1,293 research outputs found

    Application of Particle Swarm Optimization to Formative E-Assessment in Project Management

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    The current paper describes the application of Particle Swarm Optimization algorithm to the formative e-assessment problem in project management. The proposed approach resolves the issue of personalization, by taking into account, when selecting the item tests in an e-assessment, the following elements: the ability level of the user, the targeted difficulty of the test and the learning objectives, represented by project management concepts which have to be checked. The e-assessment tool in which the Particle Swarm Optimization algorithm is integrated is also presented. Experimental results and comparison with other algorithms used in item tests selection prove the suitability of the proposed approach to the formative e-assessment domain. The study is presented in the framework of other evolutionary and genetic algorithms applied in e-education.Particle Swarm Optimization, Genetic Algorithms, Evolutionary Algorithms, Formative E-assessment, E-education

    Programming Patterns in Computer Games Course

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    Selles lõputöös on kirjeldatud uue kursuse "Programmeerimismustrid arvutimängudes" (MTAT.03.315) loomist. Antud kursus õpetab tudengitele disainimustrite rakendamist korduvate probleemide lahendamiseks arvutimängude arendamisel. Lõputöö käigus koostati materjalid, ülesanded, hindamisjuhised ning eksam. Katsetati ka kogemuspõhise õppemeetodi rakendamist disainimustrite õpetamisel läbi ülesannete. Kursust viidi läbi üks kord ning koguti tudengitelt tagasisidet. Lõpetuseks esitatakse kogutud tagasiside ning pakutakse välja parendusi.This thesis describes the creation of a new course Programming Patterns in Computer Games (MTAT.03.315). The course covers the application of design patterns to solve recurring problems in game development. Course materials, tasks, grading criteria and an exam were designed as part of the thesis work. Experiential learning technique for teaching of the design patterns was explored through programming tasks. The course was conducted once and feedback from students was collected. Finally the feedback is analyzed and future improvements are proposed

    Evaluating the quality of studenbts actions in a distance learning programming language academic discipline

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    A Hybrid Recommender Strategy on an Expanded Content Manager in Formal Learning

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    The main topic of this paper is to find ways to improve learning in a formal Higher Education Area. In this environment, the teacher publishes or suggests contents that support learners in a given course, as supplement of classroom training. Generally, these materials are pre-stored and not changeable. These contents are typically published in learning management systems (the Moodle platform emerges as one of the main choices) or in sites created and maintained on the web by teachers themselves. These scenarios typically include a specific group of students (class) and a given period of time (semester or school year). Contents reutilization often needs replication and its update requires new edition and new submission by teachers. Normally, these systems do not allow learners to add new materials, or to edit existing ones. The paper presents our motivations, and some related concepts and works. We describe the concepts of sequencing and navigation in adaptive learning systems, followed by a short presentation of some of these systems. We then discuss the effects of social interaction on the learners’ choices. Finally, we refer some more related recommender systems and their applicability in supporting learning. One central idea from our proposal is that we believe that students with the same goals and with similar formal study time can benefit from contents' assessments made by learners that already have completed the same courses and have studied the same contents. We present a model for personalized recommendation of learning activities to learners in a formal learning context that considers two systems. In the extended content management system, learners can add new materials, select materials from teachers and from other learners, evaluate and define the time spent studying them. Based on learner profiles and a hybrid recommendation strategy, combining conditional and collaborative filtering, our second system will predict learning activities scores and offers adaptive and suitable sequencing learning contents to learners. We propose that similarities between learners can be based on their evaluation interests and their recent learning history. The recommender support subsystem aims to assist learners at each step suggesting one suitable ordered list of LOs, by decreasing order of relevance. The proposed model has been implemented in the Moodle Learning Management System (LMS), and we present the system’s architecture and design. We will evaluate it in a real higher education formal course and we intend to present experimental results in the near future

    A Flash-Based Mobile Learning System for English as a Second Language

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    This paper explains the development of a Flash-Based mobile learning system for learning English as a second language (FML4ESL). Adobe Flash CS3 was used to develop this system which works on smart mobile phones and PDAs that support Adobe Flash Lite. Twelve English lessons were developed for this system. University students at Assumption University tried out this system using their mobile devices for a period of 4 weeks. A pretest, posttest, and surveys were used to evaluate the effectiveness and usability of this system

    Training of PDCA cycle using a catapult in a virtual learning environment

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    The sustainable teaching of quality methods in the sense of Lean Management and Six Sigma through assistance systems, such as virtual reality goggles, represents a new and growing aspect of continuing education programs. The development and usage of virtual learning environments offers the chance to deepen the theoretical prior knowledge through interactive learning possibilities. In this way, existing learning concepts are supplemented with virtual teaching content. Complex or difficult to present learning settings can be mapped virtually without high material consumption or costs. This paper presents the state of the art with respect to teaching quality methods with VR. An integrationin the created Assisted Reality Implementation Model is made. Subsequently, the requirements for a virtual learning environment based on a real business game are determined. The approach and implementation are explained using the example of the PDCA quality method. First results of the exploration tests from the questionnaires are presented. Based on this, improvements are derived and the next steps are defined

    Data analytics 2016: proceedings of the fifth international conference on data analytics

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    Development of Teaching Materials Introduction to Statistics Using E-learning for Students of Jakarta State University

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    The results of this study of introductory statistics teaching materials for students of Jakarta State University in the form of e-learning can be used online, making it easier for students and lecturers to develop, apply, discuss, and assess the teaching material to teach. This research was carried out with G&D’s R&D research model, which consisted of 10 steps, from planning to testing the effectiveness of the program. This study consists of three stages, which is now being run on the second stage. In this second phase, a trial was conducted for 80 Informatics Education students, with an average of 83.5. This means e-learning can improve student learning outcomes. The results of the questionnaire answered by students showed that 83% of students stated that using e-learning is fun and can repeat material that has not mastered and can be discuss with friends online. The improvement of the Lecturers can be made through a revision of some teaching materials about typos and interpretation.     Keywords: introduction to statistics, e-learning, Galls and Bor
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