140,228 research outputs found

    Latihan Perakaunan Berasas Komputer

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    Training and human resource development plays an important role in enhancing the work efficiency and productivity of the work force. However, due to the financial, trainer, and training constraints, sufficient training could not be provided accordingly to the needs of the organization. The literature reviews, indicates the need for a computer-based training module designed to arrest the need for a computerbased training facility in Malaysia. The trainers can use this model in designing a computer-based training module to produce an effective computer-based training program that can fulfill the organization objective in developing more knowledgeable and well-trained work force. This study presents a model for designing a computer-based training module for training entrepreneur in understanding basic accounting principles. The training module used in the entrepreneurship development program by the Entrepreneur Development Institute is being used as the main reference. A systematic approach involving the six development phases in designing the computer-based training module is applied to develop this model. These phases comprise of the analysis phase, designing, development, testing, implementation, and evaluation. The learning process introduced is based on the Bloom taxonomy level covering mainly the first three levels in knowledge, understanding, and application. The model produced can be used as a guide in designing an effective computer-based training module that is suited to all presentation techniques and media. This study also indicates that a more detailed designing process can be adopted to produce a design model that can cater for the various multimedia presentation techniques. The enhancement on this model is expected to assists in fulfilling the various approaches in training requirement to suit each individual area in retraining the work force to achieve the efficiency required. This training module design can also be developed to suit the on-the-job training and made more flexible to cater for the various work force levels

    Restructuring multimodal corrective feedback through Augmented Reality (AR)-enabled videoconferencing in L2 pronunciation teaching

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    The problem of cognitive overload is particularly pertinent in multimedia L2 classroom corrective feedback (CF), which involves rich communicative tools to help the class to notice the mismatch between the target input and learners’ pronunciation. Based on multimedia design principles, this study developed a new multimodal CF model through augmented reality (AR)-enabled videoconferencing to eliminate extraneous cognitive load and guide learners’ attention to the essential material. Using a quasi-experimental design, this study aims to examine the effectiveness of this new CF model in improving Chinese L2 students’ segmental production and identification of the targeted English consonants (dark /É«/, /Ă°/and /Ξ/), as well as their attitudes towards this application. Results indicated that the online multimodal CF environment equipped with AR annotation and filters played a significant role in improving the participants’ production of the target segments. However, this advantage was not found in the auditory identification tests compared to the offline CF multimedia class. In addition, the learners reported that the new CF model helped to direct their attention to the articulatory gestures of the student being corrected, and enhance the class efficiency. Implications for computer-assisted pronunciation training and the construction of online/offline multimedia learning environments are also discussed

    Utilizing ADDIE Model for Developing Brilian, Learning Application in Institute of Business and Informatics Stikom Surabaya, Indonesia

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    Brilliant is a blended learning developed based on the ADDIE model. This study aims to float learning applications to meet the characteristics of Z generation with ADDIE model. ADDIE model has been used in general as a foundation for constructing instructional design, especially in developing Computer Based Training (CBT) or multimedia-based teaching applications and e-learning. Brilian having been implemented and evaluated in 65 classes that involve 65 lecture and 1153 students.The result of evaluation shown 79% of the student users said they found it convenient to use the application while 82% of lecturer users agreed that this application supported their teachings

    Educational software engineering models: evaluating educational software

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    This paper presents the overall evaluation of the Quantitative Evaluation Framework (QEF) approach which has been applied in an operational teaching environment for the last six years. During this period we have evaluated the difference between educational software systems that were developed using the Techno Didactical Extension for Instruction/Learning Based on Computer (X-TEC) model and educational software systems using other models. The X-TEC model is used in the development of educational software in order to strengthen the potential quality of e-Learning systems. We selected the QEF approach for this evaluation to highlight the strengths and limitations of the X-TEC model. We adapted the approach in a way that the essential criteria are assessed in a pre-evaluation phase which will cover the general usage requirements. In this research project we conduct experiments with groups of students and teachers in Multimedia Information Systems classes of Oporto Polytechnic, to examine the influence of training in an instructional system design approach on their attitude to re-use this approach, and on their performances in design, using this approach.info:eu-repo/semantics/publishedVersio

