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Testing of product is perform to discover or detect the errors and defects in the developed system. But testing is usually time consuming especially when complex projects are canvass. Testing of a product lead off with generation of test cases. The Test case generation are based on three parts coding, design and specification. The Specification based testing deals with generation of test cases from...
The lack of strong reading comprehension skills affects a student's success in school. This paper aims to examine how fluent and non-fluent readers process text and images by utilizing eye movement methodology. Three types of diagnostic instruments were used to collect data (text-only, text and image and image-only). The experiments also involved personal observation, interviews and Q&A sessions...
Service-dominant logic, called S-D logic, proposed a new thought oftheoretical foundation for service economy from a service centricviewpoint, but basic terms and their relationship are not representedin technical form. We first formalize S-D logic in a mathematical form. In addition to the terms that have already been introduced in S-D logic, we define terms of 'capability' and 'potential'. These...
As part of the POGIL Teaching to Increase Diversity and Equity in STEM (TIDES) project, seven instructors at five institutions adopted Process Oriented Guided Inquiry Learning (POGIL) activities for their first-year courses. These POGIL activities were designed to regularly prompt students to reflect on the relevance of the curriculum to their own lives, but instructors did not successfully incorporate...
Information and Communication Technologies (ICTs) have played a major role in shaping our society, affecting nearly all aspects of our daily lives. In educational contexts, the ongoing technological revolution we are experiencing naturally calls for a transformation of traditional teaching and learning processes. The integration and efficient use of emergent technologies have become fundamental challenges...
Hyper-heuristics are methods for problem solving that decouple the search mechanisms from the domain features, providing a reusable approach across different problems. Even when they make a difference regarding metaheuristics under this perspective, proposals in literature commonly expose parameters for controlling their behavior such as metaheuristics does. Several internal mechanisms for automatically...
A social network comprises a collective of individuals who exert influence on each other via explicit communication/ control linkages. Applying social choice theory to networks requires the influence linkages to be explicitly embedded into the social choice model. Embedding is accomplished by replacing classical categorical preferences with conditional preferences that enable individuals to express...
This article draws on the design and implementation of three mobile learning projects introduced by Flanagan in 2011, 2012 and 2014 engaging a total of 206 participants. The latest of these projects is highlighted in this article. Two other projects provide additional examples of innovative strategies to engage mobile and cloud systems describing how electronic and mobile technology can help facilitate...
Identification of malware is a critical problem in computer security. Many signature-identification, behavior-recognition, and reputation-based tools are available for host-based detection. However, so many files are present on systems today that checking all files is time-consuming, and better methods are needed to suggest which files are of highest priority to check in partial scans. This work developed...
Game design demands a comprehensive understanding of the audience. Although recent developments in the video game industry have heightened the need to involve players in the design process, the research to date has tended to focus on participatory design with children rather than older adults. Moreover, due to the lack of information regarding gamers' social context and their experiences, there has...
This Work in Progress (WIP) paper analyzes the motivation of high school students and teachers to use a free online Augmented Reality (AR) application as a tool for learning/teaching basic concepts of direct-current (dc) circuits. The work also analyzes how students predict, observe and explain phenomena, such as open/closed circuit and parallel and series components. The results show that such an...
Online social network has obtained a significant increase in recent years. Making friends is a way of creating social relationships with others in online social network to be in contact with their friends in the real world and to have access to the information they are interested in. Therefore friend recommendation is becoming a very important aspect and attracting extensive attention in visual communities...
Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to...
In order to successfully deliver Mobile-Based Assessments in any educational setting, it is of great importance to investigate the factors that influence its adoption from the students. The present study aims to explain and predict the Technology Acceptance Model constructs “Attitudes towards Using” (ATU) and “Intention to Use” (ITU) mobile-based assessment from the perspective of the Self-Determination...
In this paper we present results from the Quality of Experience (QoE) evaluation of two commercially available games on four different smartphones and tablets with screen sizes between 3.27″ and 10.1″. The tests were conducted in a neutral lab and a simulated metro environment. Results show a considerable impact of display size on overall quality as well as four out of seven Player Experience dimensions...
In recent years, an innovative approach to learning has been developed to construct a context-aware mobile learning platform based on situated learning. In this study, we utilized NFC-enabled smartphones with context-aware technology to propose a Context-Aware Mobile JApanese conversation Learning system (CAMJAL) for non-native learners. Our proposed system implemented and recorded learning behaviors...
Existing work on pursuit-evasion problems typically either assumes stationary or heuristic behavior of one side and examines countermeasures of the other, or assumes both sides to be strategic which leads to a game theoretical framework. Results from the former may lack robustness against changes in the adversarial behavior, while those from the latter are often difficult to justify due to the implied...
Learning process can be enhanced by offering students, resources that are closer to their reality. Besides, the wide use of Mobile devices brings the opportunity to go beyond classrooms and computer based learning objects. The AUTO4L Framework for personalized automated composition of Web resources based the user context. AUTO4L is highly applicable to STEM classrooms. The philosophy of AUTO4L allows...
In this demonstration, we present an integrated environment for the development, test and execution of pervasive applications in the home context. This environment is based on the iPOJO component model and a connected home simulator that has been developed in the context of the pervasive health domain. The investigated service, actimetrics, is based on measurement and analysis of motor activities...
The authors would like to share their experience as the designers of an ARG (Alternate Reality Game) called LS StartUp Lab, where players evolve their ideas and/or teams to create startups by following the inner laws of Gamification. This event, a clear success within its two editions, empowers attendee's abilities to persist and create new companies that provide with purely innovative IT-related...
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