160,879 research outputs found
Using Hidden-Markov Model in Speech-based Education System for the Visually Impaired Learner
Speech-based e-Education technology allows users to access learning content on the web by dialing a telephone number. Speech-enabled applications, particularly in the domain of education are primarily implemented to cater for the plight of the visually impaired towards addressing the shortcomings of user interface (UI) design of a mobile learner. However, with the increase in learning resources on the web, using telephone to find suitable content has become a painstaking task for speech-based online users to achieve improved performance. The problem of finding suitable content with speech e- learning applications is more difficult when the sight impaired learner is involved. It is convenient to use existing mobile speech-enabled e-learning applications, but it can be exceptionally time-consuming when the user is forced to navigate through several levels of options before finding exact content. The adoption of Hidden markov model (HMM) for interface and interaction design is required to provide easy navigation and adaptation in speech-enabled learning towards solving the problem of finding suitable content. The objective of this study is to provide a design and implementation of a HMM- based speech interactive education. The system will be useful especially for the physically challenged students such as the visually impaired. It also offers an alternative platform of learning for the able- bodied learners
Learning Operating System subject through mobile application for UiTM students / Nor Faranina Aqila Ramlee
The uses of mobile learning were useful among university students. Mobile learning is said as an educational tool that has the ability to deliver the learning material. Operating System subject is one of the subjects that needs to be presented into interactive multimedia. It is better if the plain text-based learning of courseware can be converted into interactive multimedia elements. The available textbook that does not align with the UiTM syllabus was one of the problems that make students need to search for the other reference books. The time constraints of the operation hour for the library to operate also become one of the difficulties for them to search for the others reference book. Furthermore, the structure of the textbook that contains plain text might not attract students' attention. This Principle of Operating System application is developed to help students to test their understanding in the Operating System subject. This application was develop using ADDIE method where it starts with analysis, design, development, implementation and evaluation. In the evaluations phase, five students are randomly selected to participate as the users to test the mobile application. The students will use the app first and then they will be given questionnaires. The evaluation has been done to test the usability of the application. The feedback from the questionnaires will be used as the scale to improve the Principle of Operating System application. The overall result from the testing shown that most of the participants strongly agree with the usability of the mobile application
Designing an Android-based Nursing Theory Reminder of Educational Game Application (GEMPITA)
Nursing theory is an important thing to learn for nursing students. Nursing theory can be studied by students in philosophy and nursing theory courses. It can be seen from the results of the final evaluation that students obtained sufficient scores of 49%. This has an impact on the student achievement index and student professionalism in carrying out nursing practice, both in clinical practice and later when they have worked in nursing services. The learning method used by lecturers is to form groups and give assignments to students in the form of papers and presentation in the form of powerpoints in front of the class. Therefore, researchers try to make a learning innovation in the form of an android-based educational game. This educational game is called the nursing theory reminder education game (GEmPITA). This study aimed to design an android-based GEmPITA as an innovation for studentsâ learning media in philosophy and nursing theory courses. Mobile application development lifecycle model (MADLC) with 7 stages including the rapid application development method, with 3 stages, namely requirement planning, design system, and implementation. The results of this study are in the form of a prototype of an android-based game application that will be used by nursing students. By making the GEmPITA, an interactive educational game, students can learn nursing knowledge in a more fun way and make learning nursing science easier.
