3,357,338 research outputs found
Design E-learning System Based on Information Website Using Php and Mysql
Along with the n ecessity of learning methods and concepts for more effective and efficient utilization of information technology for education becomes more inevitable. The concept which was then known as E- learning had an impact in the transformation process into a digital form of conventional education, both in contents (contents) and the system. Through the existence of distance learning E-learning is expected to get the best solutions in learning and meet the needs of society, especially students to become effective and efficient, especially in the education sector. Based on these needs, the authors are interested in creating E - learning is a dynamic and interactive learning media as much, especially for students majoring in computer science with information systems use MySQL database. E-learning is also using PHP technology together with HTML and CSS for beautify the graphic view as well as the author uses the XAMPP web server.
Machine learning-based Raman amplifier design
A multi-layer neural network is employed to learn the mapping between Raman
gain profile and pump powers and wavelengths. The learned model predicts with
high-accuracy, low-latency and low-complexity the pumping setup for any gain
profile.Comment: conferenc
Modelling collective learning in design
In this paper, a model of collective learning in design is developed in the context of team design. It explains that a team design activity uses input knowledge, environmental information, and design goals to produce output knowledge. A collective learning activity uses input knowledge from different agents and produces learned knowledge with the process of knowledge acquisition and transformation between different agents, which may be triggered by learning goals and rationale triggers. Different forms of collective learning were observed with respect to agent interactions, goal(s) of learning, and involvement of an agent. Three types of links between team design and collective learning were identified, namely teleological, rationale, and epistemic. Hypotheses of collective learning are made based upon existing theories and models in design and learning, which were tested using a protocol analysis approach. The model of collective learning in design is derived from the test results. The proposed model can be used as a basis to develop agent-based learning systems in design. In the future, collective learning between design teams, the links between collective learning and creativity, and computational support for collective learning can be investigated
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Learning design – making practice explicit
New technologies have immense potential for learning, but the sheer variety possible also creates challenges for learners in terms of navigating through an increasingly complex digital landscape and for teachers in terms of how to design and support learning interventions. How can learners and teachers make informed decisions about what technologies to use in the design and support of learning activities? This presentation will consider this question and present a new methodology for design – 'learning design', which aims to shift the creation and support of learning from what has traditionally been an implicit, belief-based practice to one that is explicit and design based. Learning design research at the Open University, UK has included the development of a set of conceptual design views, a tool for visualising designs (CompendiumLD) and a social networking site, for sharing and discussing learning and teaching ideas and designs (Cloudworks). An overview of this work will be provided, along with a discussion of the perceived benefits of this new approach to educational design
Design Guidelines for Sensor-based Mobile Learning Applications
We present five design guidelines that we have developed from issues identified during our usability evaluations in a sensor-based citizen inquiry project. These have been compiled from existing literature, and after receiving feedback on use of the mobile application from participants through forum comments and survey responses, statistical analysis of the sensor measurements, and the researchers' observation and reflection. These guidelines aim to assist Technology-enhanced Learning (TEL) researchers and teachers who develop, modify or use mobile apps for their projects and lessons
Student engagement with a content-based learning design
While learning is commonly conceptualised as a social, collaborative process in organisations, online courses often provide limited opportunities for communication between people. How do students engage with content-based courses? How do they find answers to their questions? How do they achieve the learning outcomes? This paper aims to answer these questions by focusing on students’ experiences in an online content-based course delivered in a large Mexican organisation. Sales supervisors (n=47) participated as students. Four main data sources were used to evaluate engagement with and learning from the course: surveys (n=40), think-aloud sessions (n=8), activity logs (n=47) and exams (n=43). Findings suggest that: (1) Students engage with a content-based course by following the guidance available and attempting to make the materials relevant to their own context. (2) Students are resourceful when trying to find support. If the materials do not provide the answers to their questions, they search for alternatives such as colleagues to talk to. (3) Content-based online learning designs may be engaging and effective. However, broadening the range of support options available to students may derive in more meaningful, contextualised and rewarding learning experiences
Problem-based learning as an effective tool for teaching computer network design
This paper addresses the challenge of developing techniques for the effective teaching of computer network design. It reports on the experience of using the technique of problem-based learning as a key pedagogical method for teaching practical network design within the context of a Master's program module in data telecommunications and networks at the University of Salford, Salford, Greater Manchester, U.K. A two-threaded approach was adopted that comprised a problem-based learning thread and a conventional lecture thread. The problem-based learning thread within the module comprised sessions designed to place the students in the position of network design consultants who are introduced to scenarios that have a high degree of realism in which a client has specific business requirements that can be met through the adoption of a network solution. In this way, the problem-based learning thread allows the students to develop their design skills, while the lecture thread uses traditional teaching methods to allow students to develop their understanding of key network components and architectures. A formal evaluation of this approach has been carried out and demonstrated a very effective and realistic learning experience for the students. Therefore, the authors propose that problem-based learning is an ideal pedagogical tool for the teaching of computer network design
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