandable and able to identify studentsā€™ participation

    ASEAN 4 KIDS: AN INTERACTIVE APPLICATION FOR LEARNING ASEAN CULTURE

    Get PDF
    With three years to the implementation of ASEAN Community in 2015, knowledge about ASEAN is the basic fundamental building block to the success of the ASEAN Community. A research has revealed that currently there is still a significant knowledge gap about ASEAN among young generation. Therefore, this project aims to fulfill this gap by designing and developing an interactive application for learning ASEAN culture named ā€œASEAN 4 KIDSā€. Objective of this project are to develop an interactive application that encourages young children especially primary school students to learn some basic knowledge about ASEAN and culture of each member countries. The project also aims to raise awareness and understanding of ASEAN, its people and cultures to the target users through ICT. Additionally, the objectives are to explore the use of game-based approach in promoting culture learning as well as to evaluate the effectiveness of the application in learning ASEAN culture. Currently in the market, there are limited numbers of culture teaching applications that integrate various aspects of culture. Furthermore, the products that actually focus on teaching ASEAN Culture are very scarce. Using Flash and Augmented Reality, the system exposes the young children to the technology while they learn from the animation lessons and play the interactive games which are the mechanism to teach about ASEAN and deliver the educational content. Besides, the proposed system, this project also involves the study of how culture is being taught in school and the study of young children nature. As a result, the lessons and games are age-appropriate and match the abilities of the children. As a consequence the system is not only creating a joyful learning for the children but also help create awareness and understanding about ASEAN among them. The prototype system was tested with 5 primary school children aged between nine to twelve years old under the instruction of the developer and parents. The result of the testing showed the excitement of the children towards the system which is a good sign for the implementation in the real learning environment later on

    The effect of phonemic segmentation on word recognition through the use of interactive whiteboard among Jordanian English as a foreign language (EFL) beginning readers

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    Developing effective reading skills is essential among primary learners of English given that this will create many types of awareness, in particular, phonemic awareness. In Jordan, studies have revealed that there is a weak performance in the skill of reading among primary school students and young learnerā€˜s word-reading ability. Studies have also shown that the ability to segment words into phonemes is considered as the most powerful predictor of future reading skill. However, little is known about how phonemic segmentation skill affects word recognition among Jordanian English as a foreign language (EFL) beginning readers using the interactive whiteboard (IWB). This study investigated the effect of phonemic segmentation skill on word recognition among Jordanian EFL beginning readers by using IWB. It also examined their teachersā€˜ perception towards the use of phonemic segmentation and the use of IWB. The instruments used were word recognition test and cross-sectional questionnaire. The independent sample paired t-test, dependent ttest, descriptive statistics, and one way ANOVA were employed to analyse the data. The pre-tests and post-tests of word recognition were administered to 41 beginning readers in the experimental and control groups. The experimental group received the treatment for four weeks using IWB, whereas the control group was taught using the chalkboard. Meanwhile, the questionnaires were distributed to 86 teachers. The findings showed a significant difference in word recognition test scores between the experimental and control groups. The results also indicated that there was no statistically significant difference in the perceptions of EFL teachers of beginning readers based on gender and teaching experience in relation to the use of phonemic segmentation and IWB. The findings revealed that the EFL teachers provided positive support towards using phonemic segmentation and IWB. The findings propose some pedagogical implications for curriculum designers and English teachers. This includes training Jordanian teachers to integrate phonemic segmentation and IWB in the teaching and learning of reading

    Garis panduan pembangunan media pengajaran berkonsepkan penceritaan digital untuk tablet skrin sentuh

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    The usage of the Digital Storytelling (DST) concept for development process in instructional media is not fully comprehended. Besides, the features of DST tools also need to be identified. The lack of standard guidelines to develop instructional media with touch screen interaction should also be addressed. Therefore, this study proposes a guideline for the development of instructional media with DST concept (MPBPD) for touch screen tablet that could help designers to produce compelling MPBPD apps. This study applies the Design Science Methodology to achieve the objectives of the study that comprises of five phases: problem awareness, suggestion, development, evaluation and conclusion. A total of 13 experts and 70 teachers from the Institut Pendidikan Guru (IPG) and a school in the Northern Region, Malaysia participated in the quality evaluation phase using a set of questionnaire called Q-Qguide. Furthermore, 40 MPBPD apps created by the respondents were measured in terms of compellingness using a rubric instrument (R-Compelling). The findings indicate that the guideline is of quality and has positive and high relationship in the dimension of usefulness, ease of use, easy to understand, applicability and tablet interaction. MPBPD apps which were developed by implementing the guideline is found to meet the guideline elements and has a high perceived compellingness level. In conclusion, the study has contributed a guideline for the development of instructional media with DST concept for touch screen table
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