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In this paper, we propose a web-based Japanese mimicry and onomatopoeia learning assistant system (JAMIOLAS). In our previous studies, we have proposed context-aware language learning assistant systems that used wearable sensor and sensor network respectively, and attended good results. In order to use this learning model in broader area and more general scene, we are trying to realize the system...
Context-awareness involved in e-learning includes awareness to knowledge context, awareness to social context, and awareness to technical context. This study proposes the use of context-awareness for personalized learning content recommendation in e-learning environments, and discusses the key steps in the recommendation mechanism.
New generation ubiquitous e-Learning system is the key for merging ubiquitous learning into the mainstream of education. FekLoma is such a u-Learning system, which is specially designed according to the requirements of ubiquitous e-Learning environments by bottom-up approach. The system is developed with ULO technologies, and is realized with programmable and extensible programming facility. Based...
As handheld computing initiatives continue to proliferate, the portability and immediate communication properties of mobile devices influence the learning processes in interacting with peers, accessing resources and transferring data. This paper proposes a ubiquitous e-learning environment that can be used to provide customized learning. It utilizes a set of interacting intelligent agents that can...
This paper describes a personalised, single-supported mobile learning environment for University College Dublin that aims to provide efficient learning content delivery and promote constructivist learning anywhere, anytime to third level students. The system will offer accessibility via desktop computer and mobile devices; interactive tool; personalised interface; reusability of learning objects;...
New media technology students at university face many challenges from social to pedagogical when they start academic studies. One of the programs initial goals for these new students is to introduce them to some of the key social Web services that they will need to use for their schoolwork. The use of pervasive games to reach this specific purpose may help new students acclimate to these challenges...
In this paper we present a knowledge-driven model for mobile learning based on the semantic Web. The knowledge model uses a global ontology space and a unified reasoning mechanism to integrate and aggregate knowledge describing both system-centric and user-centric context information. The reasoning engine perceives, understands, and translates context changes into new adaptation constraints in the...
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