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One of the most prominent issues in engineering education is the proper preparation of prospective engineering students in the subjects of mathematics, physics, and English during their senior secondary school years. South Africa is particularly disadvantaged in this regard as international assessments have shown South African secondary students have consistently been shown to perform poorly in this...
Conveying technical research into the classroom could play vital role in improving the instructor teaching, students understanding and knowledge. In this paper I try to investigate how programming projects and assignments can be prepared to amalgamate software testing objectives, and how computer science students can assess their assignment from testing perspective. In this paper I proposed designing...
This article presents the use of remote experimentation laboratories and its application in the school context. The purpose of this educational tool is to complement the teaching and learning process and to promote learning beyond the classroom through the use of technology. Remote experimentation has been configured as an alternative to promote this learning supplement thus helping the new generation...
Most of the students are forced to take different courses based on their parent's interest, not of their interest. Some students are selecting their courses without knowing their inner ability. In this paper, how the student should select the different courses based on their learning styles in different levels is derived. This is achieved by eliminating the outliers in collected data from students...
IndusMarker is an automated short-answer marking system based on structure-editing and structure-matching rather than extensive use of linguistic features analysis. Since IndusMarker cannot guarantee 100% human-system agreement rate, the use of IndusMarker has therefore been limited to conducting practice tests. It was expected that such a use of IndusMarker will lead to improvements in student learning...
Project based learning (PBL) has become more popular due to its student centered nature of learning compared to traditional modes of learning. However, it is not always feasible to implement it due to several reasons. At the University of New South Wales, the PBL mode was trialled on an introductory Digital Signal Processing course for two consecutive years and the evaluation was previously reported...
The paper presents a framework to support human skill acquisition of game tactics (e.g., chess playing). We argue that cooperative work for defining heuristic constituents carried out by a learner should be alternated with simulated competitions to provide a formal, rating based feedback during the training phase. Firstly, our general definition of tactic concepts is bound to heuristic knowledge formalisations...
A discrete-events simulation course should develop in its students not only the abilities related to the programming language and statistical analysis, but also the ability to create an abstract of a real system into a model system. Thus, this paper has the objective to develop and evaluate an educational dynamic project for discrete event simulation courses, which are capable of developing the student's...
Museum is one of places for recreation and education that can be visited by all ages, from children to adults. Elements of pedagogy in the museum can not be abandoned, and the current geological museum has begun to implement some of the technology, so users can capture the contents of the knowledge contained in it with easy and interesting. The study was conducted to determine the incorporation of...
Knowledge Domain modeling is an important requirement in building adaptive human learning systems. However, the used representation formalisms lack the needed flexibility and reusability those make this requirement efficiently achieved. Thus, the knowledge structure and the content material are neither efficiently adaptable nor easily reusable. Within this paper, we propose a Fractal modeling of a...
This paper builds on work previously published as best paper at CSEDU 2013 [1], which describes the motivation gap between the teacher's view of student motivation and their actual motivation. As a result of this mismatch, the gamified Software Engineering course under observation [2], did not appeal to the students in the expected way. Our findings give rise to a number of design criteria for e-Learning...
The possibility of application of the active forms of education in the bachelor's and master's degree programs of the specialization 240100 “Chemical technology” is represented in the article.
This paper describes the setup for a gamified classroom for the subject of Software Engineering. A series of papers have resulted from this work: “Understanding Student Motivation” at CSEDU 2013 [1] and “Bridging the Motivation Gap”, an IGIP SPEED Young Scientist award paper here at ICL 2013 [2]. The intention behind gamifying the course was to increase student engagement and motivation by allowing...
In this paper, a knowledge exploration assistant system for inquiry-based learning is proposed to support students when inquiry-based learning is conducted. The proposed system provides students with instant assistance with proper knowledge materials and knowledge exploration functions during their learning process. In addition, students' learning history is automatically recorded by the proposed...
In education of the students - future engineers need to focus on the development of their technical competence. It is important to form in the mind of the teachers and students a new perspective on the concept of “technical competence”, because now the competence is more than knowledge and skills in any area of study or profession.
The purpose of this research paper was to demystify: 1) a convergence of Augmented Reality (AR) technology as an educational multimedia and instructional design principles and 2) a divergence of learning outcomes and findings based upon the utilization of Augmented Reality 3D pop-up book, namely The Seed Shooting Game. This AR 3D pop-up book employed a storytelling technique for teaching English as...
This paper describes how remote and virtual laboratories can support students in material properties study. The structure of the course and division of the study materials are described. The educational environment used for virtual and remote laboratories is presented.
A set of advanced analytics methods is investigated aiming at easier and higher quality e-/m-learning or blended tutoring. Security systems (SS) have been considered as an example of difficult-to-learn area. The topic of the presented investigation are contemporary education threats that will lead to big problems in the nearest future. It is shown that today the prevention of such threats is almost...
This paper deals with the e-application (plug-in) designed for the online course where individual learning preferences were reflected. The content is structured in several parts: (1) introduction to the learning styles theory, (2) research objective and design, including the Johnston's concept, (3) plug-in description and implementation in the course and (4) feedback collected from the course participants...
Results of the research on utilization of information and communication technologies by teachers on the primary school level in the Czech Republic in the Hradec Králové region are summarized in this paper. The aim of the research was to find out how teachers work with technologies in the process of education and what influence these technologies have on work and results of pupils. The ways how pupils...
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