    Study of Video Annotations In External Practices Of University Learning

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    The digital video as code and learning technology has extensive scientific literature (Bartolome, 1997; Aguaded and SĂĄnchez, 2008). However, the increase of digital video services on the Internet has facilitated and increased the use of video for education. With a recent important increase of videos as contained in the MOOC (Massive Open Online Course). This context has also created the expansion of educational practices based on models for collaborative learning and mediated by technology (Computer Supported Learning collaborative -CSCL-). The study of these practices is proving to be effective for teachers in service and initial training practices if it is analyzed collectively (Hosack, Br tools, 2010;. Picci, Calvani, & Bonaiuti, 2012; Etscheidt & Curran, 2012; Ingram , 2014). There is interest in literature reviews on the reflective capabilities with the use of video for initial teacher training (Orland-Barak & Rachamim, 2009; Rich and Hannafin 2009; Rich & Trip, 2011) to which we expand in (Wallet, Cebrian & Desenne, 2015). This work is part of a research project in progress [1] which aims to implement a federated portfolio model of multimedia evidences. This model uses a digital portfolio (from now on we will call ePortfolios) with three different federated tools (1. Digital rubric or eRubric, 2. Webquest and 3. Open Video Annotations -Ova-) created by our research and development group Gtea [2 ]. The OVA tool was created within the MOOC of edX in collaboration with Harvard University in 2013 [3]. So it, we need to create another standalone tool to design their own interface to use this tool in this project. This design was evaluated through user usability and satisfaction (Monedero, Cebrian & Desenne, 2015). This study focuses on the ease and functionality of the OVA tool so that students to collect evidence on their digital multimedia portfolios. Especially, analyzes the competences that students show when annotate video in order to explain their learning experiences and respond to the skills that are required in the eRubrics in different teaching contexts (external and laboratory practices).Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂ­a Tech. R+D+i project: Study of the Impact of federated eRubrics on the evaluation of external practices competences Plan Nacional de I + D + i de Excelencia (2014-2017) Ministerio de EconomĂ­a y competitividad, nÂș EDU2013-41974-P web: http://goo.gl/CN6ID

    A conceptual architecture for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction

    Knowledge-based systems and geological survey

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    This personal and pragmatic review of the philosophy underpinning methods of geological surveying suggests that important influences of information technology have yet to make their impact. Early approaches took existing systems as metaphors, retaining the separation of maps, map explanations and information archives, organised around map sheets of fixed boundaries, scale and content. But system design should look ahead: a computer-based knowledge system for the same purpose can be built around hierarchies of spatial objects and their relationships, with maps as one means of visualisation, and information types linked as hypermedia and integrated in mark-up languages. The system framework and ontology, derived from the general geoscience model, could support consistent representation of the underlying concepts and maintain reference information on object classes and their behaviour. Models of processes and historical configurations could clarify the reasoning at any level of object detail and introduce new concepts such as complex systems. The up-to-date interpretation might centre on spatial models, constructed with explicit geological reasoning and evaluation of uncertainties. Assuming (at a future time) full computer support, the field survey results could be collected in real time as a multimedia stream, hyperlinked to and interacting with the other parts of the system as appropriate. Throughout, the knowledge is seen as human knowledge, with interactive computer support for recording and storing the information and processing it by such means as interpolating, correlating, browsing, selecting, retrieving, manipulating, calculating, analysing, generalising, filtering, visualising and delivering the results. Responsibilities may have to be reconsidered for various aspects of the system, such as: field surveying; spatial models and interpretation; geological processes, past configurations and reasoning; standard setting, system framework and ontology maintenance; training; storage, preservation, and dissemination of digital records

    A taxonomy for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. We will present a taxonomy for interactive educational multimedia that supports the classification, description and development of such systems. Such a taxonomy needs to embed multimedia technology into a coherent educational context. A conceptual framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, describe them in the human-computer context, and integrate them with mechanisms and principles of multimedia interaction

    Improving the Quality of Technology-Enhanced Learning for Computer Programming Courses

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    Teaching computing courses is a major challenge for the majority of lecturers in Libyan higher learning institutions. These courses contain numerous abstract concepts that cannot be easily explained using traditional educational methods. This paper describes the rationale, design, development and implementation stages of an e-learning package (including multimedia resources such as simulations, animations, and videos) using the ASSURE model. This training package can be used by students before they attend practical computer lab sessions, preparing them by developing technical skills and applying concepts and theories presented in lecture through supplementary study and exercises
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