673,937 research outputs found

    The Anatomy of an adaptive multimedia presentation system

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    The use of multimedia presentations within learning environments is described and guidelines for the design of good E-Learning systems are identified. It is argued that a linear sequential presentation of knowledge segments is effective, but that the user is provided with optional links to relevant segments during the presentation. The synchronisation of multiple media is considered and the design of a prototype E-Learning system is discussed. The segmentation of material is then discussed and how the information can be stored in a data repository consider with respect to the requirement of accessing linked segments. Finally, the nature of adaptivity is discussed leading to a discussion of the salient parts of an adaptive multimedia presentation system

    Building the Knowledge of Human Perception into E-Learning

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    Human perceptual systems—for sight, sound, taste, touch, and smell (and maybe even embodied proprioception)—may offer some guidelines for how to build multimedia e-learning: immersive 3D simulations, imagery for analysis, sight-and-sound distributions of information channels, and other applications. This will offer a brief overview of human perception (with a little human cognition thrown in) and some light applications to the design of e-learning

    Investigating a theoretical framework for e-learning technology acceptance

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    E-learning has gained recognition and fame in delivering and distributing educational resources, and the same has become possible with the occurrence of Internet and Web technologies. The research seeks to determine the factors that influence students' acceptance of E-learning and to find out the way these factors determine the students' intention to employ E-learning. A theoretical framework was developed based on the technology acceptance model (TAM). To obtain information from the 270 university students who utilized the E-learning system, a questionnaire was formulated. The results revealed that “social influence, perceived enjoyment, self-efficacy, perceived usefulness, and perceived ease of use” are the strongest and most important predictors in the intention of and students towards E-learning systems. The outcomes offer practical implications for practitioners, lawmakers, and developers in effective E-learning systems implementation to improve ongoing interests and activities of university students in a virtual E-learning atmosphere, valuable recommendations for E-learning practices are given by the research findings, and these may turn out to be as guidelines for the efficient design of E-learning systems

    Security in online learning assessment towards an effective trustworthiness approach to support e-learning teams

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    (c) 2014 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.This paper proposes a trustworthiness model for the design of secure learning assessment in on-line collaborative learning groups. Although computer supported collaborative learning has been widely adopted in many educational institutions over the last decade, there exist still drawbacks which limit their potential in collaborative learning activities. Among these limitations, we investigate information security requirements in on-line assessment, (e-assessment), which can be developed in collaborative learning contexts. Despite information security enhancements have been developed in recent years, to the best of our knowledge, integrated and holistic security models have not been completely carried out yet. Even when security advanced methodologies and technologies are deployed in Learning Management Systems, too many types of vulnerabilities still remain opened and unsolved. Therefore, new models such as trustworthiness approaches can overcome these lacks and support e-assessment requirements for e-Learning. To this end, a trustworthiness model is designed in order to conduct the guidelines of a holistic security model for on-line collaborative learning through effective trustworthiness approaches. In addition, since users' trustworthiness analysis involves large amounts of ill-structured data, a parallel processing paradigm is proposed to build relevant information modeling trustworthiness levels for e-Learning.Peer ReviewedPostprint (author's final draft

    E-learning uptake among academicians and students in Tanzanian universities

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    The purpose of this study was to ascertain the extent of current e-learning uptake in Tanzanian universities. The quantitative approach involving survey design was adopted in the collection of data. Data were collected through a questionnaire survey of 400 respondents, with a rate of return 85.5%. The average reliability of variables 0.949 was determined using Cronbach's Alpha. Fuzzy Logic model and t-test were adopted for data analysis. The findings revealed that the average extent of current e-learning uptake among students and academicians were less than half of threshold amounting to 50% (i.e. level of awareness was 16%, availability was 20.6%, accessibility was 17%, attitude was 15% as variables used). There was no statistically significant difference in e-learning uptake among students and academicians as the value of p > 0.05. The findings of this study established a base ground and guidelines to inform the e-learning stakeholders and policymakers to find and establish suitable policy as well as mechanism to adopt and encourage sustainable use of e-learning systems for life-long teaching and learning. The originality of this study is based on the addition of new variables and methodologies employed as empirical evidence based on the extent of e-learning uptake in Tanzanian universities.               Keyword:  ICTs, e-learning uptake, fuzzy logic model, students, academician

