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Video-based concordancer can be used to provide a scenario that engage context information of studying novel words. Usually, a fixed number of contextual sentences are retrieved accompanying the keywords. However, there may be a lack of complete context for learners to comprehend the keywords in the videos. Few studies have discussed about how the videos are presented to assist learners to use the...
This paper described the design of a new Long-Distance-Controlled Robot (LDCR) System for distance education. Distance education is a teaching method with the aim of delivering teaching to students who are not physically present in a traditional educational setting such as a classroom. It is difficult to keep student's motivation for learning though an educational technique that uses various technologies...
Web-based tools are now widely used by both companies and individuals for communication and collaboration. This paper shares the results of a project in which first-year introductory technology students from Bentley University in the United States and fourth-year multimedia students from "Politehnica" University of Timisoara in Romania worked together to evaluate two similar online collaboration...
A Clicker or a wireless student response system is an example of a high density simple response ubiquitous system that processes real-time simple responses from a large number of students in a controlled environment like a classroom. Currently such systems are expensive and use proprietary hardware which makes it difficult to extend them for novel learning scenarios. This paper presents the design...
This paper describes a research study which was conducted to determine the effect of traditional classroom teaching augmented by mobile learning on student performance. The study was undertaken in an effort to address the extremely low pass rates of mathematics in the Caribbean. Two groups of students were investigated: a control group which received only classroom teaching and an experimental group...
The current trend towards a personalised educational landscape requires a standards-based adaptation approach that responds flexibly to learner needs and shapes new learning environments, pedagogies, tools and media for learning. We present a set of simple tools to allow for the provision of an accessible relationship between the user's needs and the learning resource's capabilities. This paper demonstrates...
The purpose of this study was to investigate the relationships of social economic status (SES) and learners¡¦ motivation and performance in a game-design project. There were 362 junior high school students participated in the game-design project. The 4W strategy was employed to help learners understand who, where, when and how to operate the stage and sprite in the game-design activity. The game design...
there is lack of understanding of how members prefer to organize and represent the shared rationales. In this paper, I report a classroom study about how group learners used a shared rationale space to articulate and share their rationales. The findings of the investigation show that: group members would brainstorm the ideas and generate rationales to justify the ideas before reading the others' ideas...
Usually semantic metadata are introduced to support effective search of relevant learning objects from LOR (Learning Object Repositories). We propose to use them to assist authors of SCORM (Sharable Content Object Reference Model) like learning objects. In fact, when we design new learning objects by reuse of existing ones, there are risks to have weaknesses mainly due to a bad understanding of the...
In this paper, we describe the evolution of an interactive technology called the Ecological Modeling Toolkit (EMT) that supports learning about complex ecological systems in middle school science. Authentic learning of science is facilitated by imitation, rehearsal and understanding of real-world scientific practices such as observation, experimentation, problem formulation, hypothesis testing, and...
This paper aims to facilitate the operationalization of scenarios on learning platforms. We propose an approach based on the explicitation and the formalization of the implicit business language in order to use it as a mean of communication with external design tools without losing the semantic of the designed scenario. The originality of our approach relies in performing the scenarios operationalization...
The construction of semantic-based learning systems depends on the development of ontologies and the capacity to integrate and exploit knowledge using semantic technologies, notably RDF and ontologies. In this paper we present some of the concepts and ontologies defined in the Active Semantic Learning System (Active SLS). The purpose is to obtain a learning system that is capable of aggregating knowledge...
Interactive visualization is closely related to the concept of user education as the possibility to communicate with the visualized information helps us to understand the data better. At present, there exist numerous of technical solutions designed for people with Alzheimer's disease to make their everyday life easier at home. However, the lack of awareness among relatives and caretakers diminishes...
This study tried to apply observational learning of social learning theory in the curriculum of art education in an elementary school. Art creation skills are complicated and difficult to memorize, and thus this study expected to utilize computer to assist in the instruction. In order to solve the problems such as long creation process, massive information, complicated computing, and the difficulty...
In this paper, we embedded authentic learning content into a themed board game and presented them by a set of educational equipment-Digital Learning Playground (DLP). DLP applied the idea of mixed reality that students interact to the simulative situations, and also remain some hand-on experience with realia. With this device, we build a digital board game and require students and the teacher to join...
Learning Management Systems (LMS) represent today's preferred technology for institutional e-learning. Unfortunately, they show poor adaptability to each user's needs, and learners may suffer from the walled garden effect. Many researchers are investigating the Personal Learning Environment (PLE) as a way to overcome such limitations, fostering a lifelong learning perspective. In this paper we propose...
This paper presents a prototype for an application based on a CMS (Content Management System) connected to an augmented-reality engine that allows final users to publish, read and experience multimedia content tied to specific components of physical artifacts. When the physical artifacts are placed under a webcam, a pre-trained 3D feature recognition system scans the entire figure trying to identify...
Understanding the development of students' competence in writing poses significant challenges, given the complexity of the writing process, the skill levels of students, the types of writing activities offered to students, and the volume of data concerning writing as a whole. While language is taught from elementary school up to university courses and even beyond, the pattern of learning a language...
The use of Open Sim as a platform for enhanced learning concepts incorporates a variety of desirable attributes. The platform supports mixed-initiative functions, may incorporate social networking like aspects and does so in an immersive engaging 3D environment appealing to game players. The ability to communicate with outside applications and the ability to connect virtual worlds through a Hyper...
This paper discusses the use of robots as technology aids in teaching programming and other skills required for the computer science curriculum. It gives an overview of technology based learning, successes of robot based education and concludes with suggestions for education stakeholders.
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