702 research outputs found

    The antecedents of e-learning adoption within Italian corporate universities: A comparative case study

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    The implementation of Information and Communication Technologies (ICT) in business education appears to be influenced by a number of organizational issues, such as culture and technological sophistication. However, extant research has had very little to say about the antecedents that shape the adoption and diffusion of ICT across companies. In order to shed light on the phenomenon under investigation, this paper presents a comparative case study between five Italian companies that have instituted a corporate university. By distinguishing companies in typical cases and deviant cases with regard to the extensive use of e-learning technologies, our findings provide some useful insights about the antecedents that make companies more or less prone to employ the new frontiers of technology in their CUs

    Guess the score, fostering collective intelligence in the class

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    This paper proposes the use of serious games as a tool to enhance collective intelligence of undergraduate and graduate students. The development of social skills of individuals in a group is related to the performance of the collective intelligence of the group manifested through the shared and collaborative development of intellectual tasks [1]. Guess the Score GS, is a serious game implemented by means of an online tool, created to foster the development, collaboration and engagement of students. It's has been designed with the intention of facilitating the development of individual’s social skills in a group in order to promote education of collective intelligence. This paper concludes that the design of learning activities using serious games as a support tool in education, generate awareness about of utilities of gaming in the collective learning environment and the fostering of collective intelligence education.Postprint (published version

    Encouraging persons to visit cultural sites through mini-games

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    Gamification has been recently proposed as a technique to improve user engagement in different activities, including visits to cultural sites and cultural tourism in general. We present the design, development and initial validation of the NEPTIS Poleis system, which consists of a mobile application and a Web interface for curators, allowing the definition, and subsequent fruition by users, of different minigames suitable for open-air assets

    Media Usage in Post-Secondary Education and Implications for Teaching and Learning

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    The Web 2.0 has permeated academic life. The use of online information services in post-secondary education has led to dramatic changes in faculty teaching methods as well as in the learning and study behavior of students. At the same time, traditional information media, such as textbooks and printed handouts, still form the basic pillars of teaching and learning. This paper reports the results of a survey about media usage in teaching and learning conducted with Western University students and instructors, highlighting trends in the usage of new and traditional media in higher education by instructors and students. In addition, the survey comprises part of an international research program in which 20 universities from 10 countries are currently participating. Further, the study will hopefully become a part of the ongoing discussion of practices and policies that purport to advance the effective use of media in teaching and learning

    Platforms and Protocols for the Internet of Things

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    Building a general architecture for the Internet of Things (IoT) is a very complex task, exacerbated by the extremely large variety of devices, link layer technologies, and services that may be involved in such a system. In this paper, we identify the main blocks of a generic IoT architecture, describing their features and requirements, and analyze the most common approaches proposed in the literature for each block. In particular, we compare three of the most important communication technologies for IoT purposes, i.e., REST, MQTT, and AMQP, and we also analyze three IoT platforms: openHAB, Sentilo, and Parse. The analysis will prove the importance of adopting an integrated approach that jointly addresses several issues and is able to flexibly accommodate the requirements of the various elements of the system. We also discuss a use case which illustrates the design challenges and the choices to make when selecting which protocols and technologies to use

    An Advanced Conceptual Diagnostic Healthcare Framework for Diabetes and Cardiovascular Disorders

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    The data mining along with emerging computing techniques have astonishingly influenced the healthcare industry. Researchers have used different Data Mining and Internet of Things (IoT) for enrooting a programmed solution for diabetes and heart patients. However, still, more advanced and united solution is needed that can offer a therapeutic opinion to individual diabetic and cardio patients. Therefore, here, a smart data mining and IoT (SMDIoT) based advanced healthcare system for proficient diabetes and cardiovascular diseases have been proposed. The hybridization of data mining and IoT with other emerging computing techniques is supposed to give an effective and economical solution to diabetes and cardio patients. SMDIoT hybridized the ideas of data mining, Internet of Things, chatbots, contextual entity search (CES), bio-sensors, semantic analysis and granular computing (GC). The bio-sensors of the proposed system assist in getting the current and precise status of the concerned patients so that in case of an emergency, the needful medical assistance can be provided. The novelty lies in the hybrid framework and the adequate support of chatbots, granular computing, context entity search and semantic analysis. The practical implementation of this system is very challenging and costly. However, it appears to be more operative and economical solution for diabetes and cardio patients.Comment: 11 PAGE

    Surfing the Internet-of-Things: lightweight access and control of wireless sensor networks using industrial low power protocols

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    Internet-of-Things (IoT) is emerging to play an important role in the continued advancement of information and communication technologies. To accelerate industrial application developments, the use of web services for networking applications is seen as important in IoT communications. In this paper, we present a RESTful web service architecture for energy-constrained wireless sensor networks (WSNs) to enable remote data collection from sensor devices in WSN nodes. Specifically, we consider both IPv6 protocol support in WSN nodes as well as an integrated gateway solution to allow any Internet clients to access these nodes.We describe the implementation of a prototype system, which demonstrates the proposed RESTful approach to collect sensing data from a WSN. A performance evaluation is presented to illustrate the simplicity and efficiency of our proposed scheme

    Deterministic scheduling for energy efficient and reliable communication in heterogeneous sensing environments in industrial wireless sensor networks

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    The present-day industries incorporate many applications, and complex processes, hence, a large number of sensors with dissimilar process deadlines and sensor update frequencies will be in place. This paper presents a scheduling algorithm, which takes into account the varying deadlines of the sensors connected to the cluster-head, and formulates a static schedule for Time Division Multiple Access (TDMA) based communication. The scheme uses IEEE802.15.4e superframe as a baseline and proposes a new superframe structure. For evaluation purposes the update frequencies of different industrial processes are considered. The scheduling algorithm is evaluated under varying network loads by increasing the number of nodes affiliated to a cluster-head. The static schedule generated by the scheduling algorithm offers reduced energy consumption, improved reliability, efficient network load management and improved information to control bits ratio

    Inducing omnipotence or powerlessness in learners with developmental and attention difficulties through structuring technologies

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    Schoolwork of learners with developmental and attention difficulties is often characterised by low productivity, many errors due to carelessness or inattention and poor organizing ability. Focus learners have difficulties performing at the same level as their peers. This paper addresses these challenges and investigates the potential of technologies for creating and facilitating learning environments, where learners with developmental and attention difficulties are well-supported with respect to overviewing, structuring and planning tasks, evaluating and adjusting participation and management of time. Would it be possible to take advantage of the affordances of Persuasive Technologies and how could Persuasive Technology Tools in the hand of teachers and learners assist, motivate and enable the presence, participation and achievements of learners with developmental and attention difficulties at school? Using this lens, the authors examine, to what extent technology may assist teachers to create more ideal learning environments by reducing the threat for these learners and enable them to participate in learning. Virtual Learning Environments (VLEs), digital templates, timers and calendars are identified as specific valuable tools for enhancing the learners’ ability to become ready to learn, join and maintain within the learning processes. Likewise, visualisations in the classroom, notifications, video instructions, assessment and evaluation tools to seems to help the learner to navigate, remember, become aware and understand their own role in the classroom. This paper suggest technologies for structuring and overviewing as basic assistive tools for equalizing the learning possibilities for learners with developmental and attention difficulties in an inclusive school setting
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