    Mediational engagement in E-learning: An Activity Theory analysis

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    The emergence of educational technologies offers flexible learning opportunities to students. However, the nature of the online learning environment can lead to disengagement and subsequent minimal participation, which present challenges and concerns in relation to students’ learning. Therefore, in order for learners to have positive learning experiences, it is vital to identify factors that affect students’ engagement in online learning environments. Although the use of learning management systems (LMS) as an asynchronous e-learning platform can influence learner engagement, there is little research on these influences and the ways in which an LMS affects engagement. In addition, studies on students’ perceptions of learning and engagement with synchronous and asynchronous technologies are under-explored. In response to these concerns, this research sets out to gain a better understanding of students’ engagement in e-learning activities. In particular, the study examines mediating factors that affect students’ engagement in e-learning activities in a range of e-learning contexts at the University of Waikato. The study also aims to explore the affordances and constraints of some e-learning tools and their influence on students’ engagement in this context. The research was carried out in the form of three case studies and students and lecturers of the three courses in three different university departments participated in this study. Qualitative data collection methods used in the research were interviews, observations and document analysis. The data were collected throughout the duration of the courses. In exploring the factors that affect students’ engagement in e-learning activities and how the various elements operate together, Engstrom’s (1987) Activity Theory was used as the research framework. Activity theory helps describe learning activities, mediating tools, relationships between elements of activity systems and goals and objectives of activities. The constituents of an activity system include subject, object, tools, rules, community and division of labour. An activity system framework allowed this research to examine the relationships between these elements and also the way elements affect each other. Findings indicated that students’ active participation in the three cases was mediated by the educational technologies, the learning materials, the design of the course and the English language. The analysis also showed that the lecturers’ technological pedagogical knowledge (TPK) was reflected through the design of the courses and consequently influenced students’ learning. The development of an online learning community also benefitted students’ learning. Some deliberate strategies like creating spaces for communication both in general and in specific modules provided students with opportunities to work collaboratively, share ideas and useful information, and learn from each other. These interactions also facilitated close connections among students. The guidelines that specified information about the format of written or oral presentations, duration or length, level of formality, assessment criteria/marking guidelines and referencing guidelines also acted as a mediator and influenced the way students participated in activities in all three case studies. The analysis also indicated the importance of participants’ responsibilities in their courses. In particular, as a result of lecturers not defining both their roles and those of their students, some misunderstandings, confusions and frustrations occurred. These mediated students’ engagement. Insights gained from this study related to affordances and constrains of some e-learning tools and their influence on students’ engagement may be of benefit to tertiary educators. The pedagogical strategies that are suggested at the end of this thesis can also be of use to teachers and instructional designers when designing online courses. Overall, the findings confirm the importance of providing appropriate conditions for learner engagement in online learning contexts, and significance of lecturers’ technological pedagogical knowledge on learner engagement and positive learning experiences.

    Supporting Adult Learners\u27 Metacognitive Development with a Sociotechnical System

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    Metacognition is defined as thinking about and reflecting on one\u27s cognitive processes. In learning contexts, strong metacognition leads to retention, academic success, and deep learning. While we know a lot about the metacognition of learners in grades K-12 and college, there are limited studies on adult learners\u27 (24 and older) metacognitive awareness, how to support it, or the role technology can play, particularly since e-learning is quickly becoming the central mode of learning for adult learners. Thus, I have the following motivating research question: How can we support adult learners\u27 metacognitive development in e-learning environments? To better understand adult learners\u27 needs, I conducted a content analysis of adults\u27 learning ePortfolios and surveyed a cross-section of adult learners to determine their metacognitive awareness. Based on those findings and the literature on designing learning technologies for adult learners, I iteratively designed and developed a web-based application with adult learning, social learning, and persuasive design elements. During two sections of an online course, a treatment group used the intervention and a control group did not. Both groups completed a pre-/post-self report of their metacognitive awareness, developed a learning portfolio that was rated by two raters for evidence of metacognition, and participated in interviews. This research shows that (a) adult learners are adept at planning and monitoring their learning but need more support in managing information and evaluating their learning; (b) a web-based intervention with social-persuasive design elements supports adult learners in metacognitive development; and (c) social and persuasive design elements, when aligned with adult learning principles, support adult learners\u27 narrative identity, which I argue is a key factor in supporting their metacognitive development. This research aims to provide designers, educators, and learners with a better understanding of adult learners needs and offers design principles and guidelines for development of sociotechnical systems that can promote their metacognitive development in e-learning environments

