24 research outputs found

    Towards a collaborative web-based learning system

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    The Internet can play an important role in providing education and new opportunities.The availability of the web-enabling technologies has influenced the success of e-learning strategies. The Internet may make the larger world more tangible and give strong foundation to extend traditional learning methods with dynamic learning using web technologies or electronically.E-learning consists of Web-based teaching tools that allow students and instructors access to course materials, assessment tools, activities and various communication options electronically.E-learning continues to work its way into the curriculum of many institutions of higher learning across the country.Focus of this paper is the discussion of the e-learning implementation, including future development and enhancement of e-learning.A review of the literature concerned the role of ICT in enhancing and promoting learning in or using the World Wide Web (WWW or Web) is also included.The e-learning platform used does provide a paradigm shift in facilitating student-lecturer interactio

    Using MySQL for learning management system

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    The Internet provides a new way of getting access to knowledge resources and materials.The Internet platform is proven provides an efficient way of communication among instructors, students and management using computers via network. However, an integrated learning management system (LMS) is required in order to have an efficient and effective communication, and to fully utilize the facilities provided by the Internet.There are already several implementations of such system, which are developed for commercial purpose, specifically for an organization or even provided in the public domain.This paper describes our work in utilizing open source tools particularly MySQL database, to develop web-based learning management system. The main focus is to evaluate the performance of MySQL, ease of usage, and platform dependency in a medium scale project

    Assessing Perceptions of Academic Staff in Using SmartUMS for Teaching and Learning

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    The use of educational technologies for teaching and learning has been implemented in many institutions of higher learning. Universiti Malaysia Sabah (UMS) uses Moodle on SmartUMS e-learning platform to deliver academic courses. Every lecturer needs to register their respective courses on SmartUMS to complement face-to-face teaching and learning routine. The purpose of the study was to investigate academic staff’s acceptance and perceptions towards SmartUMS usage in UMS. The findings will contribute to the development of the UMS’s e-learning strategy, providing information on active participations from the lecturers which will enable the most effective use of education technology. Data was collected from all participants of SmartUMS training sessions. A questionnaire was distributed to 86 respondents and statistically analyzed using SPSS statistical package. The findings revealed that lecturers developed positive acceptance and perception towards using SmartUMS. It also concludes that SmartUMS provide value tools for effective interaction between lecturers and students in their teaching and learning activities

    Assessing Perceptions of Academic Staff in Using SmartUMS for Teaching and Learning

    Get PDF
    The use of educational technologies for teaching and learning has been implemented in many institutions of higher learning. Universiti Malaysia Sabah (UMS) uses Moodle on SmartUMS e-learning platform to deliver academic courses. Every lecturer needs to register their respective courses on SmartUMS to complement face-to-face teaching and learning routine. The purpose of the study was to investigate academic staff’s acceptance and perceptions towards SmartUMS usage in UMS. The findings will contribute to the development of the UMS’s e-learning strategy, providing information on active participations from the lecturers which will enable the most effective use of education technology. Data was collected from all participants of SmartUMS training sessions. A questionnaire was distributed to 86 respondents and statistically analyzed using SPSS statistical package. The findings revealed that lecturers developed positive acceptance and perception towards using SmartUMS. It also concludes that SmartUMS provide value tools for effective interaction between lecturers and students in their teaching and learning activities

    Comparative study of ensemble method vs deep learning on human activity recognition for elderly care

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    A drastic increase in healthcare demand has come from the explosive growth of the older population. The elderly are, on average, more vulnerable to health problems than other age groups. Unpredictable events, such as sudden falls, can be avoided with proper monitoring. Activity recognition can help people avoid potentially dangerous behaviours by aiding in the detection of unexpected events. Most of the existing approaches require complex sensors and environment setup, involve data filtering and noise removal steps, and most often the chosen learning models need to be tuned and carefully designed for optimal performance. This study emphasizes light implementation, fast training time, easy experimental setup, and minimal parameter tuning. Human activities are captured using smartphone sensors in this study. Students and senior residents from a local home care facility are among the volunteers for this study. The necessary data sets are obtained from the accelerometer sensor on the smartphone. To provide baseline performance, the traditional instant-based learning architectures k-Nearest Neighbors (kNN) and Support Vector Machine (SVM) are used. To represent the ensemble learning model, the Random Forest (RF) and XGBoost (XGB) are investigated. The Multilayer Perceptron (MLP) and Convolutional Neural Network (CNN) are the more advanced deep learning models used in this study (CNN). The results reveal that ensemble methods and deep learning models provide improved accuracy, with ensemble learning models outperforming deep learning models

    Real-time pre-placed marker-less square-ROI verification system based on contour-corner approach for breast augmentation

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    This paper aims to enhance the current contour and corner detection approach by applying smoothing and adaptive thresholding techniques to the stream input and then use subpixel corner detection to obtain better and more accurate interest point. There are two main steps involved in AR application, first - detect and extract local features and second – visualization and rendering. Our focus is the first part of the whole operation – features. We proposed marker-less approach as to avoid the needs to prepare the target environment and to make our approach more flexible. The proposed method starts with first getting an input from the real environment through a camera as visual sensor. On receiving an input image, the proposed system will process the image, finds and detects strong interest point from the ROI by applying enhanced contour-corner detection. From the ROI, features such as number of corners and vertices can be extracted and later can be used to determine a marker. For testing purposes, a mannequin as an input is used. Based on the experiment, the proposed method manage to capture the environment, convert captured frame into grey-scale image, detect corners and contours and also able to identify and verify a marker

    A Game Experience Scoring Approach on Digital Educational Games and Cognitive Styles Behaviour

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    Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behaviour and experiences. The growth and popularity for DEGs among the young continues to evolve therefore further studies remains required. This study investigated how game experiences were related to children’s cognitive styles (i.e., focused attention and interaction strategies) on DEGs. In this study, a game experience scoring approach was used to examine the cognitive styles. Preliminary results presented that the Working Area of the DEG influenced a child's game experience and the Distractor was less seen by children during the interactive sorting activity. Focus attention on the Working Area and Banner works closely together (p<.05) indicating that children revisit items for confirmations. As for game experience on interaction strategies, an enjoyable game experience can be achieved when a child practice structured gameplay that develops into attention and engagement. Overall this study expands the knowledge of objects in game design and human behaviour for young children in DEGs

    Effect mobile learning application in children’s interest

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    Mobile learning application is a teaching aid that can help students to self-study with or without guidance. Unfortunately, the mobile learning application did not help in identifying the increase in students' interest in learning especially children. This paper will discuss how mobile learning application affect the children interest in learning. Mix method of qualitative and quantitative used to evaluate the children interest based on the assessment score, micro-expression (facial expression) and interview. The results from all of the three methods show a positive interest are exist among children
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