125,914 research outputs found

    Using affective avatars and rich multimedia content for education of children with autism

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    Autism is a communication disorder that mandates early and continuous educational interventions on various levels like the everyday social, communication and reasoning skills. Computer-aided education has recently been considered as a likely intervention method for such cases, and therefore different systems have been proposed and developed worldwide. In more recent years, affective computing applications for the aforementioned interventions have also been proposed to shed light on this problem. In this paper, we examine the technological and educational needs of affective interventions for autistic persons. Enabling affective technologies are visited and a number of possible exploitation scenarios are illustrated. Emphasis is placed in covering the continuous and long term needs of autistic persons by unobtrusive and ubiquitous technologies with the engagement of an affective speaking avatar. A personalised prototype system facilitating these scenarios is described. In addition the feedback from educators for autistic persons is provided for the system in terms of its usefulness, efficiency and the envisaged reaction of the autistic persons, collected by means of an anonymous questionnaire. Results illustrate the clear potential of this effort in facilitating a very promising autism intervention

    Computer-aided learning and use of the internet

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    An educational tool to assist the design process of switched reluctance machines

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    The design of electric machines is a hot topic in the syllabuses of several undergraduate and graduate courses. With the development of hybrid and electrical vehicles, this subject is gaining more popularity, especially in electrical engineering courses. This paper presents a computeraided educational tool to guide engineering students in the design process of a switched reluctance machine (SRM). A step-by-step design procedure is detailed and a user guide interface (GUI) programmed in the MatlabÂź environment developed for this purpose is shown. This GUI has been proved a useful tool to help the students to validate the results obtained in their lecture assignments, while aiding to achieve a better understanding of the design process of electric machines. A validation of the educational tool is done by means of finite element method (FEM) simulations.Postprint (author's final draft

    Introduction of CAA into a mathematics course for technology students to address a change in curriculum requirements

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    The mathematical requirements for engineering, science and technology students has been debated for many years and concern has been expressed about the mathematical preparedness of students entering higher education. This paper considers a mathematics course that has been specifically designed to address some of these issues for technology education students. It briefly chronicles the changes that have taken place over its lifetime and evaluates the introduction of Computer Assisted Assessment (CAA) into a course already being delivered using Computer Aided Learning (CAL). Benefits of CAA can be categorised into four main areas. 1. Educational – achieved by setting short, topic related, assessments, each of which has to be passed, thereby increasing curriculum coverage. 2. Students – by allowing them to complete assessments at their own pace removing the stress of the final examination. 3. Financial – increased income to the institution, by broadening access to the course. Improved retention rate due to self-paced learning. 4. Time – staff no longer required to set and mark exams. Most students preferred this method of assessment to traditional exams, because it increased confidence and reduced stress levels. Self-paced working, however, resulted in a minority of students not completing the tests by the deadline

    Exploring perceptions and attitudes towards teaching and learning manual technical drawing in a digital age

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    This paper examines the place of manual technical drawing in the 21st century by discussing the perceived value and relevance of teaching school students how to draw using traditional instruments, in a world of computer aided drafting (CAD). Views were obtained through an e-survey, questionnaires and structured interviews. The sample groups represent professional CAD users (e.g. engineers, architects); university lecturers; Technology Education teachers and student teachers; and school students taking Scottish Qualification Authority (SQA) Graphic Communication courses. An analysis of these personal views and attitudes indicates some common values between the various groups canvassed of what instruction in traditional manual technical drafting contributes towards learning. Themes emerge such as problem solving, visualisation, accuracy, co-ordination, use of standard conventions, personal discipline and artistry. In contrast to the assumptions of Prensky's thesis (2001a&b) of digital natives, the study reported in this paper indicate that the school students apparently appreciate the experience of traditional drafting. In conclusion, the paper illustrates the perceived value of such learning in terms of transferable skills, personal achievement and enjoyment

    The role of virtual reality in built environment education

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    This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of VR and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim, a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and VR into built environment subject areas. Although two-dimensional (2D) representations have been greatly accepted by built environment professions and education, 3D computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The study attempts to understand the values and challenges of integrating visualisation technologies into built environment teaching and investigates tutors’ perceptions, opinions and concerns with respect to these technologies. The study reports on the integration process and considers how 3D computer modelling and VR technologies can combine with, and extend, the existing range of learning and teaching methods appropriate to different disciplines and programme areas

    Profile transformation in mobile technology based educational systems : a thesis presented in partial fulfillment of the requirements for the degree of Master of Information Science in Information Systems at Massey University, Palmerston North, New Zealand

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    In order to meet the learning needs from various types of students, computer aided education systems try to include new methods to provide personalized education to every student. From the early 1970s, a lot of adaptive educational systems have been created to provide training on a variety of subjects. Combined with the Internet, the adaptive educational systems have become web-based and even more popular. Recently, the development of mobile technology has made the web-based adaptive educational systems accessible through mobile phones. It is necessary that the students can also receive adaptive educational contents on mobile phones. This research project investigated the possible student's preference differences between Personal Computer (PC) and mobile phone, and then proposed a student profile transformation framework to address such differences. This research project conducted two surveys on the student profile transformation between PC and mobile phone. A demo web-based educational system that could be accessed from both PC and mobile phone was also developed for participants of the surveys to give more real and precise responses. Based on Felder-Silverman Learning Style Theory (Felder, 1993; Felder & Silverman, 1988) and the results of the surveys, this thesis proposes a student profile template and a student profile transformation framework, which both fully considered the influences of device capabilities and locations on students' preferences on mobile phones. Furthermore, the proposed framework integrates a solution for unsupported preferences and preference conflicts. By implementing the proposed template and framework, the students' preference changes between PC and mobile phone are automatically updated according to various device capabilities and locations, and then the students can receive adaptive educational contents that meet their updated preferences
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