Keywords: gaming apps, education, android, nursing theor
DESAIN PORTAL KAMPUS SELULER DI LINGKUNGAN BIG DATA : MOBILE CAMPUS PORTAL DESIGN IN THE BIG DATA ENVIRONMENT
The development of smart mobile devices and big data technology and mobile applications has become an efficient tool for sharing information. This mobile learning system provides an interactive teaching platform between lecturers and students. Learners can study online classes at any time and anywhere with the help of mobile devices. This research proposes a mobile learning application to Android and Blackberry smart phones. The mobile application provides e-learning services on the client side for students and sharing service interface on the service side. The concept of big data uses volume, variety, velocity, veracity and value or abbreviated as 5V. This research explains why and how to design a mobile campus portal to meet the requirements of the education big data environment, introduce the topology, applications and structure of the mobile portal campus system and discuss the implementation of the 5V big data concept on the mobile portal campus. This study applies the concept of 5V big data in designing an effective mobile campus portal. The final results of Mobile Campus Portal research at the application level provide five types of application modules for users including teaching management, administrative management, financial management, research management and public services. In meeting the requirements of the big data environment on campus, the Mobile Campus Portal applies the five dimensions of the big data concept to the entire data processing cycle. Data integration uses volume and dimension variations. Data translation uses the speed dimension and the data security control uses the truth and authentication dimension. Data mining uses the value dimension
A bluetooth-based Interactive system to improve relationships between actors in educational environments
Nowadays there are a vast number of devices and technologies available for the common citizen to improve their communication with others. This fosters the design and implementation of systems that explore the available features of these devices. In this paper, we propose a Bluetooth-based interactive system for delivering personalized information in high education institutions. The system allows informing, on a personalized way, the actors of an education institution on a free way using popular communication standards. The scenario we promote in the paper is mainly focused on learning environments, however the framework is also applicable in other shared public and semi-public spaces such as offices, homes, companies and many others. One of the most important contributions of this work is to combine public displays and personal mobile devices for delivering personalized information according to the studentsâ location. A prototype has been built and discussed with demonstrative user scenarios. Early results show that teachers and students found some advantages in this system comparing to traditional approaches. This system can effectively support a wide range of activities for students. It provides to each student the possibility to have a personal interaction with the technology in an authentic and appropriate use context. Features like the systemâs architecture, prototype and systemâs evaluation are explained in the paper. Results show that this system can be an important complement to other popular systems in education environment (e.g. e-mail, chats, Wikis, forums, e-learning platforms etc.)
Design and Implementation of a Yoruba Language Mobile Tutor
Yoruba is a popular indigenous language in Nigeria alongside Hausa and Igbo. English language is however the main medium of communication especially in schools and institutions of learning. Over the years there has been unhealthy rivalry and competition between English language and the indigenous Nigerian languages with the latter struggling for survival. The rivalry is further worsen by the wide adoption of mobile technology which is mostly bundled with resources written in English language. Young Nigerians who have not been exposed to Yoruba language as their native language often find it difficult to speak, read, learn and write Yoruba language. There is the fear of trading Nigerian indigenous languages for English Language as the main means of communication due to modernization. The focus for this work is to present the design and implementation of an interactive mobile application with basic tutorials in the learning of Yoruba language on handheld devices. The system has features that assist users to do basic translation of English to Yoruba and fundamental tutorials that will enable people to learn, write, read and speak Yoruba language fluently. The application was designed and modelled with Unified Modelling Language and developed using HTML5, JavaScript and CSS. The application runs seamlessly on handheld devices which has a deep level of penetration and adoption in Nigeria
Investigating and identifying an interactive mobile learning model for improving the safety in the Railway
Background and Objective:Rail transport is one of the most important infrastructures for the development of the country due to its special advantages and adaptation to the environment. Article 24 and 25 of the economic affairs of the general policies of the Sixth Development Plan emphasizes the priority of the rail transport industry. In articles paragraphs 34 and 38 of the ICT affairs of this plan the development of communicative and intelligent systems is also referred to. The role of education in the implementation of these programs is very important, and the study, design of the model and the implementation of intelligent learning systems accelerate the development of learning in rail transport. Achieving organizational missions depends on the ability of employees to perform the assigned tasks and adapt to a changing environment. Implementing training and improving human resources allows people to effectively continue their activities and increase their efficiency in accordance with organizational and environmental changes. An Interactive Mobile Learning System (IMLS) can be designed as a tool for implementing the theory of Heutagogy. This approach is considered as a chain of andragogy and has a process look. Considering the importance of improving safety in the operation of railway, there are many facilities in the areas of infrastructure, fleet and operation of this task. The problem that the Railway Company has faced is the weakness in the safe operation of these equipment and the maintenance caused by the lack of effective training that can be identified as one of the major contributing factors to the disaster. Methods: In this research, the size of the population was 3000 drivers of the Islamic Republic of Iran Railways; 280 were selected as the sample based on clustering sampling. By studying the models and learning approaches through the use of statistical tools, an intelligent model for moving from training to learning, participatory, ubiquitous and informed, and appropriate to the railway and the existing infrastructure was validated and implemented by Smart PLS software. The impact of this system on safety and the reduction of the actual workplace environmental hazards was studied. Findings: The results of the study indicated that the establishment of an interactive mobile learning system impacts the safety by influencing the driversâ accountability, accessibility and performance. Conclusion: The intelligent interactive learning system as a potential tool for staff training and empowerment is examined. The role of education in the implementation of these programs is vital and can speed up the study and design of the model and the implementation of this system to develop the learning of the development of the countryâs railing system.  ===================================================================================== COPYRIGHTS ©2019 The author(s). This is an open access article distributed under the terms of the Creative Commons Attribution (CC BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, as long as the original authors and source are cited. No permission is required from the authors or the publishers. ====================================================================================
Recommended from our members
Educational Technology Topic Guide
This guide aims to contribute to what we know about the relationship between educational technology (edtech) and educational outcomes by addressing the following overarching question: What is the evidence that the use of edtech, by teachers or students, impacts teaching and learning practices, or learning outcomes? It also offers recommendations to support advisors to strengthen the design, implementation and evaluation of programmes that use edtech.
