1,130 research outputs found

    Software Construction of an Authoring Tool for Adaptive E-learning Platform

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    In last decade, more and more platforms for elearning content delivery provide adaptability towards learners goals, styles and performance. Usually, such platforms rely on own authoring tool or use external one in order to create learning materials. Usually, these tools follow modern e-learning standards but are rather complicated to be used and miss interoperability features. In this paper, we present software construction of an authoring tool, which is a part of a platform for building edutainment (education plus entertainment) services – ADOPTA (ADaptive technOlogy-enhanced Platform for eduTAinment). This authoring tool is designed by using Java EE 5 platform and provides inheritance mechanisms for learning object metadata descriptions, metadata for semantic ontology graphs, and good integration with instructor tool for creation of adaptive courseware

    Management of storyboard graphs for adaptive courseware construction

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    Adaptive e-learning systems try to improve teaching processes on Internet by providing different educational content and activities for different learners. Modern tendencies of adaptation require usage of learning styles on student grouping. Main idea of adaptive e-learning applications is to use a different pedagogical approach for each of these groups. This paper presents a software module called instructor tool for creating training courses suitable for learners with different learning styles. This module is a part of a platform for building edutainment (education plus entertainment) services called ADOPTA (ADaptive technOlogy-enhanced Platform for eduTAinment). E-learning courses within the tool are presented by directed storyboard graphs. The course instructor can create and edit their graphs and pages by a user-friendly visual interface. Our article is aimed primarily at description of the graph management which is behind the visual presentation and specially at discovering working paths within these graphs

    Towards automatic construction of adaptable courseware storyboards

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    In last twenty years, researchers have conducted intensive research in the area of principal models, software architectures and practical system development of adaptive e-learning platforms. Brains are fascinated by great opportunities for radical improvement of the teaching process by means of applying adaptability at different levels. There are two general issues of adaptive e-learning – enabling different educational content delivered to different individuals or groups and, as well, differently formed sequencing and presentation of that content delivery. This paper presents two approaches for creating and delivering training courses adaptable to learners with different learning styles. The first one is implemented within a platform for building edutainment (education plus entertainment) services called ADOPTA (ADaptive technOlogy-enhanced Platform for eduTAinment). By means of ADOPTA, e-learning courses can be created manually by an instructor as directed storyboard graphs. Another feasible approach is to generate them automatically on-the-fly by the adaptive engine. The article discusses advantages and drawbacks of these two approaches for adaptive e-learning course constructio

    Implementation of Advanced Technologies in Ontology-based E-learning Model

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    Paper discusses how advanced technologies like educational software and Web 2.0 tools could be successfully integrated in e-learning in order to create and deliver high quality e-learning content using ontology-based model. We propose here a possible solution for implementation of advanced technologies in this model and how different social tools and educational software could be used in ontology as RLOs. We describe advantages of the solution and how set requirements for effective e-learning are satisfied by the suggested model for integration of new technologies

    Adaptive courseware design based on learner character

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    During last decade, a great advance has been done in both theoretical research and software construction of Adaptive Hypermedia Systems (AHS). The article discusses the practical approach taken for authoring and instructional design of adaptive courseware based on learner character, namely learner goals and preferences, learner style, and learner performance and satisfaction level. This approach is adopted at pilot test of ADOPTA - adaptive technology-enhanced platform for edutainment. The authoring process relies strongly on an enhanced learning object metadata support, where learning styles are used for adaptive navigation within the narrative storyboard graph. On other side, both learner knowledge and satisfaction level determine adaptive content selection

    Enhancing knowledge management in online collaborative learning

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    This study aims to explore two crucial aspects of collaborative work and learning: on the one hand, the importance of enabling collaborative learning applications to capture and structure the information generated by group activity and, on the other hand, to extract the relevant knowledge in order to provide learners and tutors with efficient awareness, feedback and support as regards group performance and collaboration. To this end, in this paper we first propose a conceptual model for data analysis and management that identifies and classifies the many kinds of indicators that describe collaboration and learning into high-level aspects of collaboration. Then, we provide a computational platform that, at a first step, collects and classifies both the event information generated asynchronously from the users' actions and the labeled dialogues from the synchronous collaboration according to these indicators. This information is then analyzed in next steps to eventually extract and present to participants the relevant knowledge about the collaboration. The ultimate aim of this platform is to efficiently embed information and knowledge into collaborative learning applications. We eventually suggest a generalization of our approach to be used in diverse collaborative learning situations and domains

    Automatic Recognition of Prosodic Patterns in Semantic Verbal Fluency Tests - an Animal Naming Task for Edutainment Applications

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    This paper automatically detects prosodic patterns in the domain of semantic fluency tests. Verbal fluency tests aim at evaluating the spontaneous production of words under constrained conditions. Mostly used for assessing cognitive impairment, they can be used in a plethora of domains, as edutainment applications or games with educational purposes. This work discriminates between list effects, disfluencies, and other linguistic events in an animal naming task. Recordings from 42 Portuguese speakers were automatically recognized and AuToBI was applied in order to detect prosodic patterns, using both European Portuguese and English models. Both models allowed to differentiate list effects from the other events, mostly represented by the tunes: L* H/L(-%) (English models) or L*+H H/L(-%) (Portuguese models). However, English models proved to be more suitable because they rely in substantial more training material.info:eu-repo/semantics/publishedVersio

    Computational Intelligence and Human- Computer Interaction: Modern Methods and Applications

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    The present book contains all of the articles that were accepted and published in the Special Issue of MDPI’s journal Mathematics titled "Computational Intelligence and Human–Computer Interaction: Modern Methods and Applications". This Special Issue covered a wide range of topics connected to the theory and application of different computational intelligence techniques to the domain of human–computer interaction, such as automatic speech recognition, speech processing and analysis, virtual reality, emotion-aware applications, digital storytelling, natural language processing, smart cars and devices, and online learning. We hope that this book will be interesting and useful for those working in various areas of artificial intelligence, human–computer interaction, and software engineering as well as for those who are interested in how these domains are connected in real-life situations

    Storyboard Design for Adaptive E-learning Based on Learning Styles

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    The article discusses the methodology taken for instructional design of adaptive courses based on learner character such as learner goals and preferences, learner style and, as well, learner performance and satisfaction level. The adaptive course is presented by storyboard graph, whose nodes are pages with learning content, but paths in it represent different pedagogical strategies set by the instructor. This approach was used in ADOPTA - adaptive technology enhanced platform for edutainment, in order to develop a course on XML. It is consistent with a new conceptual model for adaptive hypermedia and uses a family of Honey and Mumford learning styles
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