    Building E-education platform for design-oriented learning

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2004.Includes bibliographical references (p. 149-155).Design-oriented learning requires tools that support creative processes and student-to-student and student-to-faculty interactions. While most present E-Education systems perform as the asynchronous distribution channel for teaching material, they usually offer little support for project based design processes. This research maps out the key learning events in design classes at MIT's Department of Mechanical Engineering, and proposes guidelines for building E-Education systems to support the unique characteristics of design-oriented learning. Two creative learning processes are identified and two independent, yet tightly related, software systems are implemented and evaluated. The first application, the Peer Review and Engineering Process (PREP), is a web system that helps instructors and students conduct and manage peer review evaluation of design concepts. The second is a real time application called InkBoard that leverages the Tablet PC and Ink medium to provide real-time collaborative sketching over TCP/IP networks. A new streaming network protocol for transferring Ink objects is proposed and implemented. A comparative study against other ink-enabled protocols is also presented.by Hai Ning.Ph.D

    An extensive analysis of efficient bug prediction configurations

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    Background: Bug prediction helps developers steer maintenance activities towards the buggy parts of a software. There are many design aspects to a bug predictor, each of which has several options, i.e., software metrics, machine learning model, and response variable. Aims: These design decisions should be judiciously made because an improper choice in any of them might lead to wrong, misleading, or even useless results. We argue that bug prediction con?gurations are intertwined and thus need to be evaluated in their entirety, in contrast to the common practice in the ?eld where each aspect is investigated in isolation. Method: We use a cost-aware evaluation scheme to evaluate 60 di?erent bug prediction con?guration combinations on ?ve open source Java projects. Results:We ?nd out that the best choices for building a cost-e?ective bug predictor are change metrics mixed with source code metrics as independent variables, Random Forest as the machine learning model, and the number of bugs as the response variable. Combining these con?guration options results in the most e?cient bug predictor across all subject systems. Conclusions: We demonstrate a strong evidence for the interplay among bug prediction con?gurations and provide concrete guidelines for researchers and practitioners on how to build and evaluate e?cient bug predictors

    The role of edutainment in e-learning: An empirical study.

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    Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates users’ effectiveness; efficiency and satisfaction, in order to determine the influence of edutainment, (e.g. amusing speech and facial expressions), combined with multimodal metaphors, (e.g. speech, earcon, avatar, etc.), within e-Learning environments. Besides text, speech, visual, and earcon modalities, avatars are incorporated to offer a visual and listening realm, in online learning. The methodology used for this research project comprises a literature review, as well as three experimental platforms. The initial experiment serves as a first step towards investigating the feasibility of completing all the tasks and objectives in the research project, outlined above. The remaining two experiments explore, further, the role of edutainment in enhancing e-Learning user interfaces. The overall challenge is to enhance user-interface usability; to improve the presentation of learning, in e-Learning systems; to improve user enjoyment; to enhance interactivity and learning performance; and, also, to contribute in developing guidelines for multimodal involvement, in the context of edutainment. The results of the experiments presented in this thesis show an improvement in user enjoyment, through satisfaction measurements. In the first experiment, the enjoyment level increased by 11%, in the Edutainment (E) platform, compared to the Non-edutainment (NE) interface. In the second experiment, the Game-Based Learning (GBL) interface obtained 14% greater enhancement than the Virtual Class (VC) interface and 20.85% more than the Storytelling interface; whereas, the percentage obtained by the game incorporated with avatars increased by an extra 3%, compared with the other platforms, in the third experiment. In addition, improvement in both user performance and learning retention were detected through effective and efficiency measurements. In the first experiment, there was no significant difference between mean values of time, for both conditions (E) & (NE) which were not found to be significant, when tested using T-test. In the second experiment, the time spent in condition (GBL) was higher by 7-10 seconds, than in the other conditions. In the third experiment, the mean values of the time taken by the users, in all conditions, were comparable, with an average of 22.8%. With regards to effectiveness, the findings of the first experiment showed, generally, that the mean correct answer for condition (E) was higher by 20%, than the mean for condition (NE). Users in condition (GBL) performed better than the users in the other conditions, in the second experiment. The percentage of correct answers, in the second experiment, was higher by 20% and by 34.7%, in condition (GBL), than in the (VC) and (ST), respectively. Finally, a set of empirically derived guidelines was produced for the design of usable multimodal e-Learning and edutainment interfaces.Libyan Embass
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