We define edtech as the use of digital or electronic technologies and materials to support teaching and learning. Recognising that technology alone does not enhance learning, evaluations must also consider how programmes are designed and implemented, how teachers are supported, how communities are developed and how outcomes are measured (see http://tel.ac.uk/about-3/, 2014).
Effective edtech programmes are characterised by:
a clear and specific curriculum focus
the use of relevant curriculum materials
a focus on teacher development and pedagogy
evaluation mechanisms that go beyond outputs.
These findings come from a wide range of technology use including:
interactive radio instruction (IRI)
classroom audio or video resources accessed via teachersâ mobile phones
student tablets and eReaders
computer-assisted learning (CAL) to supplement classroom teaching.
However, there are also examples of large-scale investment in edtech â particularly computers for student use â that produce limited educational outcomes. We need to know more about:
how to support teachers to develop appropriate, relevant practices using edtech
how such practices are enacted in schools, and what factors contribute to or mitigate against
successful outcomes.
Recommendations:
1. Edtech programmes should focus on enabling educational change, not delivering technology. In doing so, programmes should provide adequate support for teachers and aim to capture changes in teaching practice and learning outcomes in evaluation.
2. Advisors should support proposals that further develop successful practices or that address gaps in evidence and understanding.
3. Advisors should discourage proposals that have an emphasis on technology over education, weak programmatic support or poor evaluation.
4. In design and evaluation, value-for-money metrics and cost-effectiveness analyses should be carried out
Digital communities: context for leading learning into the future?
In 2011, a robust, on-campus, three-element Community of Practice model consisting of growing community, sharing of practice and building domain knowledge was piloted in a digital learning environment. An interim evaluation of the pilot study revealed that the three-element framework, when used in a digital environment, required a fourth element. This element, which appears to happen incidentally in the face-to-face context, is that of reflecting, reporting and revising. This paper outlines the extension of the pilot study to the national tertiary education context in order to explore the implications for the design, leadership roles, and selection of appropriate technologies to support and sustain digital communities using the four-element model
HyperSNN: A new efficient and robust deep learning model for resource constrained control applications
In light of the increasing adoption of edge computing in areas such as
intelligent furniture, robotics, and smart homes, this paper introduces
HyperSNN, an innovative method for control tasks that uses spiking neural
networks (SNNs) in combination with hyperdimensional computing. HyperSNN
substitutes expensive 32-bit floating point multiplications with 8-bit integer
additions, resulting in reduced energy consumption while enhancing robustness
and potentially improving accuracy. Our model was tested on AI Gym benchmarks,
including Cartpole, Acrobot, MountainCar, and Lunar Lander. HyperSNN achieves
control accuracies that are on par with conventional machine learning methods
but with only 1.36% to 9.96% of the energy expenditure. Furthermore, our
experiments showed increased robustness when using HyperSNN. We believe that
HyperSNN is especially suitable for interactive, mobile, and wearable devices,
promoting energy-efficient and robust system design. Furthermore, it paves the
way for the practical implementation of complex algorithms like model
predictive control (MPC) in real-world industrial scenarios
- âŠ