21,433 research outputs found

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Developing Student Model for Intelligent Tutoring System

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    The effectiveness of an e-learning environment mainly encompasses on how efficiently the tutor presents the learning content to the candidate based on their learning capability. It is therefore inevitable for the teaching community to understand the learning style of their students and to cater for the needs of their students. One such system that can cater to the needs of the students is the Intelligent Tutoring System (ITS). To overcome the challenges faced by the teachers and to cater to the needs of their students, e-learning experts in recent times have focused in Intelligent Tutoring System (ITS). There is sufficient literature that suggested that meaningful, constructive and adaptive feedback is the essential feature of ITSs, and it is such feedback that helps students achieve strong learning gains. At the same time, in an ITS, it is the student model that plays a main role in planning the training path, supplying feedback information to the pedagogical module of the system. Added to it, the student model is the preliminary component, which stores the information to the specific individual learner. In this study, Multiple-choice questions (MCQs) was administered to capture the student ability with respect to three levels of difficulty, namely, low, medium and high in Physics domain to train the neural network. Further, neural network and psychometric analysis were used for understanding the student characteristic and determining the student’s classification with respect to their ability. Thus, this study focused on developing a student model by using the Multiple-Choice Questions (MCQ) for integrating it with an ITS by applying the neural network and psychometric analysis. The findings of this research showed that even though the linear regression between real test scores and that of the Final exam scores were marginally weak (37%), still the success of the student classification to the extent of 80 percent (79.8%) makes this student model a good fit for clustering students in groups according to their common characteristics. This finding is in line with that of the findings discussed in the literature review of this study. Further, the outcome of this research is most likely to generate a new dimension for cluster based student modelling approaches for an online learning environment that uses aptitude tests (MCQ’s) for learners using ITS. The use of psychometric analysis and neural network for student classification makes this study unique towards the development of a new student model for ITS in supporting online learning. Therefore, the student model developed in this study seems to be a good model fit for all those who wish to infuse aptitude test based student modelling approach in an ITS system for an online learning environment. (Abstract by Author

    Interactive IoT Cloud Deep Learning Model for Research Development in Universities for the Educational Think Tank

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    The construction of university education think tanks using the interactive service platform enables the sharing of research resources, encourages cross-disciplinary research collaboration, and fosters innovation in education. It also helps to build a stronger relationship between academia and industry by enabling practitioners to participate in research activities. The Internet of Things (IoT) can be used to collect and analyze data from various sources, including sensors and other connected devices, to provide insights into education-related issues. The integration of these technologies in university education thinks tanks can help to enhance the efficiency and effectiveness of research, decision-making, and collaboration processes. Hence, this paper constructed an Interactive IoT Cloud Computing Platform (IIoTCC). With IIoTCC model the innovative idea about research and other ideas are collected and stored in a Cloud environment. Within the environment, information collected is stored in the stacked architecture model with the voting-based model. Through the stacked model, information is processed and evaluated for academic activities. The IoT environment is implemented through IIoTCC for the information process in a deep learning environment for academic-related issues. Simulation analysis expressed that IIoTCC model achieves a higher accuracy rate of 99.34% which is significantly higher than conventional classifiers

    Fourteenth Biennial Status Report: März 2017 - February 2019

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    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence
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